The Enchanted World, a world where Magic: The Gathering and D&D collide! [Archive] - Wizards Community

Post/Author/DateTimePost
Rhineglade

05-04-07, 09:31 PM
The Enchanted World

I have always wanted to take a stab at creating a homebrew world combining the elements of both Dungeons & Dragons with Magic: The Gathering. I don't intend to use one of the pre-existing worlds that MTG has already established but rather flush out something a bit new (at least for me.)

Here are some of the basic elements I have been thinking about. Critiques, comments and suggestions are of course always appreciated.

:r: The Enchanted World is a moderate to heavy magic world infused with the power of 'mana.' Mana is that essence produced by the land found throughout the Enchanted World. It is this mana that empowers the spells of wizardry.

:g: As in the MTG game, mana exists in five different colors, each with its own focus, strengths and weaknesses. Mountains produce red mana, the magic of fire. Plains produce white mana, the magic of protection. Islands produce blue mana, the magic of deception. Forests produce green mana, the magic of nature. Swamps produce black mana, the magic of death.

:u: Just as there are 5 main types of land producing the 5 types of mana, so too does the number 5 appear in various and sometimes subtle themes throughout the Enchanted World. Five is considered a very auspicious number and is widely believed to impart great power and knowledge to those wise enough to understand.

:w: Planeswalkers exist within the Enchanted World as god-like beings oftened worshiped by the superstitious population. Ten planeswalkers are known to operate freely but are governed by the authority of the Covenant. The Covenant is a powerful World Spell established by the earliest planeswalkers to prevent open hostility as well as world-wide destruction. The Covenant insures that planeswalkers are limited to specific domains within the Enchanted World and uphold the Balance of the Universe. Most exhibit some form of neutrality and strive to prevent good and evil from gaining too much of a hold on the physical plane.

:b: Sorry Charlie, but player characters may not be planeswalkers for the abilities of such beings is so far beyond the understanding of mere mortals. This is not to say that a player does not exhibit this "spark" which lies dormant until the player experiences a specific, and often life-altering, event that awakens the player. In the meantime, players are free to chose from any of the standard D&D character classes as well as a few extra classes which shall be detailed later.
armeniantwins

05-04-07, 10:08 PM
Not so bad. Just keep working on it, and it should turn out fine.
Rhineglade

05-05-07, 12:44 PM
Some Basics

The Enchanted World is known as "Pentarch" though it is customarily referred to as simply the "Enchanted World."

Pentarch is almost twice the size of our Earth and covered with expansive oceans dotted with innumerable islands and large continents. Pentarch orbits a single sun and has a single moon.

Life has evolved through a number of ways often influenced to a certain degree by the large quantity of mana that is generated on this world. The human race of Pentarch is similar to those of other worlds but are by no means the majority. A number of other races also compete for space and resources including the dwarves, elves, orcs, catfolk, ratlings, beastfolk and lizardfolk.

Although most of these races dwell in relative harmony, each does consider itself the primary culture which serves to add to the conflict that sometimes arises when two or more races clash. Each race has also adapted to the worship of one or more of the native planeswalkers who have taken on the role of protector deities to a certain extent. Though not actually gods, the planeswalkers are immortal beings who generally assume a physical form most similar to whichever race happens to revere them. Clerics of such planeswalkers also exhibit the power to cast divine spells though such power does not necessarily come from the patron planeswalker but often from the cleric's own innate belief and strength of will.
Rhineglade

05-05-07, 05:05 PM
Planeswalker

Considered a template as described in the D&D Core Rule Books, the Planeswalker may be applied to any living creature. The base creature will still retain their original skills and abilities but likewise ascend to a most powerful "class."

Planeswalkers are not made but born. It is believed that all creatures who evolve into a planeswalker were born with a "spark" of life. This spark is undetectable by all save for other planeswalkers and perhaps the truly divine. Though they rarely speak about the events leading up to their ascension, most planeswalkers experience some form of extreme physical or emotional trauma that effectively ignites this spark and activates the formerly dormant planeswalker traits.

Planeswalkers are pure magic and thought. Their natural form is one of pure incorporeal energy. However they will often assume a physical form similar to the one they wore before their ascension or a form familiar to those around them. They are considered the highest form of magic-user with the ability to tap into an infinite supply of mana.

CREATING A PLANESWALKER CREATURE
"Planeswalker" is an acquired template that can be added to any living creature with an intelligence of 10+ (referred to hereafter as the base creature).

A planeswalker creature uses all the base creature's statistics and special abilities except as noted here.
Armor Class: A planeswalker in physical form receives a +4 natural armor bonus and a +4 deflection bonus. These bonuses stack with any natural armor bonus or deflection bonus the base creature has.

Hit Dice: Change the base creatures hit dice to d12. All planewalkers also receive a number of bonus hit dice equal to the total sum of all ability bonuses. Thus, a planeswalker with a STR 17 would receive bonus hit dice equal to 3d12.

Attacks: A planeswalker in physical form may use the same attack and damage as the base creature. Base creatures with a natural attack form retain this ability.

Special Abilities: A planeswalker creature retains all the special abilities of the base creature and also gains the following special abilities.
Alter Form: Similar to the divine salient ability, the Alter Form planeswalker ability allows the planeswalker to alter various physical attributes of their chosen form. The forms a planeswalker can assume are limited and vary with each planeswalker. The forms are often related or similar to the form of the original base creature. A planeswalker may use this ability to alter their appearance, facial features, hair and eye color or even clothing. A planeswalker can use this ability to create disguises, gaining a bonus of +15 on its Disguise check. This ability may be uses as a move-equivalent action. The altered forms can be used to add or subtract one or two limbs, grow wings to fly, fins to swim and gills to breathe water. The planeswalker can remain in this altered form indefinitely but will return to an incorporeal state if slain.
Alter Size: A planeswalker can change the size of its physical body as a free action. The new size may be anything from Fine to Colossal.
Damage Reduction: A planeswalker gains DR 10/magic.
Darkvision: Planeswalkers gain darkvision if the base creature did not already possess such an ability with a range of 1 mile.
Energy Resistance: A planeswalker gains cold 10, electricity 10 and fire 10.
Enhanced Senses: A planeswalker gains increased sensory abilities as an extraordinary ability. These senses allow a planeswalker in physical form to detect approaching enemies, detect the presence of other planewalkers, sniff out hidden foes and track by sense of smell. Treat this ability as if the planeswalker possesses low-light vision and scent abilities. The planeswalker also gains a +10 competence bonus on Listen and Spot checks. Planeswalkers can also detect the presence of another planeswalker within a 1000 mile radius even if the planeswalker is in an incorporeal state.
Incorporeality: A planeswalker is naturally formless and incorporeal. They may assume a physical body as a standard action. They may likewise return to their natural incorporeal state as a free action. While in an incorporeal state, they are unable to affect the material plane on a physical level but may still communicate with material beings via their telepathy. While incorporeal, a planeswalker is also naturally invisible as per the spell. This invisibility can not be dispelled as long as the planeswalker remains incorporeal.
Regeneration: A planeswalker's physical body has the regeneration ability. They may use this ability to recover from wounds quickly or even regrow or reattach severed body parts. Damage dealt to a planeswalker in physical form is treated as nonlethal damage and the planeswalker automatically cures itself of nonlethal damage at a rate of 5 points per round.
Spells: A planeswalker gains supernatural spellcasting abilities. All planeswalkers are considered 20th level Wizards. If the base creature already has wizard levels, then this ability stacks (A 6th-level wizard that happens to ascend to a planeswalker would now be considered a 26th-level wizard.) They no longer need to memorize or pray for their spells. They may automatically learn any new spell without having to check for it. Planeswalker also gain the Eschew Materials as a bonus Feat. Planeswalkers can spontaneously cast both arcane and divine spells.
Spell-Like Abilities: At will- arcane sight, clairaudience/clairvoyance, detect evil/good, detect magic, detect scrying, detect thoughts, endure elements, fly, levitate, locate object, major creation, plane shift, read magic, scrying, see invisibility, speak with animals, teleport without error, true seeing. 1/day- demand, dimensional lock, legend lore, mind blank, wish. The save DC are equal to 10 + spell level + Cha bonus.
Telepathy: A planeswalker may communicate telepathically with any creature that has a language within a 100 foot range.

Abililties: Upon ascending to planeswalker status, the creature gains a +10 bonus to all ability scores.
Skills: Same as the base creature.
Feats: Same as the base creature.

Immortal: A planeswalker is an immortal being. They no longer age and cannot die from natural causes. Planeswalkers do not need to eat, sleep or breathe. Planeswalkers can still be killed though usually through very special circumstances often through magical or physical combat with another planeswalker.
Rhineglade

05-06-07, 10:24 PM
Mana Magic

As described before, and as anyone who is familiar with Magic: The Gathering, spells are empowered through the spellcaster's ability to tap into the mana generated by the land. For a true feel of a MTG and D&D combo, I feel it is definitely a must to categorize the various spells of D&D into one or more of the five colors of magic.

For the most part, this is not too difficult of a task. By examining the "basics" of the five colors, it is usually apparent which spell would fit the color. Red mana, for instance, is generally the magic of fire, chaos, aggression, brutality, barbarism, etc. Therefore, a fireball spell would be considered red mana. (In fact, this decision is made even easier as there actually is a MTG card named "fireball" that is indeed a red spell.)

Some spells from D&D however do not neatly fit into these categories. Furthermore, some spells should be considered so common among all wizards and sorcerers that they be readily available to all regardless of the color of mana that spellcaster has access too. Therefore, I feel it appropriate to create a "Universal Spell List" for these so-called "colorless" spells. This list will likely be the longest and would include spells such as detect magic, read magic, etc since all spellcasters in a D&D setting would have to have access to such spells in order to pursue their chosen career path.

As time allows, I will be placing the spell lists on this particular entry. Feel free to examine these lists and please let me know what you think. There are quite a few gray areas as one might imagine and it is not always easy to categorize all D&D spells into a MTG format. It would be easy to just simply place all of such spells into the Universal List but I prefer to keep that list to a minimum if possible.

:r: RED MAGIC :r:
Red magic is powered by mountain mana. It is generally offensive in nature and relies heavily on damaging spells often of a fiery nature. Red magic is one of destruction, chaos, fire, lightning, warfare and pain.
Red Mana Spell List
0-
flare

1-
endure elements
burning hands
summon monster I

2-
resist energy (fire)
continual flame
flaming sphere
scorching ray
shatter
pyrotechnics
summon monster II

3-
explosive runes
protection from energy (fire)
rage
fireball
lightning bolt
flame arrow
summon monster III
haste

4-
fire trap
fire shield (hot form)
wall of fire
stone shape
summon monster IV

5-
wall of stone
passwall
transmute mud to rock
transmute rock to mud
summon monster V

6-
wall of iron
chain lightning
disintegrate
move earth
summon monster VI

7-
summon monster VII
delayed blast fireball
Mordenkainen's sword
reverse gravity
statue

8-
incendiary cloud
summon monster VIII
sunburst
iron body

9-
summon monster IX
Bigby's crushing hand
meteor swarm



:u: BLUE MAGIC :u:
Blue magic is powered by island mana. It is the magic of illusion and deception. Blue wizards rely on more subtle spellcraft to accomplish their goals rather than the more direct approach. Blue magic includes spells of water and air as well as illusion, trickery, knowledge, mental discipline, psionics and enchantment.
Blue Mana Spell List
0-
daze
ray of frost
ghost sound

1-
obscuring mist
summon monster I
unseen servant
charm person
hypnotism
shocking grasp
color spray
disguise self
silent image
ventriloquism

2-
resist energy (cold)
fog cloud
glitterdust
summon monster II
detect thoughts
daze monster
Tasha's hideous laughter
touch of idiocy
gust of wind
blur
hypnotic pattern
invisibility
minor image
mirror image
misdirection
alter self

3-
nondetection
protection from energy (electricity or cold)
phantom steed
sleet storm
boomerang
summon monster III
wind wall
displacement
soul barrier
illusory script
invisibility sphere
major image
blink
fly
gaseous form
water breathing

4-
solid fog
summon monster IV
charm monster
confusion
crushing despair
fire shield (cold form)
ice storm
wall of ice
hallucinatory terrain
illusory wall
greater invisibility
phantasmal killer
rainbow pattern

5-
glacial wall
summon monster V
Rary's telepathic bond
dominate person
feeblemind
hold monster
mind fog
symbol of sleep
cone of cold
dream
false vision
mirage arcana
persistent image
seeming
baleful polymorph
overland flight
telekinesis

6-
summon monster VI
mass suggestion
symbol of persuasion
Otiluke's freezing sphere
mislead
permanent image
programmed image
shadow walk
veil
control water

7-
summon monster VII
mass hold person
insanity
prismatic spray
mass invisibility
project image
control weather

8-
prismatic wall
maze
moment of prescience
summon monster VIII
mass charm monster
demand
Otto's irresistible dance
Otiluke's telekinetic sphere
polar ray
scintillating pattern
screen
temporal statis

9-
prismatic sphere
summon monster IX
dominate monster
mass hold monster
weird
time stop



:w: WHITE MAGIC :w:
White magic is powered by the mana of the plains. It is the magic of defense as well as healing and protection. White magic is not necessarily "good" but can be either good or evil depending on its use. Generally, white magic is the magic of protection, shielding, chivalric warfare, healing, life, cooperation and holy fortitude.
White Mana Spell List
0-
resistance
detect poison

1-
alarm
endure elements
circle of protection
summon monster I
true strike
magic missile
magic weapon
cure light wounds

2-
resist energy
glitterdust
Melf's acid arrow
summon monster II
bull's strength
eagle's splendor

3-
protection from energy
summon monster III
heroism
daylight
Leomund's tiny hut
gentle repose
halt undead
keen edge
greater magic weapon

4-
battle cry
remove curse
Leomund's secure shelter
summon monster IV
lesser geas
Otiluke's resilient sphere
shout

5-
break enchantment
Mordenkainen's private sanctum
Mordenkainen's faithful hound
summon monster V
symbol of sleep
Bigby's interposing hand
wall of force

6-
guards and wards
repulsion
summon monster VI
geas/quest
greater heroism
Bigby's forceful hand
mass bull's strength
mass eagle's splendor
Tenser's transformation

7-
banishment
sequester
Mordenkainen's magnificent mansion
summon monster VII
forcecage
Mordenkainen's sword

8-
protection from spells
summon monster VIII
moment of prescience
sympathy
greater shout
sunburst

9-
freedom
refuge
summon monster IX
foresight


:b: BLACK MAGIC :b:
Black magic is powered by swamp mana. Often seen at odds against the magic of white, black magic is also not necessarily "evil" but can be either good or evil depending on its use. Generally, black magic is necromantic in nature and deals with death, the undead, soul trafficking, fear, panic, demons and decay.
Black Mana Spell List
0-
disrupt undead
touch of fatigue

1-
detect undead
cause fear
summon monster I
chill touch
bad moon
ray of enfeeblement
dark ritual
reduce person

2-
summon monster II
touch of idiocy
darkness
blindness/deafness
command undead
false life
ghoul touch
scare
spectral hand
darkvision

3-
stinking cloud
summon monster III
halt undead
ray of exhaustion
vampiric touch
slow

4-
Evard's black tentacles
summon monster IV
crushing despair
phantasmal killer
shadow conjuration
animate dead
bestow curse
contagion
enervation
fear

5-
cloudkill
lesser planar binding
summon monster V
feeblemind
nightmare
shadow evocation
blight
magic jar
symbol of pain
waves of fatigue

6-
planar binding
summon monster VI
shadow walk
circle of death
create undead
eyebite
symbol of fear
undeath to death
flesh to stone

7-
summon monster VII
insanity
power word blind
greater shadow conjuration
control undead
finger of death
symbol of weakness
waves of exhaustion

8-
greater planar binding
summon monster VIII
trap the soul
antipathy
binding
symbol of insanity
greater shadow evocation
clone
create greater undead
horrid wilting
symbol of death

9-
imprisonment
summon monster IX
power word kill
shades
energy drain
soul bind
wail of the banshee


:g: GREEN MAGIC :g:
Green magic is powered by forest mana. Green is the magic of the natural world and is one most favored by elves and druids. Green can be nurturing and serene or violent and destruction just as nature itself. Green magic is the magic of life, growth, balance, plants, animals, weather and serenity.
Green Mana Spell List
0-
acid splash
detect poison

1-
endure elements
mount
summon nature's ally I
speak with animals
magic fang
enlarge person
expeditious retreat
jump
reduce person

2-
fog cloud
Melf's acid arrow
summon nature's ally II
summon swarm
web
bear's endurance
bull's strength
cat's grace
spider climb
whispering wind

3-
sepia snake sigil
sleet storm
summon nature's ally III
dominate animal
plant growth
snowblind
snare
speak with plants
greater magic fang

4-
summon nature's ally VI
ice storm
hallucinatory terrain
Titania's song
polymorph
mass enlarge person
mass reduce person
stone shape

5-
animal growth
baleful polymorph
transmute mud to rock
transmute rock to mud
summon nature's ally V

6-
acid fog
chain lightning
summon nature's ally VI
mass bear's endurance
ritual of subdual
mass bull's strength
mass cat's grace
stone to flesh

7-
summon nature's ally VII
control weather

8-
polymorph any object
summon nature's ally VIII

9-
shapechange
summon nature's ally IX


UNIVERSAL MAGIC
Perhaps considered "gray magic," the universal spell list is a departure from true MTG in order to allow for certain aspects of D&D. Universal magic can be used by any wizard or sorcerer regardless of the color mana they use. Likewise, the magic of this list can be empowered through any color mana depending on the caster's preference.
Universal Mana Spell List
0-
detect magic
read magic
light
dancing lights
mage hand
mending
message
open/close
arcane mark
prestidigitation

1-
hold portal
protection from chaos/evil/good/law
shield
grease
mage armor
comprehend languages
detect secret doors
identify
Tenser's floating disk
animate rope
erase
expeditious retreat
sleep
feather fall
jump
reduce person

2-
arcane lock
obscure object
protection from arrows
Tasha's hideous laughter
Leomund's trap
magic mouth
knock
rope trick
levitate
Rhineglade

05-07-07, 05:49 PM
Summon Monster Spells

One of the main abilities of the player in Magic:The Gathering is the ability to "summon" all variety of creatures to fight for them or defend from their enemy.

In D&D that is generally not the case. The wizard and sorcerer does have access to a number of summon/conjuration spells or planar binding but this tends to be seen as a minor part of the spell reportoire rather than the staple.

I thought it might be interesting to adopt the summon monster spells a bit to reflect more of the MTG rules thus allowing the spellcaster to call forth a much wider range of creature rather than just the occasional celestial hawk or fiendish weasel. (Not too exciting, eh?)

I propose breaking down the various Monster Manuals into "colorized" categories. Then take those creatures and subdivide them to fit the appropriate power level of the spell. The nature of the various summon monster spells will allow the creature to speak and understand with the caster as if they shared the same language. The summoned creature will likewise be bound to obey the caster's orders to the best of its ability. Any summoned creatures will vanish and return from wence they came if they are killed or the spell's duration expires.

With this rules tweek, a red wizard can then use the summon monster spell to summon an orcish warrior, fire spirits or even perhaps dragons. A blue wizard can use the same spell to summon forth a band of merfolk assassins, sea serpents or even a cloud elemental!
Yayhya

05-07-07, 08:12 PM
http://mail.rochester.edu/~gwelch/
check this out basically your idea as far as i can tell but a diffrent world and some different classes.
I like what your doing i have always tried to figure out a way to convert magic cards into dnd . . . make the game cool if instead of saying i cast fireball you put down a fireball, just my two bits.
Rhineglade

05-07-07, 10:56 PM
Good idea. I was actually thinking the same thing. Also, when one summons a monster or beast to use those cards as well. That might really stimulate play and excitement I think. Thanks for the web link too.
Rhineglade

05-08-07, 01:50 PM
Planeswalker Roster

Here are just a few of the more well known planeswalkers who inhabit the mana-rich world of Pentarch:

Hurakan, Sky Lizard
An ascended lizardfolk warrior, Hurakan (N male lizardfolk/planeswalker, Ftr 7/Drd 3/Wizard 20) is now widely revered by the ancestor- worshiping lizardfolk of the Enchanted World. Hurakan often appears as one of two principle forms: a huge lizardfolk male weared scaled armor or as a giant snake-like winged creature. This planeswalker is a master of green and blue mana and roams the rain soaked forests as well as the open skies.

Meru
The normally peaceful cat-goddess Meru is the protectress of the natural world, particularly the great forest of Selenia. Meru (NG female catfolk/planeswalker, Clr 4/Drd 8/Wizard 20) commands the powerful magic of green and white mana in her endless devotion to her followers of the Selenian Pride. Meru tends to remain in seclusion within her forest stronghold but will stalk any intruders into her realm that seek harm to either flora or fauna.

Orion the Hunter
Known as a powerful elven ranger during his mortal life, Orion ascended to planeswalker status after witnessing the almost complete slaughter of his clan. Orion (CN male elf/planeswalker, Rgr 12/Wizard 20) is now a vengeful being, quick to anger and slow in forgiveness. Orion appears as a horned elven male armed with a bone longbow.

Fenrir
The somewhat enigmatic Fenrir (CN male humanoid/planeswalker, Brb 9/Wiz 22) is a wolf-headed planeswalker thought to have come to the Enchanted World from a savage land on another plane. He is known to be bestial in nature and rarely speaks to others. He is rarely without a formidable glaive weapon and he hurls deadly spells from green and red mana.
Rhineglade

05-11-07, 11:49 PM
The Character Races

Human- a staple character race, these bipedal humanoids are similar to humans in other planes and have adapted to a wide variety of environments.

Elf- a xenophobic race of nature spirits, elves of Pentarch dwell in heavily wooded areas. Most of them pay homage to Orion the Hunter or Meru. Elves are highly skilled at guerrilla warfare and can defend their territory even when outnumbered often striking with shift movements while remaining unseen.

Dwarf- a hearty race of mountain spirits dedicated to the crafts of metalsmithing and mining, dwarves tend to dwell apart from other creatures preferring the solitary life of the miner.

Merfolk- an amphibious race of creatures with subraces adapted to both salt- and freshwater, merfolk spend the majority of their time underwater but are capable of moving up to dry land for short periods of time often to conduct trade with the landwalkers.

Beastfolk- a race of bipeds with large horns and cloven hooves, the beastfolk are creatures of war and conquest. Many tribes are prone to violent and aggressive action and are led by powerful warlords.

Catfolk- this feline race can be found throughout much of Pentarch with a variety of subraces most of which prefer life in heavy wooded regions or tropical rainforests. Many catfolk revere their patron goddess Meru, an ascended planeswalker dedicated to the balance of the natural world.

Ratling- a slender race of rat-like humanoids, ratlings are generally viewed as mistrustful and secretive. Many are quite argumentative and prone to fits of violence. Ratlings prefer crowded urban environments and often operate in groups.

Spiritfolk- humanoid descendants of ancient travelers from the Outer Planes, the spiritfolk are generally peaceful and prefer humble and simplistic lifestyles of meditation. They are capable warriors however if threatened.

Lizardfolk- a race of amphibious humanoids, lizardfolk spend the majority of their time on land preferably in wet environments like swamps and marshes. A subrace has adapted to life in arid desert climates.
Rhineglade

05-12-07, 07:04 PM
DRUDGE SKELETON
N Medium Undead
[b]Init: +1 Senses: darkvision 60 ft., Listen +2, Spot +2
AC: 13 (+1 Dex, +2 leather armor); touch 11, flat-footed 12
HD: 1d12 (12 hp)
Fort: +0 Ref: +1 Will: +2
Speed: 30 ft (6 squares)
Melee: +2 longsword (1d8+1, 19-20/x2) or by weapon type
BA: +1 Grp: +2
Space: 5 ft. Reach: 5 ft.
Abilities: Str 12 Dex 13 Con - Int 9 Wis 10 Cha 8
SQ: undead traits, regeneration
Skills: Listen +2, Ride +4, Spot +2
Feats: Alertness

Regeneration (Ex): A drudge skeleton is difficult to kill. Damage dealt to this creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a rate of 3 points per round. Fire and acid attacks count as lethal damage and therefore are not regenerated.

Undead Traits: A drudge skeleton is immune to all mind-affecting effects, poison, sleep effects, paralysis and morale effects. Drudge skeletons are not subject to critical hits, ability drain or energy drain.

Drudge skeletons are terrible creatures of black mana. Necromancers infuse the humanoid skeleton frame with the essence of the swamp instilling a negative plane potency that allows the creature to regenerate lost damage. Drudge skeletons make the perfect guardians as they require neither rest nor sleep. They do not need to eat and can remain at their posts indefinitely if commanded.

Woe to the hapless adventure who believes the drudge skeleton is finished when their killing blade crumbles the creature into a pile of bones for by the next round, the drudge skeleton regenerates back to its normal state to attack anew. Most drudge skeletons are armed with simple or martial weapons and may also be equipped with light armor of some sort.
Glak

05-12-07, 09:05 PM
I think that you should turn up the MTG a couple of notches. Throw out D&D alignment and replace it with color. Give every character mana. So instead of Smite Evil a character might have a Smite Black ability that costs two white mana to use. Break as much stuff up into color as possible. Toughness? You need to have one white or green mana to purchase the toughness feat.

So something like this: whenever a character gains a level he gains a certain amount of mana. Nonmagical classes (such as the Warrior) would grant two colored mana (same or different colors) or three colorless. Certain classes (such as the soldier) grant you more or restrict your color selection (the soldier grants you two white mana for example). Certain races grant mana too. For example Elves start with green mana equal to their CHA mod, Goblins start with red mana equal to their INT mod. So that Smite Black ability mentioned above would deal bonus damage to a character who had mana of that color. Mana is a per day resource. You can think of each mana as 1/10 of a mana from the card game. So summoning a grizzly bear would cost 20 mana.
Rhineglade

05-13-07, 09:07 AM
Thanks for your feedback. It definitely makes sense to me though I also think it is important to keep some of the classic D&D elements in place. My goal is to keep D&D but to incorporate elements of MTG rather than the other way around. I feel that this will make game play a bit smoother rather than re-writing the rules completely.

In terms of spell points and mana usage, I am still toying around with many ideas. I was also thinking that the location of the spellcaster might influence the spells. A blue mage standing on an island would have either stronger spells or more spell points (?) than if she were in the middle of a desert. The whole spell process is of course easier said than done.
jarzium

05-14-07, 03:49 AM
how could i have missed this?!

keep it going guys, its getting pretty interesting.

some thoughts and ideas:

instead of using existing d&d spells, why not convert the magic spells over to d20 rules?

im thinking of using a mana system instead of the usual magic system in d20. lets say a level 1 mage gains at least 1 mana during his 'upkeep' (according to his colour affinity) and he uses these mana to cast spells. im speaking very loosely here, but i think this system can be built on.

im working on some classes that might work in the Enchanted World. Like an artificer in Magic context, rather than Ebberon.
Ayers

05-14-07, 12:25 PM
O, Rhineglade. How many "gosu" settings have come from thee?

I've always loved the idea of a Magic: The Gathering setting and a Dungeons and Dragons setting come together. I'm just so happy you're the one who's going to be doing it.

I thought that the "Universal Mana" was a really cool thing. I was thinking, 'Oh, awesome. He found a way to incorporate the Colourless Mana into the D&D game.' But then you go on to say that it breaks away from Magic and goes back to D&D. I personally think that's quite Magic: The Gathering-like to be honest.

I know you're probably working on it, and I shouldn't ask and push the subject, but I'm really curious -- how does one go about becoming a caster of a certain Mana type? Is it about your race, or your class, or the geographical environment where you grew up in? Is it something that only some people can do, or is it something that anyone can do, with the right training?

Is Mana an innate part of all life? Do different species give off different colours of Mana, or, is all life not created by Spellcasters, simply Universal Mana? Perhaps the original Planeswalkers created or found a way to tap into Mana? Maybe the Keebler Elves got carried away?

I have to know -- there are just so many questions, and so little time!
Rhineglade

05-14-07, 01:52 PM
Thanks guys so much for your comments and suggestions.

Here are some of the answers:

1) I do plan on converted a whole bunch of MTG spells into D&D equivalents. I have actually done this to a very small extent for my other homebrew Legends of Hyerune. I am the type that feels "you can never have too many spells." As long as they are not too redundant I would like to use both the original spells from the PHB, some of the spells from the Spell Compendium and then also take spells from MTG to fill in some of the gaps. I notice that, for example, there are not too many arcane spells from the PHB that would "fit" the green mana list so I plan on taking some MTG to fill in the gap!

2) Nice to hear about your artificer class. I also have been working on one but it is not ready yet. I have heard that Eberron has one so I will have to check that out too. My current thought is to obviously make the Artificier skilled at crafting magic items. But, I also want them to be similar to archeologists with some innate magic ability related to metal craft and metalsmithing.

3) Ayers my friend! Mana is all around us. It binds us and penetrates us... (now, where have I heard that before?) Actually, mana is an innate quality of the Enchanted World but it is not generated from people or creatures but rather from the land and the environment.

4) Spellcasters can basically choose which mana they want to specialize in. This is similar to how a wizard would want to specialize in a particular school of magic like evocation or illusion. In this case, wizards/sorcerers will choose a particular color of magic instead of a particular school. There are really no limits but most are usually influenced by their native environment. A wizard that lives on a small tropical island would probably want to specialize in blue magic since those spells will prove more useful to the caster.
jarzium

05-15-07, 06:05 AM
Mana should be an innate ability. It should encompass the environment around the player. For example, Keldon Warrior would have access to red mana (albeit much lesser than a red mage would have).

a rough idea of my magic system.

A level 1 Artificer starts out with 6+1D6 mana with a progressive growth of 1d4.
Rhineglade

05-15-07, 12:39 PM
Actually, what I was thinking about is to perhaps have some specialized Feats for warrior-types. I think that this would keep the classes more balanced as opposed to just letting everyone cast spells. Furthermore, the Feats that do grant limited spell casting would be geared toward that specific class and be very specific in scope.

For example, I read the Time Spiral/Planar Chaos/Future Sight trilogy of books. There are two Ghitu warriors each with limited spells geared toward their home environment of Shiv. Their magic basically only allowed them to make their weapons burst into flame. I was thinking that a Feat that would grant a Fighter-type a spell-like ability similar to the flaming burst weapon special ability.

It might also be kind of fun coming up with all these Feats I think.
jarzium

05-17-07, 12:03 AM
Actually, what I was thinking about is to perhaps have some specialized Feats for warrior-types. I think that this would keep the classes more balanced as opposed to just letting everyone cast spells. Furthermore, the Feats that do grant limited spell casting would be geared toward that specific class and be very specific in scope.

For example, I read the Time Spiral/Planar Chaos/Future Sight trilogy of books. There are two Ghitu warriors each with limited spells geared toward their home environment of Shiv. Their magic basically only allowed them to make their weapons burst into flame. I was thinking that a Feat that would grant a Fighter-type a spell-like ability similar to the flaming burst weapon special ability.

It might also be kind of fun coming up with all these Feats I think.

i think that would be a great idea!! Merfolks would have the feat Fins to Feet!

what about clerics? would the clerics in Enchanted World be different?

are there any specific class we should focus on building? i think Spellshapers are interesting to explore.
Rhineglade

05-17-07, 12:30 PM
Fins to Feet? Hey, I kind of like that! :) Good idea.

In terms of classes, I generally tend toward just the basics:

Bard
Barbarian
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

And I always liked the Prestige Classes:

Archmage
Assassin
Heirophant

But I don't like to limit players. If they REALLY want to play something, I tend to say "go for it" as long is it does not present too much of an overbalance against the other players.

Now, regarding the clerics. My initial thought is to make clerics with cure spells to be White Mana. Clerics with inflict spells to be Black Mana. They would add extra colors depending on the Prestige classes. War, Fire and Earth of course would be Red Mana. Animal and Plant would be Green Mana. Trickery would be Blue Mana etc.

Druids would most likely be straight Green Mana except in very unusal circumstances (like maybe a mountain druid).
jarzium

05-17-07, 11:39 PM
oh..im trying to steer away from the usual dnd classes.

spellshapers will replace sorcerers. monks will be green-aligned. bards will be blue-aligned.

I've this wild idea for a prestige class: Ovinomancer, basically just turn people into sheep.

the thing i like about magic in dnd is that you can include a little bit of arabian night (think city of brass, brass man, desert, camels, ali of cairo) to pirates (of mercadian masques) to ice age to mirage and so forth. maybe we can come out with ideas of a general theme and compile them in a pdf?
Rhineglade

05-18-07, 04:12 PM
There is sometimes a danger in straying too far away from the "median" expectations of D&D. Of course, for individual games if that is what your players like then that is fine. But for a more generalist world which Pentarch is, I'd like it to be somewhat more mainstream.

There will be some aspects of MTG that simply will not work properly or effectively in D&D. Having a class of ovinomancer is a radical idea and would be a hoot to play but as a character, such a one-dimensional class just isn't very effective in my opinion. That would be like someone playing a wizard with only one spell.

I also find it interesting how many of the "creature types" of MTG fit very easily into a D&D style format. Most of the card types of course are not really "classes" but rather "monsters" like Goblin, Spirit, Demon, Angel, etc.

Others though are more obvious class-types. Here are some examples:

Soldier= fighter or warrior
Berserker= barbarian
Thief= rogue
Wizard= wizard :)
Cleric= cleric :)
Druid= druid :)
Rhineglade

05-19-07, 11:45 AM
Circle of Protection
Abjuration [white]
Level: Wiz/Sor 1, Clr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No

This protective spell is similar in effect to the protection from evil, etc spells save that instead of protecting the caster from the effects of good, evil, law or chaos, the spellcaster is protected against a specific color of magic. Upon casting the spell, the spellcaster must declare one color for the circle: black, blue, green, red or white. Upon completion of the casting, a magical barrier surrounds the caster at a distance of 1 foot. The barrier moves with the caster and has two major effects.

First, the caster gains a +2 deflection bonus to AC against all attacks from any creature of the same color as the circle. In other words, a circle of protection: red would defend against attacks from red creatures.

Second, the caster is protected against spells of that specific color. The caster receives a +4 resistance bonus against spells of the chosen color.

Arcane Material Component: A little powdered silver with which the caster traces a 3-foot diameter circle around his or her person.
jarzium

05-19-07, 07:30 PM
hmm, pretty balance spell...i would use this!
Rhineglade

05-20-07, 04:51 PM
Bad Moon
Transmutation
[b]Level: Wiz/Sor 1
Components: V, S, M, F
Casting Time: 1 standard action
Range: 50 ft.
Area: 50 ft. radius emanation around the creature targeted by the spell
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: Yes (harmless)

Upon utterance of this incantation, the spellcaster creates a mystical lunar effect that alters all allies within the area that have the "black" descriptor. The caster can center the spell around herself if desired but may also target any ally within the range of the spell to serve as the spell "center."

All black creatures within the area receive two substantial benefits from this spell. All attacks made by such creatures are at +1. Furthermore, all black creatures receive a +1 circumstance bonus to AC. The effects of this spell only apply to black creatures and only as long as they remain within the area of effect. Black creatures that move outside of the radius of the spell lose the spells benefits. Black creatures can regain this transmutation upon re-entering the area. The effect of the Bad Moon spell moves with the target of the spell.

Material Component: A tuft of wolf hair and a focus of a small moonstone valued at least 10gp (the stone is not used up when casting the spell and may be retained for future use).
Rhineglade

05-21-07, 11:43 AM
Hypnotic Specter

HYPNOTIC SPECTER
LE Medium Undead (Incorporeal)
Init: +7 Senses: darkvision 60 ft., Listen +10, Spot +10
[b]Languages: Common
Speed: 40 ft. (8 squares), fly 80 ft (perfect)
HD: 5d12 (35 hp)
Fort: +2 Ref: +4 Will: +6
AC: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Melee: +2 incorporeal touch (1d8 plus hypnotism)
Space: 5 ft. Reach: 5 ft.
SA: hypnotic touch
BA: +2 Gpl: -
Abilities: Str - Dex 16 Con - Int 14 Will 14 Cha 15
SQ: undead traits, +2 turn resistance
Skills: Hide +9, Intimidate +8, Knowledge (arcana) +8, Listen +10, Search +8, Sense Motive +8, Spot +10
Feats: Alertness, Blind-Fight
Environment: Any land and underground
Organization: Solitary, gang (2-4) or swarm (6-11)
Challenge Rating: 4
Treasure: None

Hypnotic Spectres are incorporeal undead who often haunt waysides or other out of the way locations. They appear as humanoid shaped creatures of mist and shadow appearing to have a dark helmet to hide their facial features.

Some legends say that the hypnotic spectre is the ghostly spirit of insane wizards though this has never been confirmed.

Combat
A hypnotic specters touch is harmful to any creatures it touches. Furthermore, the touch is said to have an effect on the living that robs them of their precious memories.

Hypnotic Touch (Su): The touch of the hypnotic specter will create an effect similar to the hypnotism spell. This is a mind-affecting effect that causes the effected target to stop its actions and stare blankly at the specter. Furthermore, if the target is a spellcaster, the target will "forget" one prepared spell for the day (determine at random).
Holy_Beholder

05-21-07, 10:04 PM
Material Component: A tuft of wolf hair and a small moonstone valued at least 10gp (the stone is not used up when casting the spell and may be retained for future use).

The stone is a focus component.
Rhineglade

05-22-07, 09:16 AM
Corrected. Thanks a lot!
Rhineglade

05-22-07, 01:07 PM
Juzam Djinn

JUZAM DJINN
CE Colossal Outsider
Init: +0 Senses: darkvision 60 ft., Listen +22, Spot +22
[b]Languages: Common, Abyssal, Auran, Ignan, Celestial
Speed: 60 ft. (12 squares)
HD: 24d8 (336 hp)
Immunity: acid
Fort: +33 Ref: +24 Will: +26
AC: 12 (-8 size, +10 natural), touch 2, flat-footed 12
Melee: +29 slam (2d8+13)
Space: 30 ft. Reach: 30 ft.
SA: spell-like abilities
BA: +29 Gpl: 53
Abilities: Str 36 Dex 10 Con 29 Int 14 Will 15 Cha 15
SQ: outsider traits, immune to acid, plane shift, telepathy 100 ft, spell-like abilties
Skills: Appraise +22, Bluff +4, Concentration +29, Craft (any one) +19, Diplomacy +22, Disguise +4, Escape Artist +20, Forgery +4, Hide -16, Intimidate +24, Knowledge (any one) +21, Listen +22, Move Silently +13, Sense Motive +16, Spellcraft +22, Spot +22, Use Rope +11
Feats: Blind-Fight, Cleave, Combat Casting, Deceitful, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Persuasive, Power Attack, Quicken Spell-Like Ability (inflict light wounds)
Environment: Nethervoid
Organization: Solitary
Challenge Rating: 18
Treasure: Double Coins

The vile Juzam Djinn is a fallen genie spirit corrupted by its own greed and sadism. They were long ago banished by the great djinn noble to the horrors of the Nethervoid where their evil nature slowly transformed their physical form to what it is today. The Juzam Djinn are colossal creatures with a humanoid form. Their skin is a sickly green color and they possess two great black horns protruding from their foreheads. The Juzam has blood-red eyes and often wears a wicked smile as well as a golden nose ring to offset their sometimes piratical nature.

The Juzam Djinn is cunning, cruel and malicious and do not take kindly to be summoned by other lesser creatures. Of course, their physical stature and power allow them to view most all other beings as "lesser" creatures. Even if bond into service by whatever means, a Juzam Djinn retains enough self-will to utilitize their inflict light wounds spell-like ability against their would-be master. It is for this reason that most intelligent beings prefer to allow the Juzam Djinn to remain banished in the lowest pits of the Nethervoid.

Combat
A Juzam Djinn uses their incredible strength in a powerful slam attack against their foes. Most Juzam prefer this physical attack to overpower their generally smaller attackers. However, Juzam Djinn also possess innate magical abilities which they may use if desired.

Spell-Like Abilities (Sp): At will- darkness, fear, inflict light wounds, reduce person, slow, stinking cloud. 3/day- crushing despair. Caster Level: 24th. DC= 12 + spell level.
Rhineglade

05-23-07, 10:02 AM
Mana Points

The concept of using "power points" is certainly not new to D&D and has even been presented in a number of alternative rules books. I think when combining MTG and D&D, you almost have to use power points, or as I will call them "mana points," for spellcasters.

In MTG, there are a quite a number of spells, abilities and artifacts that either add to or reduce a player's mana. If D&D did not use an equivalent system, all of these things would become a moot point. I for one think it will make the game even more interesting if we kept them in.

The problem with mana points though will bring up a number of new issues. For one thing, how will the point system differ between arcane and divine spellcasting? Or will there be a difference? Will there be a difference between sorcerers and wizards? Using power points will generally imply spontaneous casting since the caster can just access an "open pool" of mana points in which to cast spells. But if wizards can also spontaneously cast their spells too, how will sorcerers be adjusted to make the two classes more equal?

I actually really think the point system used in the "Expanded Psionics Handbook."

First of all, each spell is given a standard point value. 1st level spells all "cost" 1 mana point. 2nd level spells cost 3 mana points. 3rd level spells cost 5 mana points. 4th level spells cost 7 points. 5th level spells cost 9 points. 6th level spells cost 11 mana points. 7th level spells cost 13 mana points. 8th level spells cost 15 mana points and 9th level spells will cost 17 mana points. (This system basically equals a point spread of 0 + 1 + 2 + 3 + 4 + 5 + 6 + 7 + 8 over the spell level.)
Rhineglade

05-23-07, 12:42 PM
Table 1.0: Wizard Mana Point Progression


Mana Points Max. Spells Max. Spell
Lvl per Day Known Level
1. 2 3 1st
2. 6 5 1st
3. 11 7 2nd
4. 17 9 2nd
5. 25 11 3rd
6. 35 13 3rd
7. 46 15 4th
8. 58 17 4th
9. 72 19 5th
10. 88 21 5th
11. 106 22 6th
12. 126 24 6th
13. 147 25 7th
14. 170 27 7th
15. 195 28 8th
16. 221 30 8th
17. 250 31 9th
18. 280 33 9th
19. 311 34 9th
20. 313 36 9th
Rhineglade

05-23-07, 11:43 PM
Wizard Spells

Upon beginning one's career as a mana-wielding wizard of the Enchanted World, a wizard character must choose one of the five colors of magic in which to specialize: black, blue, green, red or white. At 1st level, all mana points generated are of that particular color. For example, a 1st level wizard decides to pursue the earth-shattering magic of red. She gains 2 red mana points each day (along with any bonus points for high Intelligence) and can learn up to three different red spells or universal spells, none of which can be higher than 1st level.

A wizard does not need to re-memorize these spells once cast. Once a wizard learns a spell, he or she will always know how to cast it but must also have enough mana points to generate the power behind the magic.

Upon attaining a new level, and for each subsequent level gained thereafter, a wizard character must make an important decision. Should he remain a specialized monocolor caster or branch out and learn a new color of magic? If the character decides to retain the same color, all new mana points will be of that same color and all new spells learned must be from that color or the universal spell list.

However, if the wizard decides to acquire a new color, all mana points are split evenly between the two colors and the character may learn spells from either the previous color, the new color or the universal spell list. In cases where the daily mana points can not be evenly distributed, the player may decide which color to make the "extra" point(s).

Wizards choosing a new color of magic may also select new spells known, if they wish, by permanently removing spells of one color and replacing them with spells of the new color. This option may only be used upon obtaining a new level and only when a new color is chosen. The player may decide to switch as little or as many spells as they desire as long as the maximum number of spells known is not exceeded and all spells are of the maximum spell level or less.

This rule takes effect to reflect the game mechanics of MTG. In MTG, players using only one color are much more likely to draw enough land cards to sufficiently cast their spells. Having two or more colors decreases the odds somewhat of drawing the appropriate land cards in which to cast the spells in hand. Of course, knowing spells of all five colors does allow one many more options in terms of spell powers, the ability to maintain enough of the appropriate color mana also decreases.

Remember, only mana of a specific color may be used to cast the spells of that particular color. Any color mana may be used to cast universal spells however.

For example, Rebecca plays with a 4th level wizard. Up to this point, she has always favored the subtlety of blue magic. Once she has garnered enough experience to advance to 5th level, she decides to branch out a little a learn some black magic. According to the table above, a 5th level wizard character generates 25 mana points of day. Divided in two, this results in 12 points of one color and 13 points of the other color. Rebecca still enjoys blue magic and so decides that her character now has 13 blue mana points and 12 black mana points.

Rebecca's new blue and black wizard character may know up to 11 different spells though all of them must be no higher than the 3rd level of ability. She may also decide if she wants to retain all of her previous 9 blue spells and just acquire two new black spells OR remove some of the blue spell slots and replace them with black spells instead. It is a difficult choice and may mean the difference between success and failure out in the adventuring field.
Rhineglade

05-24-07, 12:55 PM
Dark Ritual
Evocation
[b]Level: Wiz/Sor 1
Components: V, S
Casting Time: 1 free action
Duration: Until end of next round

By performing the vile motions of the Dark Ritual, the black wizard calls forth greater black mana to coalesce before him to utilize in casting more spells. For the cost of one black mana point, the caster evokes three black mana points for use in casting spells.

The newly created mana points must be used up either in that round or the following round to cast a spell. If they are not utilized, the black mana with dissolve back into the quagmire from which it came. Only the caster of the dark ritual may use the new black mana and may not share it with other casters.
Gilgalad

05-24-07, 05:38 PM
Great work Rhineglade! This is an excellent job on conversion. Keep up the good work.

As far as the questions between sorcerer vs. wizard, there are only a few options:

1. Just get rid of the sorcerer class as wizards can now cast spells spontaneously too.

2. Tweek the sorcerer class a bit. Perhaps you could adjust some of the other abilities. I was thinking you could add some more martial abilities or maybe even allow the sorcerer to wear light armor with no arcane spell failure.

3. Leave things alone and hope no one notices that the two classes are now basically the same. :D
Gemini_the_Mage

05-24-07, 10:54 PM
I kinda like the idea of tweaking the sorcerer class a bit. It might be cool to grant the class some more weapons. Not quite sure about the armor thing in terms of balance but it would probably be ok.

You could still require wizards to memorize their spells ahead of time. They would just have to ensure that their daily power point allotment can accommodate all of their prepared spells. Although I guess that does kind of defeat the purpose of power points in a way. Though if an enemy is able to reduce the wizard's point "pool" they would then deprive the wizard of some of the prepared spells.

Mmmmm.... what a conundrum.
jarzium

05-24-07, 11:36 PM
i like your mana system, but i rather assign different casting costs to different spells. it would make it more exciting.

i think sorcerer could be renamed to Spellshaper. giving up a spell to cast another spell.
Rhineglade

05-25-07, 08:36 PM
thanks a lot guys for all your feedback. You all make some very good points that I will have to consider. My initial thought is that I would like to keep the sorcerer and just maybe change the class perhaps. I do kind of like the idea of making the character a bit more of a fighter/mage combo.

Jarzium, I do like your spellshaper suggestion but my main reason against it is that I'd like to keep to the more "core" classes simply because most players have the PHB to refer to. If I started throwing in a lot of classes from non-core material, it may be a bit of a turn off simply because not all DMs have all the books.
Rhineglade

05-25-07, 08:48 PM
MOX GEMS

What MTG/D&D combo would be complete without the uber-cool artifacts thrown in. I'll start with the various moxes. Taken from the earlier incarnations of MTG, the five moxes, one for each color, were eventually banned due to their "overpowering" nature.

There are five mox gems known to exist- the Mox Ruby, Mox Pearl, Mox Emerald, Mox Sapphire and Mox Jet. Each gem is mounted on a gold or platinum setting and suspended from a delicate chain of similar precious metal. The moxes are mystical stones each with the power to tap into the magic of the lands and generate mana points for the user of the artifact.

Like most true artifacts, the actual power of the mox gems are dependent on the will of the wearer. Wearing a mox allows the user to generate an additional amount of colored mana points equal to 10 x WIS modifier of the wearer with a minimum of 10 mana points. Thus a wizard using the mox ruby and having a WIS 16 will have an additional 30 red mana points per day to use as the wizard desires. The wizard does not need to use all the mana points at one time but may use as little or as much throughout the course of one 24 hour period.

The exact origin of the original mox gems is unknown. There is thought to be a number of sets in existence but no one mage is said to own a complete set. Such a cache would be highly valuable as well as greatly desirous of any thief in the vicinity and so the various mox gems will sometimes be transferred from owner to owner through a number of means including simple theft, blackmail and even murder.
Morgana_Le_Fay

05-26-07, 12:01 AM
Interesting take on the moxes. I like it.
Rhineglade

05-26-07, 03:03 PM
Red Domain
Granted Power: You can cast red spells in addition to your regular cleric spells. You also gain a +2 bonus to all saves against fire spells and attacks.

Red Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4)
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Fire Breath: Cone of fire deals 1d6 damage/level (max 10d6)
4 Chaos Hammer: Damages and staggers lawful creatures
5 Fire Shield: Creatures attacking you take fire damage, you're protected from heat or cold
6 Stoneskin: Ignore 10 points of damage per attack
7 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage
8 Power Word Stun: Stuns creature with 150 hp or less
9 Storm of Vengeance: Storm rains acid, lightning and hail.
Rhineglade

05-27-07, 04:51 PM
Blue Domain
Granted Power: You can cast blue spells in addition to your regular cleric spells. You also gain the Improved Counterspell feat as a bonus feat.

Blue Domain Spells
1 Sleep: Puts 4HD of creatures into magical slumber.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Water Breathing: Subjects can breathe underwater.
4 Confusion: Subjects behave oddly for 1 round/level.
5 Persistant Image: As major image, but no concentration required.
6 Legend Lore: Lets you learn tales about a person, place or thing.
7 Greater Scrying: As scrying, but faster and longer.
8 Polymorph Any Object: Changes any subject into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.
Rhineglade

05-28-07, 07:49 AM
Black Domain
Granted Power: You gain a +2 bonus to command/rebuke undead.

Black Domain Spells
1 Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
2 Scare: Panics creatures of less than 6HD.
3 Contagion: Infects subject with chosen disease.
4 Enervation: Subject gains 1d4 negative levels.
5 Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
6 Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
7 Control Undead: Undead don't attack you while under your command.
8 Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
9 Wail of the Banshee: Kills one creature/level.


White Domain
Granted Power: You can generate a deflection screen as a supernatural ability once/day. Your touch creates an invisible barrier around subject that grants a deflection bonus to AC equal to your WIS modifier. The effect lasts for 1 hour and will dissipate on the first successful hit by an opponent after deflecting the attack.

White Domain Spells
1 True Strike: +20 on your next attack roll.
2 Bull's Strength: Subject gains +4 to Str for 1 min/level.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Lesser Globe of Invulnerability: Stops 1st- through 3rd-level spell effects.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.
8 Mass Cure Critical Wounds: Cures 4d8 damage +1/level for many creatures.
9 Mordenkainen's Disjunction: Dispels magic, disenchants magic items.
Rhineglade

05-28-07, 10:51 AM
And last but not least...

Green Domain
Granted Power: You can cast green spells in addition to your regular cleric spells. You also gain the Animal Affinity feat as a bonus feat.

Green Domain Spells
1 Entangle: Plants entangle everyone in 40-ft. radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
4 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
5 Animal Growth: One animal/two levels doubles in size.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Creeping Doom: Swarms of centipedes attack at your command.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Summon Nature's Ally IX: Calls creature to fight.
jarzium

05-29-07, 04:02 AM
While the Moxes are known to be legendary and 'to-kill-for' in the wizardry world, the Diamonds - Charcoal, Moss, Fire, Marble and Sky - are said to be the poor man's version of the Moxes. These Diamonds are usually attached to a gold chain or being used as a necklace.

Rather than being an item of mystical origin, the Diamonds are merely semi-precious stones being enchanted with mana-generating magic. Each round, each Diamond can generate an amount of 2 X Wis Modifier of the wearer (minimum of 2) that is corresponding to the color of the Diamond.

(my weak attempt at creating something, please pardon me)
Rhineglade

05-31-07, 11:04 PM
Glacial Wall
Conjuration
[b]Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of ice up to 20-ft. square/level
Duration: 2 minutes/level
Saving Throw: None
Spell Resistance: Yes

This spell creates a massive barrier of solid ice garnered from the frozen reaches of the far north. The glacial wall is an advanced form of the 4th-level spell wall of ice. A glacial wall cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Unlike the wall of ice spell, the glacial wall can not be disrupted by an adjacent creature on a successful Reflex save though it may be disrupted by a creature with spell resistance.

The glacial wall may only form an anchored plane of ice that is 1-inch thick per caster level. The ice covers up to a 20-foot-square area per caster level (so a 10th level blue wizard can create a wall of ice 200 feet long and 10 feet high or 100 feet long and 20 feet high or any combination thereof). Vertical walls can be simply anchored to the floor whereas slanting walls must be anchored to two opposite vertical walls.

The glacial wall is mainly a defensive spell and cannot be used to form the hemisphere of ice. It is more resilient than the wall of ice however and can withstand up to 6 hit points per 10 foot section per inch of thickness. Creatures can hit the wall automatically. A section of the wall whose hit points drop to 0 is considered "breached" as the wall crumbles into large chunks of frozen ice. Creatures adjacent to the breached section must make a successful Ref save against DC 15 or suffer 2d8 points of damage from the falling debris. And similar to the wall of ice spell, breached sections of the glacial wall still maintain an area of frigid air. Any creature stepping through the wall suffers 1d6 points of cold damage + 1 point per caster level (no save).

All other aspects of the glacial wall are similar to the wall of ice in terms of attempting to break through with a single strength attack or subjecting the ice barrier to fire attacks.

Material Component: A small piece of ivory and a tuft of hair from a white wolf.
Rhineglade

06-01-07, 12:40 PM
Titania's Song
Transmutation [green]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per 2 caster levels
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Using this spell, the green wizard is able to use the faerie magic of Titania to grant life to the lifeless. You are able to imbue inanimate objects with mobility and a semblence of life. Each such animated object then immediately attacks whomever or whatever you initially designate as the target. Unlike the more powerful animate object spell, you may only animate Small or smaller objects with this spell (such as a chair) equal to every other level of the caster (thus a 10th-level green wizard may animate up to 5 objects).

The Monster Manual has game statistics for animated objects. This spell cannot be used to animate objects carried or worn by a creature.

Material Component: A twig of birchwood, an eagle feather and a small piece of clear quartz.
Rhineglade

06-02-07, 07:14 PM
Battle Cry
Evocation [white]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One willing creature/level
Duration: 1 round/level
Saving Throw: Yes (harmless)
Spell Resistance: Yes

This potent spell allows the white wizard to regroup allies within the area of effect as well as provide some minor protection upon such compatriots for the duration of the magic. When the wizard evokes the battle cry, the caster will select any number of allies within range up to a maximum number equal to the wizard's caster level (a 7th-level white wizard may affect up to 7 willing creatures).

Affected creatures within the area will vanish from their current location and re-appear in adjacent spaces directly in front or around the caster of the spell (at the caster's discretion). This effect occurs instantaneously upon casting the spell. Creatures moved in this manner will not appear over hazardous material (such as a nearby pool of boiling mud) and no two creatures will appear on the same space. If the space where an ally is to appear cannot support the creature, then the creature will appear as close to you as possible.

Regrouping ones allies in this manner allows for a hasty retreat, a chance to remove oneselves from melee or even an opportunity to reload missile weapons or any number of options.

Furthermore, the battle cry bolsters the resolve of all creatures allied to the caster granting them a +1 deflection bonus to AC for the duration of the spell. This defensive effect will affect only those allies that were regrouped at the start of the spell and will remain in effect even if such allies should move beyond the area of the spell.

Material Component: A small, white flag and a bit of iron.
Rhineglade

06-03-07, 10:27 AM
Boomerang
Conjuration
[b]Level: Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One conjured creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

Considered by some to be a staple of the blue wizard's repertoire, the boomerang spell effectively nullifies an opponent's summon monster or summon nature's ally spell.

Through the manipulation of the spatial continuum, the blue wizard effectively reopens the conjuration portal and returns the targeted creature back to its point of origin.

Material Component: A pinch of salt and a bit of St. John's wort
Rhineglade

06-03-07, 07:30 PM
Drawing forth 3 cards...

Ritual of Subdual
Enchantment [green]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: 100 ft. radius spherical emanation
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

Through the intricate fingerwork associated with this arcane ritual, the green wizard is able to manipulate the cycle of life and transform all mana points into colorless energy. All spellcasters within the area of effect will be able to only generate colorless mana points while under the influence of this spell. In doing so, spells that rely on a specific color of mana to cast become temporarily inert until the duration of the ritual of subdual expires. Spells that rely on colorless mana to cast are of course unaffected by this enchantment.

A wizard that moves beyond the area of effect of this spell will be able to generate color mana points but such points will return to a 'colorless' state upon re-entering the area of the ritual.

Material Components: A cats-eye agate valued at no less than 50gp.

Snowblind
Evocation [cold] [green]
Level: Sor/Wiz 3, Drd 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (40 ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

A minor blizzard of driving snow and winds blows and swirls within the area obscuring vision and distracting the enemy. Creatures caught within the snowblind spell suffer a -2 penalty on all attack rolls and a -2 circumstance penalty on AC. The snow and wind will extinguish all torches and small fires. Creatures in a gaseous form will suffer no damage but will be helplessly blown about for the duration of the spell.

Arcane Material Component: A small, clear marble and a few drops of water.

Soul Barrier
Conjuration (creation) [blue]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

By means of this spell, the blue wizard calls forth an ethereal barrier that surrounds the target and interferes with the target's ability to cast some conjuration and necromancy spells. The soul barrier acts as a mystical feedback loop whenever the target attempts to conjure forth other creatures. The target of the spell may still cast such spells as normal but doing so causes pain to the caster in the form of 1d8 points of damage + 1 point per summon spell level. Thus a green wizard under the affect of a soul bind spell who casts a summon monster III spell would suffer 1d8+3 points of damage.

This spell will have the same interfering effect on all spells that conjure or summon forth any creature whether living, nonliving or dark undead. The spell will move along with the target until its duration expires or it is successfully dispelled.

Material Component: A strip of gauze and a drop of humanoid blood.
Rhineglade

06-04-07, 12:45 PM
Spectral Shield
Abjuration [white]
[b]Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

A creature protected by the magic of a spectral shield becomes resistant to attacks but magical and mundane. Upon casting the spell, a shimmering silver and blue aura surrounds to target. The target gains a +2 deflection bonus to AC and a +2 bonus on saves versus spells and spell-like abilities.

Note that the wizard must provide both white and blue mana points to cast this spell. The caster may decide whether to use 3 blue and 2 white or 3 white and 2 blue.

Material Components: A piece of rock quartz and a silver coin.
Rhineglade

06-04-07, 09:47 PM
ANURID

Barkripper Bushhopper Swarmsnapper
N Med Magical Beast N Med Magical Beast N Med Magical Beast
Initiative +2 +3 +4
Senses Darkvision 60 ft. Darkvision 60 ft. Darkvision 60 ft.
low-light vision low-light vision low-light vision
Listen +1 Spot +1 Listen +2 Spot +2 Spot +4
Armor Class: 17 (+2 Dex, +5 Nat'l) 16 (+3 Dex, +3 Nat'l) 16 (+4 Dex, +2 Nat'l)
touch 12, flat 15 touch 13, flat 13 touch 14, flat 12
HD 2d10+6 (18 hp) 6d10+18 (54 hp) 4d10+6 (30 hp)
Saves: Fort +6 Ref +5 Will -2 Fort +8 Ref +8 Will +2 Fort +6 Ref +8 Will +1
Speed: 40 ft. (8 squares) 40 ft. (8 squares) 40 ft. (8 squares)
Melee: +6 Claw (1d4+4) and +9/+4 Slam (1d4+3) +6 Slam (1d4+2)
+1 Bite (1d6+2)
Ranged: -- -- +9 tongue-whip (1d3+2)
BA/Grp: +2/+6 +6/+9 +4/+6
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Atk Options: Power Attack -- Point Blank Shot
Abilities: Str 19 Dex 15 Con 17 Str 16 Dex 17 Con 16 Str 15 Dex 18 Con 14
Int 4 Wis 7 Cha 8 Int 6 Wis 10 Cha 13 Int 5 Wis 10 Cha 10
SQ: Racial traits Racial traits, blink Racial traits
Skills: Climb +4, Jump +4 Climb +5, Jump +12 Hide +8, Jump +4
Listen +1, Spot +1 Listen +2, Spot +2 Spot +4
Feats: Power Attack Skill Focus (jump) Point Blank Shot
Improved Initiative Weapon Focus (tongue-whip)
Run
Environment: Temperate Woodland Temperate Woodland Temperate Woodland
CR: 2 4 2
Treasure: None None None


Anurids are frog-like creatures with hulking bodies and oversized forelimbs which they use as proficient natural weapons or to execute a formidable jump. As a whole, anurids are only mildly intelligent and prefer to dwell in small groups in temperate woodlands where they can hunt and live in peace. Normally peaceful creatures, anurids will attack if threatened.

Anurids are generally 6 feet in height and move about on all four limbs like a quadraped. They have a very simple, rudimentary racial language consisting of low grunts and croaks. Anurids are considered green creatures.

Barkripper
The barkripper anurid is the least intelligent of the species but quite possibly the strongest in terms of physical ability. Existing on a diet of bark and plant life, barkrippers tend to grow at a slightly faster rate then their two cousins.

The barkripper anurid is green in color with faint blues and grays along the extremities. They are covered with a mottled scaly material with small, bone-like spurs along their upper spine. The barkripper has powerful teeth and claws which with it can tear down trees for food. Barkripper anurids weigh 250 pounds on average.

Bushhopper
The bushhopper anurid is the most intelligent of its kind. Cunning and resourceful, the bushhopper receives its name from its incredible jumping ability and speed. They often leap from the surrounding brush upon prey and attack using their powerful slam and then use their spell-like abilities to further confuse their opponent or to escape.

The bushhopper anurid is a darker green color compared to the other types of anurids with lime-green forelimbs. Its skin extrudes a slime-like substance which glistens in sunlight. Bushhopper anurids weigh 200 pounds on average.

Spell-Like Ability: 3/day- blink. Activated as a 6th-level caster.

Swarmsnapper
Though perhaps not the most intelligent of the anurids, the swarmsnapper is a keen hunter and a graceful fighter. Most unusual is the creatures whip-like tongue which it uses as a secondary weapon to strike creatures from the air or from a distance. The tongue of the swarmsnapper anurid can stretch to a full length of 30 feet.

Swarmsnapper anurids are a mixed green-blue in color with slightly slimmer limbs compared to other anurids. They are said to possess sharp eyesight and weight 170 pounds on average.
Gemini_the_Mage

06-05-07, 05:40 PM
this is fantastic! Great job so far Rhineglade. I really like how you interpret the rules of MTG and transcribe them into D&D format. Like the bushhopper ability- in MTG you have to discard a card for two mana to remove the card from the game and return it at end of turn. Make this a "blink" ability is pretty accurate I'd say.
imake13

06-05-07, 09:57 PM
What happens if you have a party of slivers whos innate abilities make the whole party waaay overpowered? :P
Rhineglade

06-05-07, 10:05 PM
SERRA ANGEL
LG Medium Outsider (Angel, Extraplanar, Law, Good) [white]
Init: +4 Senses: darkvision 60 ft., low-light vision, Listen +11, Spot +11
Languages: Celestial, Common, Tongues
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17 (Dodge)
HD: 8d8 (40 hp)
Resist: electricity 10, fire 10, +4 vs poison
Immune: acid, cold, petrification
Fort: +6 Ref: +10 Will: +8
Speed: 30 ft. (6 squares), fly 90 ft (good)
Melee: +12/+7 longsword (1d8+4, 19-20/x2)
BA/Grp: +8/+10
Space/Reach: 5 ft./5 ft.
Atk Options: Combat Reflexes
Abilities: Str 15 Dex 19 Con 10 Int 12 Wis 15 Cha 14
SQ: angel traits, outsider traits, protective aura, tongues
Skills: Concentration +7, Diplomacy +11, Handle Animal +9, Heal +9, Knowledge (the planes) +8, Listen +11, Search +8, Sense Motive +11, Spot +11, Use Rope +11
Feats: Alertness, Combat Reflexes, Dodge
Environment: Any good-aligned plane
Challenge Rating: 8
Organization: Solitary, Pair or Squad (3-8)
Treasure: Standard

Serra Angels are spirits of white mana taken the form of heavenly women of pure light and grace. They appear as humanoid females with flawless skin, flaxen hair and radiant eyes that seem to sparkle. Though gentle in appearance, the Serra Angel is a spirit of war and a capable fighter particularly against the forces of darkness and evil.

Serra Angels are average height and weight for human females. They wear diaphanous gowns and have two large, white wings that sprout from their backs.

Combat:
A serra angel fights with her magical +2 longsword often striking at her opponent with each open opportunity.

Protective Aura (Su): A serra angel radiates a field of holy grace that bestows protection to herself and all creatures within a 20 foot radius. This protection takes the form of a +4 deflection bonus to AC and a +4 bonus to all saving throws against attacks from evil creatures.

Tongues: Like all angels, the serra angel can speak with any intelligent creature with a language. This ability is always active.
Rhineglade

06-05-07, 10:08 PM
What happens if you have a party of slivers whos innate abilities make the whole party waaay overpowered? :P

Good question :D And here is a good answer: players can't be slivers! Racial choices would have to be limited to some degree to make a fair and balanced game (at least as much as the DM can control). Of course, that doesn't necessarily mean that the party of players won't perhaps encounter a nasty little band of slivers along their journey.... Hmmmmm :plotting:
Ertai Planeswalker

06-06-07, 12:21 AM
As far as the spellcasting goes, i tried to make a mtg based mana system once. I can't reproduce it exactly, but this is the gist:

Every spellcaster gets a certain amount of mana points. They have to choose a color that is their main color. A spellcaster gets 2 mana points per level per day of his or her main color. A spellcaster's mana progresses at half speed for her allied colors and at one quarter speed for her enemy colors.
Spells cost 1 mana per spell level, half of which, rounded up, must be mana of the spells color. For example, fireball would be a 3rd level red spell, so half of the spell must be payed in red mana, two in this case. The third mana may be payed with another color. This effectively incorporates the mana of any color into this system, because this way fireball basically costs 1rr.

Just to give an example. here is the mana progression for a green mage, you can switch colors accordingly.
1: g2 w1 r1
2: g4 w2 r2 u1 b1
3: g6 w3 r3 u1 b1
4: g8 w4 r4 u2 b2
5: g10 w5 r5 u2 b2
6: g12 w6 r6 u3 b3
7: g14 w7 r7 u3 b3
8: g16 w8 r8 u4 b4
9: g18 w9 r9 u4 b4
10: g20 w10 r10 u5 b5
11: g22 w11 r11 u5 b5
12: g24 w12 r12 u6 b6
13: g26 w13 r13 u6 b6
14: g28 w14 r14 u7 b7
15: g30 w15 r15 u7 b7
16: g32 w16 r16 u8 b8
17: g34 w17 r17 u8 b8
18: g36 w18 r18 u9 b9
19: g38 w19 r19 u9 b9
20: g40 w20 r20 u10 b10

Spell level acces would still depend on level, no 2nd level spells before 3rd level, no 3rd level spells before 5th etc. Also, since spellcasters draw their mana directly from the land in magic, i would just do away with wizards and sorcerers, and let all spellcasting be spontaneous from a certain amount of spells known. You could increase the amount of spells known by a standard sorcerer, because this system allows for less spells per day than a traditional sorcerer would have.

As for the moxes, i think the way you made them now makes them a little too strong. As written, they are a must have for every spellcaster. You could model them after pearls of power: have moxes of different power level, granting various amounts of mana. Or increasing your daily mana reserve of the corresponding color by 25%.

Last, a campaign world idea: just like planes in D&D have enhanced traits, you could have colored spells be enhanced if they are cast in mana rich area's of the corresponding color, and a little depowered if cast in scare mana areas. You could reflect this in caster levels. For example, red spells cast in a mountainous area are cast at +1 casterlevel, but white and blue spells are cast at -1 casterlevel.
Rhineglade

06-06-07, 01:12 PM
I basically took the chart from the Expanded Psionics Handbook. I liked their format simply because when it all works out, the wizard would be able to cast about the same number of spells as they can in the D&D Handbook. It just seemed to be more balanced in my opinion.

As for the moxes, I was actually thinking it might be too UNDERpowered! My only reasoning was based on how rare/expensive the actual cards are, I wanted this to be reflected somehow in their translation to D&D. As a rare and powerful artifact, I wanted them to be worth their while. It would be the DMs responsibility to ensure that they are not tossed around in great numbers as to unbalance the game.

Lastly, in terms of having the surrounding territory affecting the spellcaster's spells was something I have been thinking about for quite some time. It would only make since that a red mage would have more potent spells if he was casting in a mountainous region simply because their would be "more mountains to tap." I like your suggestions. Thanks a lot for your help and feedback.
pjyoung123

06-06-07, 04:54 PM
are you going to make mana a power system that eveyone will be born to use becuse if you are i see some porblems w/ that system.
one. if make the use of mana born unto eveyone in the relam then u nagate the wizars class all to geather because wizards learn how to use the weave or mana in this case but sorreros<--- osrry for the spelling, are born into the use to the magic system.
two. there will be some players that dislike the idea for cross classing, and the idea that ppl will be born w/ thed use of mana will make your tanks cross class and they may not like that because most would like to say one class instade of forceing them into somthing that do not want to go into.

thank you for reading my ranting
Rhineglade

06-06-07, 08:53 PM
Hey, don't get your panties in a bunch! :D

I am actually not even going to have all people of the Enchanted World have access to magic. Although magic does indeed exist, their are still only some learned few with the actual ability to tap into the lay of the land and gather the mana necessary to cast spells.

If everyone could cast spells, that would become too boring I think not to mention the problems you have already stated. Thanks for chiming in!
Rhineglade

06-07-07, 12:40 PM
PHELDDAGRIF
NG Huge Magical Beast [white, green, blue]
Init: +5 Senses: darkvision 60 ft., low-light vision, Listen +7, Spot +7
Languages: Celestial, Common, Telepathy
AC: 25 (-2 size, +1 Dex, +16 natural), touch 9, flat-footed 24
HD: 18d10+90 (198 hp) (Endurance, Diehard) SR: 18
Immune: poison, cold, electricity
Fort: +16 Ref: +12 Will: +10
Speed: 40 ft. (8 squares), fly 40 ft (good)
Melee: +26/+21/+16/+11 bite (2d6+12)
BA/Grp: +18/+34
Space/Reach: 15 ft./10 ft.
Mana Points/Day: 94:w:, 93:u:, 93:g:
Atk Options: Power Attack
Abilities: Str 26 Dex 12 Con 21 Int 17 Wis 15 Cha 15
SQ: magical beast traits, telepathy, trample, spell-like abilities
Skills: Appraise +10, Bluff +7, Concentration +10, Decipher Script +9, Diplomacy +14, Handle Animal +7, Intimidate +7, Jump +13, Knowledge (arcana) +12, Knowledge (history) +8, Knowledge (nature) +6, Listen +7, Sense Motive +11, Spot +7, Survival +9
Feats: Diehard, Endurance, Improved Initiative, Iron Will, Power Attack, Skill Focus (diplomacy), Track
Environment: Any temperate woodland or marsh
Challenge Rating: 19
Organization: Solitary (unique)
Treasure: Standard

The legendary phelddagrif looks to be a creature straight out of one's dreams as it is almost comical in appearance. Roughly the size of an elephant, the phelddagrif looks like a huge hippo but with a thick, purple hide and bright feathery green wings.

Combat
The phelddagrif is normally a kindly creature but does not tolerate outwardly evil acts or wonton destruction. When encountering such creatures, it will attempt to destroy or drive off the offenders. Its favored tactic is to drive down upon the enemy and run them down with its trample attack. Once in the melee, it bites with its powerful jaws.

Trample (Ex): As a full-round action, the phelddagrif can move at twice its normal land speed to run over opponents Large size or smaller. Creatures who occupy a square that is moved through by the phelddagrif will suffer 1d8+12 points of blundgeoning damage. A successful Reflex save against DC 27 will result in only half damage.

Telepathy (Su): A phelddagrif may communicate with any creature with a language within a 100-foot radius.

Spell-Like Abilities (Sp): White- cure light wounds, cure moderate wounds, gentle repose, remove blindness/deafness, remove disease. Blue- mirror image, silent image, fog cloud, invisibility. Green- cat's grace
Rhineglade

06-07-07, 10:22 PM
HOMARID
N Medium Humanoid (Aquatic) (1st-level warrior)
Init: -2 Senses: low-light vision, Listen +1, Spot +1
[b]Languages: Homarid, Common
AC: 17 (-2 Dex, +9 natural), touch 8, flat-footed 17
HD: 1d8+2 (7 hp) DR: 1/ -
Fort: +4 Ref: -2 Will: -1
Speed: 30 ft. (6 squares), swim 60 ft.
Melee: +2/+2 claws (1d4+1) or +2 shortspear (1d6+1, x2)
Ranged: -1 shortspear (1d6, x2)
BA/Grp: +1/+2
Space/Reach: 5 ft./5 ft.
SA: Improved Grab
Abilities: Str 13 Dex 8 Con 14 Int 10 Wis 9 Cha 8
SQ: homarid traits, low-light vision, improved grab, damage reduction
Skills: Handle Animal +1, Listen +1, Swim +4, Spot +1
Feats: Alertness
Environment: Northern salt water oceans
Challenge Rating: 2
Organization: Solitary, Pair or Brood (3-6)
Treasure: Standard
Advancement: By character class
LA: +3

The homarids are a species of humanoid crustaceans resembling human-sized lobsters. They are covered with a hard shell over almost their entire body granting them resilience to damage similar to a suit of armor. Homarids have two large claws that reach out in front of their body which they wield as natural weapons. They have wide fluted tails that spread out like a fan which they can use to propel themselves under the waves at great speeds.

Homarids have two pairs of antennae on the top of their heads. Their eyes are on the ends of a pair of slender, jointed stalks. Their eyes are compound consisting of hundreds of lenses joined together allowing for better vision in their watery home. Their bodies are carried by four legs which they use for walking on land.

Combat:
Homarids are powerful fighters often using their large claws to grab and crush their enemy. The homarid relies on the heavy protection of their shell to defend against most damage.

Amphibious (Ex): Homarids can breathe air as easily as they breathe water though they prefer life underwater than the dryness of land.

Improved Grab (Ex): If a homarid succeeds in hitting an opponent with both of its claw attacks, it can automatically make a grapple check as a free action without provoking an attack of opportunity. The homarid still threatens an area. A successful grapple does not deal any extra damage but for each successful grapple check during further rounds, the held creature automatically receives 1d4+1 points of damage.

Homarid Colonies will consist of 60% mature adults and 40% young noncombatants. The adults will include a leader with 2-5 levels of Druid. Homarid druids are similar to standard druids except they have access to Blue spells instead of Green and their Wildshape ability is limited to creatures with the Aquatic subtype only.

Homarid Racial Traits
- +2 Con, -2 Dex.
- Medium-size humanoid
- Speed 30 ft plus swim speed of 60 ft.
- Aquatic. Homarids can naturally breathe underwater and do not need to make a successful swim check.
- Amphibious. Homarids are also amphibious creatures and can live normally above water if they choose.
- +9 natural armor bonus due to outer shell.
- Natural weapons, 2 claw attacks for 1d4
- DR 1/-
- Low-Light Vision.
- Racial bonus of +2 Handle Animal and Swim checks.
- Improved Grab. With their natural weapons in the form of large claws, a homarid receives the improved grab ability as an extraordinary ability.
- Favored Class: Fighter.
Rhineglade

06-08-07, 06:18 PM
SEA SPRITE
CG Small Fey (Aquatic)
Init: +4 Senses: low-light vision, Listen +6, Spot +6
[b]Languages: Common, Aquan
AC: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
HD: 1d6 (4 hp) DR: 10/ cold iron
Immune: fire
Fort: +0 Ref: +6 Will: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good), swim 60 ft.
Melee: +5 shortspear (1d4-2, x2)
BA/Grp: +0/-6
Space/Reach: 5 ft./5 ft.
Abilities: Str 7 Dex 18 Con 11 Int 16 Wis 15 Cha 16
SQ: fey traits, spell-like abilities, protection from red, damage reduction, fire immunity
Skills: Bluff +7, Escape Artist +8, Handle Animal +7, Hide +16, Listen +6, Search +7, Spellcraft +7, Spot +6, Swim +2
Feats: Weapon Finesse
Environment: Any ocean or sea
Challenge Rating: 2
Organization: Troupe (3-8) or School (9-18)
Treasure: Standard
Advancement: -
LA: -

The sea sprite is an aquatic version of the land faerie. Sea sprites are known to be quite mischievious and love to play tricks on passing fisherfolk though such tricks are generally harmless.

A sea sprite is appears as a small humanoid creature about 2.5' in height with blue skin and reddish fins about its back, wrists and ankles. It is hairless and built for swimming and moving through the water at great speeds.

Combat
Sea sprites are passive, shy creatures for the most part and generally attempt to escape from conflict. However, if pressed they can use their small spears to attack.

Amphibious (Ex): Although sea sprites are aquatic, they can survive indefinitely on land.

Protection from Red (Su): A sea sprite radiates a permanent protection from red spell as a supernatural ability. This power grants the sea sprite a +2 deflection bonus to AC against all attacks from red creatures and a +2 resistance bonus against all red spells.

Spell-Like Abilities (Sp): 3/day- fog cloud, ventriloquism, misdirection, 1/day- invisibility.
Charge_cannon

06-09-07, 10:26 AM
Ive read your whole forum on this, and its very good. Ive kept trying to come up with some way to use magic cards with D&D.(Same with Yugioh back in the day, lmao) Very good ideas that you have come up with, just dont stop half way. I like your point system, only problem ic at the moment is...your focusing mainly on the wizard. It would seem better if you would remove the other spellcasting classes. Yea the cleric seems like a good one to keep but, a wizard who uses white magic and/or green magic, should be able to heal. And yea i think it would be great for fighters or barbarians using a feat to make thier weapons glow with a fiery rage mwahahahaha. Well keep going with it, FTW!!!!!!!!!!!!!!!!!!(For the Win!!!...).
Ecthelion of the Fountain

06-09-07, 04:59 PM
Can I add in my two cents?

I have also been reading for a while and really enjoy your take on the conversions. I can definitely see this turning into a very viable gameworld. Best of luck to you.

However, I do think that you SHOULD keep the other classes in play simply to be true to MTG. Afterall, there are cards in MTG for "cleric," "druid," "rogue," "soldier," "barbarian," "paladin" and even "ranger." Even though most of the D&D adjustments will involve the wizard character class, it is still not the most powerful or overly balanced. Sure, wizards may now have some abilities they didn't before but it seems to me that their spells are somewhat more limited than before. Also, wizards still have no armor, extremely limited weapon choices, poor Fort and Ref saves and very weak HD.

I do look forward to your progression though Rhine and am anxious to see what you develop. Any chance of getting more Artifacts?
Rhineglade

06-10-07, 07:46 AM
Thanks guys for your comments and suggestions.
Rhineglade

06-10-07, 08:09 AM
CRYPT ANGEL
NE Medium Outsider (Extraplanar, Evil)
Init: +4 Senses: darkvision 60 ft., Listen +13, Spot +13
[b]Languages: Common, Celestial, Infernal, Tongues
AC: 21 (+4 Dex, +4 armor, +3 natural), touch 14, flat-footed 17 (Dodge, Mobility)
HD: 11d8+22 (77 hp)
Resist: electricity 10, fire 10
Immune: acid, cold, petrification
Fort: +9 Ref: +11 Will: +10
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Melee: +13/+8/+3 short sword (1d6+2, 19-20/x2)
Ranged: +15/+10/+5 short bow (1d6, x3)
BA/Grp: +11/+13
Space/Reach: 5 ft./5 ft.
Atk Options: Blind-Fight, Combat Reflexes
Abilities: Str 14 Dex 18 Con 15 Int 17 Wis 16 Cha 13
SQ: outsider traits, animate dead, protection from white, resist elec 10 and fire 10, immune to acid, cold and petrification, tongues
Skills: Bluff +9, Concentration +12, Craft (stonemasonry) +6, Craft (weaponsmithing) +8, Diplomacy +8, Disable Device +6, Forgery +12, Hide +12, Intimidate +11, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (the planes) +13, Listen +13. Open Lock +14, Seach +13, Spellcraft +13, Spot +13
Feats: Blind-Fight, Combat Reflexes, Dodge, Mobility
Environment: Any evil-aligned plane
Challenge Rating: 10
Organization: Solitary or Pair
Treasure: Standard
Advancement: -
LA: -

Crypt Angels are thought to be thespirits of former guardian angels that fell from grace after some dreadful error on their part resulted in the death of the mortal they were charged with protecting. Driven mad with grief, they now exist in the Lower Planes though occasionally appear in the Material World to haunt crypts and graveyards.

Crypt Angels delight in using their magical ability to create undead followers to do their bidding or to fight for them.

Crypt Angels appear as humanoid females with a sinister beauty and grace. They often exhibit sadistic smiles on their faces which only add to their wicked appearance. Crypt Angels wear revealing body armor and carry barbed weapons into combat. They have dark, feathering wings.

Combat
A crypt angel prefers to soften the enemy by sending in animated undead to engage the front line while peppering the opposing force with arrows from on high.

Animate Dead (Sp): A crypt angel can cast animate dead as a spell-like ability at will.

Protection from White (Su): A crypt angel is surrounded by a protection from white effect as a supernatural ability. This effect grants the angel a +2 deflection bonus against attacks from white creatures. It also grants a +2 resistance bonus to all saves against attacks from white spells or abilities.

Tongues (Su): A crypt angel has the supernatural ability to speak and understand any language. This effect is always active.
Morgana_Le_Fay

06-10-07, 09:29 AM
Oh, that's a keeper!
Rhineglade

06-10-07, 03:13 PM
ARTIFICER
Artificers of the Enchanted World are scholars and historians interested in uncovering the relics of the past. They spend much of their time at archeological digs carefully bringing rare objects to the surface and tinkering with the inherant magic and mechanical wonders.

GAME RULE INFORMATION
Artificers have the following game statistics.
Abilities: Intelligence is the primary ability of the artificer. The ability to learn and memorize historical facts as well as organize vast amounts of knowledge is key to this class. Dexterity is also of some importance as minute fingerwork and the use of specialized tools are valuable assets to all artificers. An artificer's magical ability is tied to their Intelligence. An Intelligence score of 11 or higher is required to cast any artificer spells at all.
Alignment: Any.
Hit Dice: d6

Class Skills
The artificer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifer) x 4.
Skill Points at Each Additional Level: 4 + Int modifer

Class Features
All of the following are class features of the artificer.
Weapon and Armor Proficiency: Artificers are proficient in the use of all simple weapons. They are also skilled in the use of any light or medium armor as well as any shield except for tower shields. Unlike certain spellcasting classes, an artificer is not inhibited in their spellcasting by wearing armor however anything heavier than light armor may hamper some of the artificer's other skills.
Spells: Artificers do not cast spells in the traditional sense like other spellcasters. Rather, the artificer becomes attuned to certain ancient objects of power and gains the ability to summon them from thin air for the character's personal use.
The Artificer generates a certain number of mana points each day which they may use in the summoning process. Mana generated by an artificer however is considered colorless and so generally can not be used to cast spells from other classes.
To learn, attune and remember the rituals behind each summoning spell, the artificer must have an Intelligence score equal to at least 10 + the spell level. Like other spellcasters, the artificer can only cast a certain number of artifact spells per day related to their total number of mana points. In addition, the artificer receives bonus spells per day if he has a high Intelligence score.
Unlike wizards, artificers are not required to rememorize their summoning spells. Once a spell to call forth a particular artifact is learned, the artificer will always know the spell.
An artificer can know an any number of spells to summon forth such "personal" artifacts that can be worn on one's person. They are limited however in the total number of "extraneous" artifacts based on their Intelligence modifier. An extraneous artifact is any magical object that can not be worn such as magical constructs, golems and war machines.
The artificer's Intelligence modifier will dictate how many total extraneous artifacts can exist at any given point in time. For example, an Artificer with an Intelligence score of 16 can summon forth up to 3 extraneous artifacts at any given time. If the artificer wishes to summon another artifact, she must dispel one of the 3 or wait until the summoning duration expires. This limitation does not stack if two or more artificers are working together. Two artificers, each with an Intelligence score of 17, may each call forth up to 3 extraneous artifacts at any given time.
Ancient Knowledge: Artificers are highly skilled in certain areas of knowledge. At 1st level, the artificer receives a +2 class bonus to all Knowledge (history) and Knowledge (architecture and engineering) skill checks.
Detect Magic (Su): The discovery and revelation of new and unique artifacts and magical items are the bread and butter of the artificer class. Artificers become so attuned to such items of power that they develop a sixth sense in the detection of such items. At first level, an artificer may cast a detect magic spell as a supernatural ability once per day. The number of times this ability can be used per day increases at every 5th level. Therefore, the artificer can detect magic two times per day at 5th level, three times per day at 10th level, etc.
Item Construct Feats: Artificers are also capable craftspersons and tinkerers. They develop and learn hidden secrets that allow them to craft specific magical items. At 3rd level, the artificer gains the Brew Potion feat as a bonus feat. At 4th level, they gain the Craft Wondrous Item feat. At 5th level, they gain the Craft Wand feat. At 6th level, they gain the Craft Arms and Armor feat. At 9th level, they gain the Craft Rod feat. At 12th level, they gain the Craft Staff feat and at 13th level, they gain the Forge Ring feat as a bonus feat.


Level BAB Fort Ref Will Special Mana Points/Day
1st +0 +0 +0 +2 Ancient Knowledge, 1
detect magic, 1/day
2nd +1 +0 +0 +3 3
3rd +2 +1 +1 +3 Brew Potion 5
4th +3 +1 +1 +4 Craft Wondrous Item 7
5th +3 +1 +1 +4 Craft Wand, 11
detect magic, 2/day
6th +4 +2 +2 +5 Craft Arms & Armor 15
7th +5 +2 +2 +5 19
8th +6/+1 +2 +2 +6 23
9th +6/+1 +3 +3 +6 Craft Rod 27
10th +7/+2 +3 +3 +7 detect magic, 3/day 43
11th +8/+3 +3 +3 +7 51
12th +9/+4 +4 +4 +8 Craft Staff 59
13th +9/+4 +4 +4 +8 Forge Ring 67
14th +10/+5 +4 +4 +9 79
15th +11/+6/+1 +5 +5 +9 detect magic, 4/day 91
16th +12/+7/+2 +5 +5 +10 103
17th +12/+7/+2 +5 +5 +10 115
18th +13/+8/+3 +6 +6 +11 127
19th +14/+9/+4 +6 +6 +11 139
20th +15/+10/+5 +6 +6 +12 detect magic, 5/day 151
Rhineglade

06-11-07, 09:48 AM
Artificer Spell List

1st Level Artifact Spells
astrolabe: generates additional colorless mana
balm of restoration: conjures a magical ointment to cure 1d8 points
brass man: summons a brass construct to aid you
crystal rod: heals damage each time a blue spell is cast
endoskeleton: gives wearer +4 armor bonus
fellwar stone: generates additional color mana
iron star: heals damage each time a red spell is cast
ivory cup: heals damage each time a white spell is cast
juntu stakes: conjures a field of wooden stakes to slow/damage enemy
lodestone bauble: summons artifact that allows you to know direction
mightstone: grants attack bonus to allies for limited time
obelisk of undoing: banishes your artifacts before their duration expires
rod of ruin: conjures a magical rod to use as weapon or cast inflict light wounds
shield sphere: generates a magical shield for +4 to AC, blocks magic missiles
throne of bone: heals damage each time a black spell is cast
wooden sphere: heals damage each time a green spell is cast

2nd Level Artifact Spells
aegis of the meek- conjures magic amulet for +2 atk bonus and +2 defl to AC
baton of morale- conjures rod to suppress fear or give +4 on saves against fear for one subject + one per four levels
battering ram- conjures ramming device that opens locked or magically sealed doors
living armor: gives wearer +4 armor bonus; temporarily adds +2 deflection bonus
onulet: conjures a familiar-like construct that can also cure wounds
ornithopter: conjures a simple flying device
pit trap: summons a magical booby trap
quicksilver dagger: creates 1 +1 silver dagger/5 levels for throwing
sandals of Abdullah- conjures magical shoes for levitation
snake basket- conjures magic basket that summons 2d4 snakes
Yotian solder- summons soldier construct to fight for you

3rd Level Artifact Spells
Aesthir glider: conjures device that allows flying at speed of 60 ft.
clockwork avian
ebony horse: magic horse appears for 1 hour/level
flying carpet: conjures magic carpet for flying for 1 person
horn of deafening: magic horn makes subject deaf
Jandor's saddlebags
mana cylix
meekstone
patagia golem
pentagram of the ages: bestows DR 5/+2 for 10 minutes/level
rocket launcher: weapon launches explosive charge for 3d6 damage
runesword: summons +2 longsword
static orb: one subject/level takes only one action/round, -2 to AC, -2 on attack rolls

4th Level Artifact Spells
Barl's cage: traps one subject in magical cage
Citanul flute: summons animals to aid or fight for you
clay statue: summons minor clay golem with regeneration ability
dragon blood: potion grants +4 to Str and +4 to Con for 1 round/level
ring of Ma'ruf
scrying glass: summons magic mirror to spy on subject from a distance
wall of spears: Wall of weapons deals 3d8 points of damage
voodoo doll: conjures magic doll causing 1d4 points/round to enemy

5th Level Artifact Spells
chimeric staff: transforms into variable size serpent to fight for you
crown of ages: transfers protective abjurations from one subject to another
dancing scimitar: magic scimitar with dancing ability appears and fights for caster
gauntlet of might
helm of obediance: wearer can control humanoid telepathically
kormus bell: creates 1d4+1 swamp creatures to fight for you
living wall: creates wall of flesh that regenerates damage
walking wall: creates stone wall that can attack enemies
winter orb

6th Level Artifact Spells
bottle of Suleiman: summons a genie to fight for you
brass herald: summons brass golem that also conjures additional creatures
celestial sword
icy manipulator
ivory tower: creates shelter that prevents scrying for 24 hours
mantis engine: construct with flying and high initiative appears and fights for you
purging scythe: summons weapon that can cast circle of death
primal clay: magic putty can be formed into a wall, creature or flying creature

7th Level Artifact Spells
Arcum's weathervane: changes weather in local area
defense grid: creates mana barrier that makes spells more costly
obsianus golem
planar portal: opens dimensional gateway to summon creatures
time bomb: 1d6/level fire damage; you can delay blast for 5 rounds

8th Level Artifact Spells
despotic scepter
snow fortress: creates an extradimensional stronghold

9th Level Artifact Spells
dragon engine
fountain of youth: cures 10 points/level of damage, all diseases and mental conditions
Nevinyrral's disk: opens temporary sphere of annihilation
war barge

NOTE: Check back to this thread often for future changes and updates!
jarzium

06-12-07, 10:29 PM
great job~!! detailed stuff!
Rhineglade

06-14-07, 11:42 AM
And now for something completely different...

Skill Check: Knowledge, Ancient History

I was thinking about where all of the above artifacts came from. Obviously there must have been some form of ancient culture that dominated the globe of the Enchanted World during the era of Pre-History but just who were these ancients?

In the MTG World, the ancient race was known as the Thran. They were known to have developed endless numbers of magical machines and devices with mana and "powerstones." I don't want to use the same race for my campaign but I thought what might be interesting is to have an ancient race of intelligent dinosaurs.

Yes, I know, this has also been done before I am sure. But I still like the idea and so I running with it. My thought is that the ancients are the prehistoric ancestors of the Viashino. Eons ago, the dinosaurs developed and evolved much differently they they did on Earth. Eventually they did become extinct save of course for the minor branch that slipped through the evolutionary puzzle.

During the Golden Age of the Ancients, the dinosaurs flurished and thrived in a semi-tropical environment advancing their mental and magical abilities to a highly advanced state. The constructs and magical implements of the Ancients developed to such a state that the Ancients came of rely almost exclusively on their creations to live.

Inevitably, this technology failed them and the Ancients fell into decline and in time vanished altogether but many of their artifacts remain buried under layers of history just waiting to be recovered by the Artificers.
Rhineglade

06-15-07, 05:55 PM
VIASHINO
Viashino, 1st-level Warrior [red]
CN Medium Humanoid (Reptilian)
Initiative: +0 Senses: low-light vision, Listen, Spot
Languages: Draconic
AC: 15 (+2 armor, +2 natural, +1 shield), touch 10, flat-footed 15
HD: 1d8+1 (9 hp)
Resist: +1 racial bonus against poison
Fort: +3 Ref:+0 Will: -2
Speed: 30 ft. (6 squares)
Melee: +3 bite (1d6+3) or +3 scimitar (1d6+2, 18-20/x2)
Ranged: +1 heavy crossbow (1d10, 19-20/x2)
BA/Grp: +1/+3
Space/Reach: 5 ft./5 ft.
Atk Options: Power Attack
Abilities: Str 15 Dex 11 Con 12 Int 9 Wis 8 Cha 8
SQ: viashino traits, reptilian traits, low-light vision
Skills: Climb +3, Survival +1
Feats: Power Attack
Environment: Any desert
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 subchiefs of 3rd-6th level and 1 chief of 4th-10th level)
Challenge Rating: 1
Treasure: Standard, double gems
Alignment: Usually Chaotic neutral
Advancement: By character class
Level Adjustment: +1

The viashino are an ancient race of reptilian or salamnder-like humanoids thought to be distant descendants of the dragons. Fierce and warlike, viashino live in tight tribal units fighting to defend their hunting lands or simply for the joy of combat. Viashino of exceptional strength or power often assume a minor noble title like a bey and rule over larger tribes using simple "might makes right."

Viashino are about 6-7 feet in height with rough, scaly skin over all of their hairless bodies. They have small, bony ridges that run down the back of their neck and upper part of their spine. Viashino have thick, heavy tails and sharp teeth that they can use as natural weapons. Viashino scale color ranges from dull green to rust to dark reds and browns. The color of ones scales often denotes tribal affiliation.

Combat:
A viashino is a powerful fighter and uses bladed weapons and crossbows to deadly effect. They also have strong jaws which they can use to bite an opponent.

Viashino Racial Traits
+2 Str, -2 Wis: A viashino is heavily muscled but generally not as wise as a human being.
Medium: As Medium creatures, viashino have no special bonuses or penalities due to their size.
Viashino base land speed is 30 feet.
Low-Light Vision: A viashino can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Natural Weapons: A viashino can chose one of three natural attack forms: a powerful bite for 1d4 points of damage, two claw attacks for 1d4 points or a tail slap for 1d6 points. A viashino learns to effectively use only one of these natural weapons.
Natural Armor: A viashino's heavy, scaled hide provides +2 natural armor bonus to AC.
+1 racial bonus to poison.
-1 racial penalty to all attacks or skill checks in arctic conditions. A viashino is naturally made to survive in hot, dry climates. In cold arctic environments, their abilities tend to slow up.
Favored Class: Barbarian
Rhineglade

06-16-07, 07:58 PM
FEATS

EXTRA BODY WEAPONRY [GENERAL]
You are able to fight with your natural weapons as well as if you were armed.
Prerequisites: Natural Weapon special quality, base attack bonus +6
Benefit: You gain an extra attack with your natural weapons. You still must have one primary natural weapon while the remaining natural weapons (if any) are considered secondary attacks. The extra attack may be with either your primary natural weapon OR one of your secondary natural weapons. Attacking with your natural weapons does not provoke an attack of opportunity. Your natural weapons threaten any space you can reach.
Special: Creatures limited with only one natural weapon may either choose a secondary natural weapon OR add the extra attack to their primary natural weapon. Viashino, for example, are generally only allowed to pick one natural weapon attack. With this feat, they may gain a secondary natural weapon if they wish.

ENERGIZE WEAPON [GENERAL]
You can access the power of mana, even if you are not normally a spellcaster, to augment your physical weaponry.
Prerequisites: Martial Weapon Proficiency, base attack bonus +8
Benefit: Upon selecting this feat, you must choose either fire or cold. When you fight with a physical weapon, you may add your chosen energy to augment your weapon just as if the weapon had that special ability. Choosing fire, your weapon is considered to have the flaming special ability. Choosing cold, your weapon is considered to have the frost special ability.
You may use this ability a number of times per day equal to your Charisma modifier (minimum of 1). You can activate or deactivate this energy as a free action. Your weapon will retain this special ability for 1 minute/level each time you activate it or until you choose to deactivate it. Lost minutes are not regained.

GIFT OF MAGIC [General]
You are born with an innate magical ability even if you normally can not cast spells.
Prerequisites: Int 10. You may only choose this feat at 1st-level.
Benefit: You must choose one of the five mana colors: red, blue, green, white or black. You may cast any of the 0-level arcane spells of that color subtype as a spell-like ability. You may cast any these 0-level spells a total number of 3/day. Casting 0-level spells does not require the use of any mana points.
Special: You are considered to have the color subtype of whichever color magic you have chosen.
Sir Loin of Beef

06-19-07, 12:00 AM
This is awesome stuff. Nice job. Like the feats.
meaux1

06-20-07, 07:43 AM
Apparently I am not the only one that has wrestled with this same idea for a while. Everything I've read looks really cool, but I have a question.

With all this magic flying around, how do you approach striking a balance for the non-spell casting classes? A world like this would have massive amounts of magic. Of course the majority of people would be non-magic using (commoners and whatnot) but what about PC's?

Why would a wizard team up with a rogue to do something when they can just summon something up using their blue summon spell?
Rhineglade

06-20-07, 05:23 PM
Sorry I haven't been able to post in a while. Man, I hate it when reality intrudes on my rich fantasy life. :rant:

In any case, thanks again to those of you who have offered your time and feedback. It is always greatly appreciated.

Some very good comments too.

As far as balancing out the wizard class versus the other classes, I can definitely see your point meaux1. There are probably several ways you can get around this but I would probably suggest have a number of overriding rules for the "summon" spells.

1. Wizards are limited in terms of how many "summoned" creatures they can have in place at any given time. If you've ever played the "Baldur's Gate" RPG on the computer, this is how the programmers evened things out. If a wizard, or any spellcaster for that matter, tried to summon a TON of extra creatures to engage the enemy, the extra creatures would just start vanishing right away once the daily limit was reached.

2. I would also think it wise to say that spellcasters can only summon specific races/types of creatures but NOT specific classes. Thus, a wizard can summon a lizardfolk, but not necessarily a DRUID lizardfolk. They can also summon a generic human but not specifically a rogue. Thus the other playable character classes are still "safe."

3. There are also built-in time limits to all summon spells. Often, summoned creatures only remain in the caster's service for a few minutes at a time. Even if a wizard could summon a rogue, for instance, this would rarely be enough time to give thorough searches or disarm overly complex traps. Therefore, it would still be to everyone's benefit to maintain the well-rounded party with the obligatory fighter/mage/cleric/rogue combo. :D
Rhineglade

06-21-07, 12:56 PM
Zhordeen, the Stealth Mage
N Medium Human [blue]
Rogue 3/Wizard 5
Init: +3 Senses: Listen +6, Spot +6
Languages: Common, Draconic, Goblin, Elven
AC: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
HD: 3d6 plus 5d4 (29 hp)
Fort: +2 Ref: +7 Will: +7 (evasion)
Speed: 30 ft. (6 squares)
Melee: +4 short sword (1d6, 19-20/x2)
Ranged: +7 light crossbow (1d8, 19-20/x2)
Atk Options: Point Blank Shot, Rapid Reload
BA/Grp: +4/+4
Space/Reach: 5 ft./5 ft.
Mana Points/Day: 25 :u:
SA: Sneak attack +2d6
Wizard Spells Known (CL 5)
3rd (5 points): nondetection
2nd (3 points): invisibility, knock
1st (1 point): color spray (DC 14), expeditious retreat, mage armor, ventriloquism
0: detect magic, ghost sound, light, read magic
Abilities: Str 11 Dex 16 Con 10 Int 17 Wis 15 Cha 14
SQ: trapfinding, trap sense +1, evasion
Skills: Bluff +8, Concentration +8, Decipher Script +4, Diplomacy +10, Disable Device +8, Disguise +6, Escape Artist +7, Forgery +9, Gather Information +8, Hide +11, Knowledge (arcana) +11, Listen +6, Move Silently +11, Open Lock +8, Search +7, Sense Motive +4, Spellcraft +11, Spot +6
Feats: Combat Casting, Negotiator, Point Blank Shot, Rapid Reload, Scribe Scroll, Stealthy
Possessions: +3 ring of protection, scroll of gaseous form, scroll of shield, short sword, light crossbow, quiver with (20) bolts, material spell components.

Zhordeen is a highly sought after associate as he is both unscrupulous as well as skilled in the arts of espionage. Raised in the orphanges of the Great Southern Cities, Zhordeen began his profitable career as a rogue but soon discovered that he also exhibited talents of magic. Now he uses the tricks of blue mana to augment his thieving abilities.

Zhordeen prefers to not stand apart from the crowd so he generally wears very subdued colors. He has light brown skin, dark hair and dark eyes. Average in appearance, the Stealth Mage has a very strong personality and is quite convincing if he chooses to be. He is 5'10" and weighs 165 pounds. Zhordeen is 36 years of age.

Combat:
If drawn into melee, Zhordeen will feel somewhat distraught as he prides himself in his ability to generally avoid direct confrontation whenever possible. He prefers of course to remain hidden most of the time while observing from the shadows. If, however, the mage is brought into a combat situation, he will use his crossbow bolt to dispatch as many enemies as possible.

Most of the Stealth Mage's spellcraft is not offensive in nature so he will tend to use his magic for protection and then to provide a hasty retreat if the need arises. Zhordeen can use his color spray to disorient anyone who attempts to engage him in melee. If an opportunity presents itself, he will not hesitate to outflank an enemy, particularly an enemy spellcaster, and strike with a sneak attack with his short sword.
ragoftag

06-22-07, 08:07 PM
Question: A semi-stock monster would translate straight over (Hurloon Minotaur = MM Minotaur), but has anyone thought up a translation for certain powers and abilities?
Rhineglade

06-23-07, 11:57 AM
This is certainly a matter of interpretation in terms of translating MTG abilities to D&D abilities. The main thing is to try and keep things as balanced as possible while still trying to keep to the "flavor" of each game. This is not always easy.

One example I will use is the "protection from [color]" ability. This seems to be a staple in MTG but in my opinion would be too overpowering if kept as is for D&D. A white knight character with true protection from black ability would be most powerful in deed.

Instead, I tweeked the ability a bit and instead made the ability more like the D&D protection from evil spell but against particular colors instead of alignments. This way, an opponent still has some chance against the enemy but it will just be a more difficult fight.

Other abilities can either be simulated by throwing in spell-like powers or simply giving the creature particular stats that reflect the MTG card. I envision first strike, for instance, with simply an ability to hit first in combat. Therefore, I tend to give such creatures a higher than normal Initiative score.

Discard abilities are in effect the loss of a spell. Therefore, I equate this with the temporary loss of a known or prepared spell or perhaps the loss of some mana points.

Abilities that grant +x/+x or -x/-x to creatures are basically an adjustment to the Power and Toughness rating in MTG. I translate that to either Strength or the attack bonus for Power and either AC or hp for the Toughness. You can then adjust the numbers as desired though I generally tend NOT to use the same number across the board. Keep in mind that a 1/1 creature in MTG is considered "standard" while a Str 10 is considered standard for D&D.

The most important thing is to just think about the ability from MTG and use your imagination. Often something will just pop into your head.
Rhineglade

06-24-07, 09:42 AM
http://www.legendsofhyerune.com/PentarchMTG/Pentarch.JPG
Gilgalad

06-24-07, 02:20 PM
The Enchanted World- now with stunning MAP action! :D
Rhineglade

06-25-07, 11:08 AM
Nautilan

Located in the southeast corner of the map, the Isle of Nautilan is a tropical region that separates the Cerulean Sea to the North from the Shimmering Sea to the South. The island itself is dominated by pirates who claim the region of Mercuria City as their home port.

The pirates are known as the great scourge upon these southern waters and have plundered many merchant vessels over the years to amass quite a substantial fortune. They are said to be lead by three mysterious figures, each more ruthless than the last.

The streets and alleyways of Mercuria City are the place to go if one is interested in engaging in some form of seedy operation as it is known to be haven of depravity and deceit.

Although the pirates are the main population on the island, they compete for space and resources with a number of other groups including the shepherds of the southern shores, the ancestor-worshiping necromancers of the eastern Dankmire Swamp, the barbarians of the central elevations and the race of Beringei, a group of sentient humanoid gorillas, from the Malachite Forest.
Rhineglade

06-25-07, 01:08 PM
Morowa, Queen of the Barbarians
CN Medium Humanoid (human) [red]
Barbarian 8
Init: +5 Senses: Listen +6
Languages: Common (illiterate)
AC: 19 (+1 Dex, +4 armor, +4 shield), touch 11, flat-footed 19
HD: 8d12+24 (85 hp) DR: 1/-
Fort: +9 Ref: +3 Will: +4
Speed: 40 ft. (8 squares)
Melee: +12/+7 battleaxe (1d8+4, x3)
Melee: +11/+6 morningstar (1d8+3, x2)
Ranged: +9/+4 longbow (1d8, x3)
BA/Grp: +8/+11
SA: Rage 3/day
Atk Options: Power Attack
Abilities: Str 16 Dex: 12 Con: 16 Int: 13 Wis: 10 Cha: 17
SQ: fast movement, illiteracy, uncanny dodge, improved uncanny dodge, trap sense +2
Skills: Climb +7 (+3*), Craft (trapmaking) +4, Craft (weaponsmithing) +4, Diplomacy +5, Handle Animal +10, Heal +2, Intimidate +14, Jump +9 (+5*), Listen +6, Ride +10, Survival +11.
*= adjusted skill modifier when wearing armor and carrying shield
Feats: Improved Initiative, Iron Will, Power Attack, Self-Sufficient
Possessions: +2 heavy steel shield, +1 battleaxe, ring of mind shielding, morningstar, chain shirt, longbow, quiver with (20) arrows

Rage (Ex): Morowa can enter a rage 3/day lasting for 8 rounds each. When raging, she has the following score adjustments: Str 20, Con 20, +2 bonus on Will saves, -2 penalty on AC, +16 hp; Melee: +14/+9 battleaxe (1d8+6, x3), Melee: +13/+8 morningstar (1d8+5, x2), Grapple: +13; Skills: Climb +9 (+5*), Jump +11 (+7*). At the end of the rage, Morowa is fatigued for the duration of the encounter.

Morowa is the charismatic leader of the barbarians of the Vermeillian Mountains. Self-sufficient and slightly xenophobic, the barbarian clans tend to remain apart from the other civilizations of Nautilan raising goats and hunting for wild game.

The Vermeillian Barbarians do not take kindly to strangers in the mountains and will often kill any intruders outright if they are armed or appear to pose a threat. Unarmed parties will likely be captured and brought before Queen Morowa and her councilors for questioning. They are not above keeping captives to use as slave labor.
Rhineglade

06-25-07, 06:21 PM
Bohlale, Prophet of Amani
LG Medium Human [white]
Cleric 9
Init: +0 Senses: Listen +5, Spot +5
Languages: Common, Elven, Sylvan
AC: 15 (+3 armor, +2 deflection), touch 12, flat-footed 15
HD: 9d8+18 (66 hp)
Fort: +8 Ref: +3 Will: +10
Speed: 30 ft. (6 squares)
Melee: +8/+3 heavy mace (1d8+2, x2)
Melee: +6 touch (spell)
BA/Grp: +6/+6
Atk Options: Combat Expertise
SA: turn undead (6/day)
Cleric Spells Prepared (CL 9th)
5th- hallow, spell resistance*
4th- cure critical wounds*, death ward, discern lies
3rd- daylight, dispel magic, protection from energy*, remove disease
2nd- augury, cure moderate wounds*, hold person (DC 16), lesser restoration, silence
1st- bless, comprehend languages, cure light wounds, detect evil, sanctuary
0- create water, detect magic, light, mending, purify food & drink, read magic
Domains: Healing and Protection
Abilities: Str 11 Dex 11 Con 14 Int 15 Wis 18 Cha 16
SQ: aura of good, domain abilities, spontaneous casting, turn undead
Skills: Concentration +8, Diplomacy +17, Handle Animal +7, Heal +10, Knowledge (religion) +14, Knowledge (nature) +4, Listen +5, Ride +2, Sense Motive +9, Spellcraft +8, Spot +5
Feats: Animal Affinity, Combat Casting, Combat Expertise, Negotiator, Scribe Scroll
Possessions: +2 heavy mace, +2 ring of protection, scroll of circle of protection: black, potion of cat's grace, studded leather armor, silver holy symbol

Bohlale, whose name means 'Wisdom,' is the leader of his people and Chief Elder of the Village of Dakarai along the southern shores of the island of Nautilan. A cleric of Amani, the spirit of peace, Bohlale is the epitome of the epic statesman. Both intellgent and wise, the cleric pays close attention to the needs of his people just as they tend to the needs of their flock. Bohlale is likewise highly skilled in diplomacy and will tend to try and accomplish a compromise with the other regions of the island rather than resort to outright warfare, which he views as only a last resort.

Bohlale is an elderly human male. He is 6 feet tall and weighs 170 pounds. He has thin, graying hair, dark skin and dark eyes. His hair reveals a slight bald spot at the top. The cleric tends to wear simple, white and yellow robes with open toe sandals though he also includes his studded leather armor whenever journeying beyond the safety of the village.
Rhineglade

06-25-07, 11:05 PM
http://www.legendsofhyerune.com/PentarchMTG/Nautilan.jpg
Rhineglade

06-26-07, 02:46 PM
Vol Mordur, Lord of the Dead
Zombie Master of Dankmire
LE Medium Human
Wizard 13
Init: +3 Senses: Listen +6 Spot +6
[b]Languages: Common, Sylvan, Infernal, Orc, Goblin
AC: 18 (+3 Dex, +5 armor), touch 13, flat-footed 15 (Dodge, Mobility)
HD: 13d4 (40 hp) (Endurance)
Fort: +4 Ref: +7 Will: +10
Speed: 30 ft. (6 squares)
Melee: +7/+2 quarterstaff (1d6/1d6+1, x2)
Melee: +5 touch (spell)
Ranged: +9 ray (spell)
BA/Grp: +6/+5
Mana Points/Day: :b:
Atk Options: Combat Expertise
Wizard Spells Known (CL 13th)
7th- finger of death (DC 21)
6th- create undead, eyebite (DC 20)
5th- blight, conjure undead V, waves of fatigue (DC 19)
4th- bestow curse (DC 18), conjure undead IV, crushing despair (DC 18), fear (DC 18)
3rd- dispel magic, extended spectral hand, halt undead (DC 17), vampiric touch
2nd- command undead (DC 16), darkness, false life, ghoul touch
1st- cause fear (DC 15), chill touch, protection from good, ray of enfeeblement
0- detect magic, mage hand, read magic, touch of fatigue
Abilities: Str 9 Dex 16 Con 10 Int 19 Wis 14 Cha 14
Skills: Concentration +9, Decipher Script +11, Hide +7, Intimidate +5, Knowledge (arcana) +19, Knowledge (geography) +13, Knowledge (history) +16, Knowledge (religion) +17, Listen +6, Move Silently +8, Spellcraft +19, Spot +6
Feats: Alertness, Combat Casting, Combat Expertise, Craft Wand, Dodge, Endurance, Extend Spell, Mobility, Scribe Scroll
Possessions: +2 quarterstaff, +5 bracers of armor, wand of darkness (17 charges), scroll of Evard's black tentacles, spell components.

The treacherous Lord of the Swamps was born Vol Mordur and quickly rose to prominence as a master of black mana. Always fascinated with the concept of death and the undead, Vol specializes in the swamp magic involving the undead and is said to command an army of zombies deep within the Dankmire Swamp.

The best way to describe Vol is "weasel-like." Tall and thin, Vol has a narrow face, long nose and even beady eyes and dart from side to side in an effort to survey those around him. Despite his rather weak physical shortcomings, Vol remains a powerful opponent often sending forth legions of the dead to fight for him while he rains down necromantic magic upon his enemies.

Vol is a male human. He is 6'3" and weighs 167 pounds.
Rhineglade

06-27-07, 01:28 PM
BERINGEI
N Large Humanoid (beringei) [green]
Init: +2 Senses: low-light vision, Listen +4, Spot +4
Languages: Sylvan
AC: 17 (-1 size, +2 Dex, +3 armor, +3 natural), touch 11, flat-footed 15
HD: 4d8+8 (31 hp)
Fort: +6 Ref: +6 Will: +2
Speed: 30 ft. (6 squares), climb (30 ft.)
Melee: +7 spear (1d8+7, x3)
Melee: +7/+7 claws (1d6+5) and +2 bite (1d6+2)
BA/Grp: +2/+11
Atk Options: Power Attack
Space/Reach: 10 ft./10 ft.
Abilities: Str 21 Dex 15 Con 14 Int 10 Wis 12 Cha 8
SQ: low-light vision, scent, racial abilities
Skills: Climb +16, Handle Animal +2, Intimidate +2, Listen +4, Spot +4
Feats: Alertness, Power Attack
Environment: Warm forests
Organization: Solitary, pair, family (3-5) or tribe (20-39, includes 50% noncombatants, 1 shaman (druid level 2-5), 2 subchiefs (fighter level 1-4) and 1 chief (fighter level 4-6)
Challenge Rating: 2
Treasure: Standard
Advancement: By character class
Level Adjustment: +2

The race of beringei are an intelligent humanoid species resembling gorillas. Beringei are found throughout many of the warm and tropical woodlands and rain forests of the southern lands of Pentarch. Beringei are heavily muscled creatures covered with course dark hair over most of their bodies save for their face. Mature males develop a silver coloring along their upper spine and thigh giving them the illusion of being much bigger. Males are typically 6 feet in height and weigh 350-400 pounds. Females are somewhat smaller at 5 feet and weighing 250-300 pounds.

Beringei tend to prefer life in seclusion within their woodland terrain. They are very protective of their hunting grounds and will protect their families with utmost agression if threatened. Males will often make a number of dominant gestures before attacking often while the females will take the young and climb high up in the trees for protection.

Larger tribes of beringei will generally be lead by a chief and a number of subchiefs each with a number of levels of fighter experience. Additionally, the tribal leaders will be advised by a shaman with a number of levels in the druidic class.

BERINGEI RACIAL TRAITS
+4 Str, -2 Dex, -2 Cha: Beringei are incredibly strong. Their bulky physique however reduces their agility somewhat. Beringei are also somewhat distant or aloof.
- Large-size humanoids. A beringei receives a -1 size penalty to AC and a -4 size penalty to Hide checks. They also receive a +4 size bonus on grapple checks.
- Base land speed of 30 ft. Plus, beringei also receive a climb speed of 30 ft.
- Low-light vision
- +8 racial bonus on Climb checks. In addition, a beringei may always Take 10 on climb checks even if rushed or threatened.
- Scent. Beringei have the scent ability which allows them to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
- Natural Weapons: A beringei may fight with its natural weapons which include two primary attacks from their claws and a secondary bite attack.
- Favored Class: Fighter
Rhineglade

06-28-07, 09:43 AM
Cashile, Mercurian Viceroy
CN Medium Humanoid (human)
Rog 4/Wiz 8
Init: +3 Senses: Listen +8, Spot +8
[b]Languages: Common, Aquan, Sylvan, Goblin
AC: 19 (+3 Dex, +4 armor, +2 deflection), touch 15, flat-footed 19 (Dodge)
HD: 4d6 + 8d4 (40 hp)
Fort: +5 Ref: +9 Will: +9 (Evasion)
Speed: 30 ft. (6 squares)
Melee: +11/+11/+6 short sword (1d6+4, 19-20/x2)
Ranged: +10/+5 dagger (1d4, 19-20/x2)
BA/Grp: +7/+8
Mana Points/Day: :u:
Atk Options: Combat Reflexes
SA: Sneak attack +2d6
Wizard Spells Known (CL 8th)
4th- illusory wall, phantasmal killer (DC 18)
3rd- blink, dispel magic, major image (DC 17)
2nd- detect thoughts (DC 15), invisibility, mirror image
1st- color spray, comprehend languages, disguise self, hypnotism (DC 14)
0- detect magic, ghost sound, light, read magic
Abilities: Str 13 Dex 17 Con 10 Int 17 Wis 14 Cha 15
SQ: trapfinding, evasion, trap sense +1, uncanny dodge
Skills: Bluff +8, Concentration +16, Diplomacy +8, Disable Device +9, Disguise +8, Escape Artist +9, Hide +9, Intimidate +8, Knowledge (arcana) +19, Listen +8, Move Silently +9, Open Lock +9, Search +9, Sense Motive +8, Spellcraft +19, Spot +8, Swim +7
Feats: Brew Potion, Combat Casting, Combat Reflexes, Dodge, Great Fortitude, Leadership, Scribe Scroll, Spell Focus (illusion)
Possessions: +3 speed short sword, +4 bracers of armor, +2 ring of protection, potion of gaseous form, scroll of dispel magic, (6) daggers.

Cashile rose through the ranks beginning his maritime career as a humble cabin boy until his present position as leader of the pirate city of Mercuria. Living and working with so many ruthless mercenaries taught him the importance of keeping one's friends close and one's enemies even closer. Cashile is known to have an expensive spy network that he uses to keep tabs on most comings and goings in "his" city.

Although he can be charming when the occasion warrants such disarming behavior, in truth he is rather cold and dispassionate caring little of anything save for his own creature comforts. The Viceroy has grown quite wealthy over the years in office and maintains a significant military, many of whom are recruited from the ranks of the many pirate vessels that regularly sail into port.

Cashile is a male human with tan skin, dark hair and dark eyes. He has a trim, wirey build and fine facial features which he typically keeps clean shaven. Cashile is 6' in height and weighs 170 pounds. He is 35 years of age.
Gemini_the_Mage

06-28-07, 10:47 PM
Now is it just me or does this stuff totally ROCK! Awesome job. I really like the idea of the beringei, Kind of reminds me of 'Planet of the Apes.' :clap:

I look forward to reading more. Thanks again.
Rhineglade

06-29-07, 09:32 AM
lol. Thanks for that Gem. I'm glad you enjoy it as much as I enjoy posting! Incidently, the word "beringei" is actually the scientific name for the mountain gorilla. That is one of the "secrets" I use in coming up with interesting sounding names. Looking up the scientific classification/nomenclature of a specific animal sometimes gives you some good ideas.
Rhineglade

06-29-07, 09:55 AM
Pongo, Malachite Shaman
N Large humanoid (beringei) [green]
Druid 3
Init: +0 Senses: low-light vision, Listen +7, Spot +7
Languages: Common, sylvan, druidic
AC: 14 (-1 size, +2 armor, +3 natural), touch 9, flat-footed 14
HD: 4d8+12 plus 3d8+9 (59hp)
Fort: +10 Ref: +5 Will: +7
Speed: 30 ft. (6 squares), climb (30 ft.)
Melee: +8 scimitar (1d6+4, 18-20/x2)
Melee: +8/+8 claws (1d6+4) and +3 bite (1d6+2)
BA/Grp: +4/+12
Space/Reach: 10 ft./10 ft.
Druid Spells Prepared (CL 3)
2nd- bull's strength, resist energy
1st- cure light wounds, entangle (DC 14), magic fang
0- create water, detect magic, guidance, light
Abilities: Str 19 Dex 10 Con 16 Int 14 Wis 16 Cha 15
SQ: animal companion, nature sense, wild empathy (+5), woodland stride, trackless step, spontaneous casting, scent, low-light vision, beringei traits
Skills: Climb +14, Concentration +5, Craft (alchemy) +3, Diplomacy +7, Handle Animal +8, Heal +4, Knowledge (nature) +11, Listen +7, Spot +7, Survival +11
Feats: Alertness, Brew Potion, Track
Possessions: potion of barkskin, potion of lesser restoration, potion of cure light wounds, scimitar, leather armor, satchel of druidic herbs

Pongo, the shaman of one of the larger Beringei tribes of the Malachite Forest, is a steadfast companion of his tribe's chieftain. The shaman is the calm voice of reason using his vast knowledge of the natural world for the benefit of his people.

Although a firm believer in nature's survival of the fittest concept, Pongo tends to follow a cautious path and often counsels his tribal leadership to maintain a distant life from the other intelligent creatures of the island. He has observed the shepherdic humans along the southern shores and respects their gentle ways and does not necessarily trust them entirely.

Pongo is always accompanied by his faithful animal companion, a jovial tucan named Geb.
Rhineglade

07-01-07, 08:53 AM
http://www.legendsofhyerune.com/PentarchMTG/Mercuria.jpg

Mercuria, Free City of

Ruler: Cashile, Viceroy of Mercuria (CN male human, Rog 4/Wiz 8)
Government: Independent oligarchy (in theory); city is controlled by a reigning viceroy and a number of wealthy pirate lords each with their own personal retinue of warriors and bodyguards; in reality there is little in terms of central authority as this is a chaotic city ripe with corruption; much power actually lies with the aboleth savant that dwells deep within the sea caverns beneath the Palace of the Viceroy
Rule of Law: Chaotic evil
Population: 25,650- human 66%, orc 22%, goblin 10%, bugbear 1%, other 1% (includes gnolls, dwarves, ogres and some lizardfolk)
Population Alignment: CN, CE, N, NE, LN, LE
Major Religions: Fridolin (rogues), Tourach (war), Triton (sea voyages)
Major Resources: Few, some slaves
Military: 1,500 (comprised of a City Watch and numerous personal armies each commanded by one of the Pirate Lords)
Elevation: 22 feet above sea level
Climate: Tropical moist with moderate precipitation throughout the year
Rhineglade

07-01-07, 04:26 PM
Key to Mercuria

1. Palace of the Viceroy

Actually a fortifed stronghold rather than an actual "palace," this is the citadel of the leading citizen of Mercuria. Cashile, the current Viceroy, maintains his title and position as he is the most powerful of the current lords of the land. Cashile amassed great wealth during his pirating days and now turns to politics and self-indulgent pleasures.

The Palace consists of a heavy stone gatehouse that faces the inner harbour and is connected to a curtain wall of thick stone 40 feet heigh quarried from the southern Vermeilian Mountains. Each corner of the curtain wall is further augmented with a square guard tower 55 feet in height. The entire length of the curtain wall, as well as the top of each guard tower and the gatehouse proper are crennallated with merlons providing partial cover to the archers that man the walkway.

The top of each guardtower is capped with a flat roof which serves as a base for a massive ballista mounted on a swirled stand. Each of the four ballistae can be turned to face either the open sea or the harbour in order to repel attacking vessels or fend off an enemy assault.

Within the Inner Ward is the fortified keep, the home of the reigning Viceroy. The keep is also made of stone and wood and is composed of three floors and two subterranean levels which eventually lead down to the even deeper sea caves.

Viceroy Cashile maintains a personal force of 200 soldiers, mostly human infantry and spearmen as well as a number of orcish crossbows and halberdiers and goblin archers. In addition to this standing force, which regularly guards the palace, the Viceroy also maintains a retinue of bodyguards. These highly trained and devoted fighters are well-paid and well armed and armored. They are never too far from the Viceroy, even during his nightly sleep periods and routinely leave the palace along with their charge to various locations throughout the city and beyond.

Unknown to all in the city save for some of the other Pirate Lords, the Palace also guards the entrance to a deep network of tunnels and caverns which serve as the home to a powerful aboleth savant. The aboleth currently allies himself with Cashile. The aboleth supplies the Viceroy with magical aid and information in exhange for regular sacrifices in the form of civilians.
Rhineglade

07-02-07, 10:11 AM
2. Water Temple

Located in one of the more prominent areas of the city, the Water Temple is situated near the quay facing the inner harbour. Dedicated to the sea deity Triton, the temple is generally seen as a neutral place to seek sanctuary or avoid eavesdropping. The stately cleric in charge of the temple does not take kindly to any form of intrigue in his god's house.

Deru Waverunner (CN male human, Clr 9) sees his role as the High Priest of the Water Temple being pivotal to the fluid operation of the city and its population. Nothing could be further from the truth, however, as Triton has mainly a token following in Mercuria. Deru is blinded by ambition however and tends to overinflate his importance to the faithful and the governing body.

However, even with a small core of true believers, the fact that Mercuria is located along a major shipping lane and the harbour is home to many individuals who earn their living from the sea does boast well for the Temple's coffers. Many of the humans of the city at least will pay lip service at the Temple to receive favorable trade winds or a successful voyage at sea more than anything else.

The Water Temple is remains an imposing structure in any case built from marble, water-resistant woods and blue- and green-colored glass. The Temple's doors are usually open throughout the daytime and the salty breeze and sounds of the sea are heard even in the deepest part of the Sanctuary.

The interior decor is made to resemble life under the waves and the flooring itself is constructed of sandstone tiles cut in gentle, flowing patterns. The central focal point of course is a huge pool of sea water which appears to be almost a microcosm of the ocean itself. Filled with a variety of sea creatures, green water plants and even small coral formations, the pool is the site of many prayer services and sacrifices to the god of the sea.

Perhaps the Temple's greatest treasure is an ornately engraved golden bowl which is actually a magical bowl of commanding water elementals. A busy water mephit also serves High Priest Deru in a number of administrative functions and is often seen scurrying about the temple proper.
Rhineglade

07-03-07, 11:10 AM
Deru Waverunner
High Priest of Triton
CN Medium Humanoid (human) (Chaotic)
Cleric 9
Init: +0 Senses: Listen +3, Spot +3
[b]Languages: Common, Aquan
AC: 15 (+5 armor), touch 10, flat-footed 15
HD: 9d8+9 (57 hp) (Endurance)
Fort: +7 Ref: +3 Will: +9
Speed: 30 ft. (6 squares)
Melee: +10/+5 trident (1d8+4, x2)
Ranged: +6/+1 light crossbow (1d8, 19-20/x2)
BA/Grp: +6/+8
Atk Options: Power Attack
SA: Command/rebuke undead (5/day)
Cleric Spells Prepared (CL 9)
5th- scrying (DC 18), teleport*
4th- control water*, cure critical wounds, death ward
3rd- dispel magic, prayer, summon monster III, water breathing*
2nd- cure moderate wounds, enthrall (DC 15), fog cloud*, hold person (DC 15), spiritual weapon
1st- cause fear (DC 14), detect evil, hide from undead, longstrider*, shield of faith
0- create water, detect magic, detect poison, light, read magic, resistance
Abilities: Str 15 Dex 10 Con 13 Int 12 Wis 17 Cha 14
SQ: aura of chaos, domain powers, spontaneous casting
Skills: Climb +2, Concentration +11, Diplomacy +7, Heal +8, Knowledge (nature) +2, Knowledge (religion) +9, Profession (sailor) +9, Spellcraft +10, Swim +4
Feats: Athletic, Combat Casting, Endurance, Power Attack, Rapid Reload
Domains: Travel and Water
Domain Powers: Freedom of movement (9 rounds/day as a supernatural ability, activates automatically when needed as often as needed until duration for the day expires); turn/destroy fire creatures OR command/rebuke water creatures (5/day)
Possessions: +2 shocking trident, +3 leather armor, water elemental gem, potion of neutralize poison, light crossbow, quiver with (20) crossbow bolts, holy symbol.

Deru Waverunner is the authority for Triton within the city of Mercuria. As such, he expects to be treated with all the proper due and respect afforded his position. Deru has a somewhat inflated sense of importance and sees his temple as one of the leading religious institutions in the community. In truth, Deru does not have as much influence as one might expect in a coastal city. The other temples in the city have by far more authority than Deru.

Deru does have a number of important responsibilities including the blessing of new ships and new construction, ship christenings, as well as tending to the many needs of the small, yet important, fisherfolk who dwell within the city limits. Even the most wicked of pirates, however, will still pay an occasional visit to the Water Temple to offer a few coins to the coffers in order to appease the wrath of the sometimes hostile god of the sea. Deru recognizes these superstitions and will use these to his advantage whenever possible to gain sway over the population.

Deru Waverunner is a male human. He is 5'9" in height and weighs 140 pounds. He is a simple, yet pleasant, looking man with graying temples, salt & pepper hair and dark eyes. He enjoys the company of others and can be quite entertaining if the situation warrants such behavior. However, he takes his religious vows seriously and does not tolerate any blasphemous talk in his presence.

Combat
Deru Waverunner is a capable fighter and is armed with a magical trident that allows him to 'get his point across' when needed. He does prefer to use his spell powers over brute force and will attempt to have his shield of faith and prayer in place before entering a melee.

Deru enjoys using his enthrall especially when dealing with warrior-types who have weaker Will saves and therefore are more suseptible to such power. He will use a spiritual weapon and even a summoned creature to keep his enemy occupied while he stands at a safer distance to cast his spells or fire his crossbow. Enemy spellcasters of course will be targeted by his hold person. If an enemy attempts to approach him for direct combat, he will try to disuade such an attack with his cause fear though he is certainly more than capable of using his +2 shocking trident to fend off any attack.
Rhineglade

07-04-07, 11:13 AM
3. Temple of War

Although the structure looks more like a military stronghold of some sort from all outward appearances, in reality, this building is the Temple of War dedicated to the evil war god Tourach. The Temple is truly impressive to behold yet also somewhat disarming and oppressive to passersby. On occasion, the very watchtowers appear to glare down upon the civilians who move about on the street below.

Constructed of heavy, dark stone blocks and doors bound and reinforced with iron bars, the Temple is a fortified place of worship capable of defending itself in times of conflict. In addition to the temple proper where sacrifices and worship services are routinely conducted, the Temple of War is also an armory, smithy, garrison and battle arena all at once.

Lead by the domineering Patriarch Geraval (CE male human, Clr 11), the Temple of War maintains a significant position in city affairs. Though chaotic and sometimes mindlessly destructive at heart, Geraval is also a dedicated follower of Tourach and pushes his congregation toward violence and thoughts of warmongering at all times. Of course, his ultimate goal is to one day claim all of the Island of Nautilan in the name of his god, for now he schemes to overthrow Viceroy Cashile and replace him as the city's preeminant ruler.

The Patriarch is not alone in his fight either as his temple includes a rather significant following, particularly from the orcs that dwell in the city. A large portion of the City Watch also follow the precepts of Tourach and can be seen on occasion visiting the Temple during various religious holidays.

The Temple staff includes a skilled dwarven smith, several orcish Templars, a weaponsmaster and a number of lesser clerics. The temple as a whole is run as a military encampment complete with ranks and privledges to the favored members of the Patriarch. Of course, as followers of a chaotic deity, discipline may sometimes be overshadowed by simple bloodlust and the desire to commit acts of violence.

In times of war, the Temple can hold its own against most attacks since the Patriarch maintains a small force of about 50 or so fighters who regularly train in martial skills in the temple's Battle Arena. The armory also holds a number of magical treasures used for the glory of war including a +2 spear, a +1 wounding bastard sword, and a magical helmet with the power to cast heroism upon its wearer once per day as a 7th level caster. The Patriarch only grants these magical gifts to a rare number of fighters who hold the most potential and expects the weapons and armor to be returned once the mission or battle is complete.
Rhineglade

07-04-07, 12:06 PM
Patriarch Geraval, Warpriest of Tourach
CE Medium Humanoid (human) (evil)
Cleric 11
Init: +6 Senses: Listen +4, Spot +4
[b]Languages: Common
AC: 23 (+2 Dex, +8 armor, +3 shield), touch 12, flat-footed 21
HD: 11d8+22 (80 hp)
Fort: +11 Ref: +5 Will: +11
Speed: 20 ft (4 squares)
Melee: +15/+10 battleaxe (1d8+6, 19-20/x3)
Melee: +12/+7 heavy mace (1d8+4, x2)
Melee: +12 touch (spell)
Ranged: +10 heavy crossbow (1d10, 19-20/x2)
BA/Grp: +8/+12
Atk Options: Power Attack, Cleave, Improved Sunder
SA: Command/rebuke undead (3/day)
Cleric Spells Prepared (CL 11)
6th- blade barrier*, word of recall
5th- flame strike* (DC 19), spell resistance, wall of stone
4th- cure critical wounds, divine power*, freedom of movement, neutralize poison
3rd- bestow curse (DC 17), contagion*, cure serious wounds, dispel magic, protection against energy
2nd- bull's strength, death knell, desecrate, hold person (DC 16), lesser restoration, spiritual weapon*
1st- bane, cause fear (DC 15), cure light wounds, detect good, entropic shield, magic weapon*
0- detect magic, detect poison (x2), guidance, light, mending
*= indicates domain spell
Abilities: Str 17 Dex 14 Con 18 Int 11 Wis 18 Cha 10
SQ: Aura of evil, domain powers, spontaneous casting
Skills: Bluff +2, Concentration +8, Craft (weaponsmithing) +3, Diplomacy +3, Knowledge (history) +5, Knowledge (religion) +5, Knowledge (warfare) +5, Profession (soldier) +9, Spellcraft +4, Survival +6
Feats: Cleave, Improved Critical (battleaxe), Improved Initiative, Improved Sunder, Power Attack, Weapon Focus (battleaxe), Martial Weapon Proficiency (battleaxe)
Domains: War and Destruction
Domain Powers: Bonus feats; smite power (1/day, +4 attack and +11 damage against opponent)
Possessions: +2 battleaxe, +4 scale mail armor, +1 heavy steel shield, heavy mace, heavy crossbow, quiver with (10) crossbow bolts, holy symbol.

Patriarch Geraval is the high priest of Tourach, the god of war and destruction, within the City of Mercuria and one of its leading citizens. Both ruthless and ambitious, Geraval has perhaps a meglamaniacal view and perhaps even worse the might to back up his claims. He is certainly one you should not cross even a good day.

Geraval is a male human with an imposing physical presense. Standing 6'5" and weighing 230 pounds, the Patriarch looks more like a street thug than a high priest. Strongly muscled and covered with facial scars from his numerous battles, Geraval is both cruel and domineering. He commands attention and respect from his underlings and is certainly not above striking down beings who offend him for even some imagined slight.

Combat
Protected with his spell powers, Patriach Geraval prefers to leap straight into the heart of any battle wildly brandishing his magical battleaxe with deadly accuracy. Of course, just because he is chaotic in nature does not mean he is a fool and he will take a number of precautions to protect himself if possible.

If given enough time, Geraval will have cast divine power, entropic shield, bull's strength and spell resistance. Enemies who appear to be casting spells will be immediately struck down with a shot of his crossbow or his flamestrike. He will then engage the enemy directly often cursing them with a bestow curse or even a bane to give him an advantage.

If Geraval feels he is outnumbered, he will bring up his blade barrier and then cast a spiritual weapon to fight along side him. He rarely uses his cure spells on anyone but himself unless it would be to his advantage to heal one of his comrades. His sense of self-preservation accompanied but his opinion of survival of the fittest tend to cloud his judgement. He would much prefer to slay even an ally with his death knell spell to gather strength from their weakness.

Of course, living to fight another day is one of the prime tenants of the faith and so Geraval will not hesitate to evoke his word of recall if the battle appears to be hopeless. He will likewise try to touch a nearby enemy and spread a contagion before he departs the field of battle as a last minute reminder that he will not be forgotten.
Rhineglade

07-05-07, 12:51 PM
4. Temple of Commerce

Along with the Palace of the Viceroy and the Temple of War, the Temple of Commerce and its High Priestess Lotoxia Nightshade (CE female human, Clr 13) complete a triad of power brokers within the City of Mercuria. The Temple of Commerce is the legitimate front of the city's seedy underground including its notorious Thieve's Guild.

Devoted to the god of commerce, rogues and thieves, the Temple serves as a focal point of many transactions many of which are quite unsavory at the least. High Priestess Lotoxia is an avid power player and is known to have her fingers in just about every operation throughout the city in one way or another. Lotoxia is as corrupt as the other city leaders but she is rare in that she does not necessarily want to hold all the power herself. Rather, she often prefers to operate through numerous intermediaries. Lotoxia has a deep hatred for the Patriarch of the War Temple and would wish for nothing but his speedy demise. She views the Viceroy as a possible ally in her endeavors and would be perfectly willing to allow him to remain in his position as long as her profit margin increases.

The Temple of Commerce is perhaps the most frequented place of worship within the city as most of the local merchants and craftsmen will pay homage here to ensure a profitable fiscal year. It is likewise perhaps one of the wealthiest as well though certainly the temple itself is heavily protected by all variety of tricks and traps to keep the uninvited out.

High Priestess Lotoxia is said to be closely associated with the local Guild of Thieves and includes a number of its membership on her payroll to serve as spies, enforcers and assassins.
Rhineglade

07-05-07, 05:52 PM
High Priestess Lotoxia Nightshade
CE Medium Humanoid (human) (evil)
Cleric 13
Init: +3 Senses: Listen +5, Spot +5
[b]Languages: Common, Orc, Goblin
AC: 20 (+3 Dex, +5 armor, +2 deflection), touch 15, flat-footed 17 (Dodge)
HD: 13d8 (68 hp)
Fort: +8 Ref: +7 Will: +11
Speed: 30 ft. (6 squares)
Melee: +13/+8 light mace (1d6+2, x2)
Melee: +10 touch (spell)
Ranged: +15 hand crossbow (1d4+3, 19-20/x2)
BA/Grp: +9/+10
Atk Options: Blind-Fight, Combat Reflexes, Weapon Finesse
SA: Command/rebuke undead (5/day)
Cleric Spells Prepared (CL 13)
7th- ethereal jaunt, nightmare* (DC 20)
6th- heal, prying eyes, word of recall
5th- darkbolt* (DC 18), scrying (DC 18), summon monster V, true seeing
4th- airwalk, armor of darkness*, cure critical wounds, neutralize poison, poison
3rd- create food & water, cure serious wounds, deeper darkness, dispel magic, nondetection*
2nd- aid, darkness, invisibility*, resist energy, silence, zone of truth
1st- bane, cause fear (DC 14), cure light wounds, disguise self*, obscuring mist, remove fear
0- cure minor wounds, detect magic, detect poison, guidance, read magic, resistance
*= Indicates a Domain Spell
Abilities: Str 12 Dex 17 Con 10 Int 14 Wis 17 Cha 15
Skills: Appraise +4, Bluff +13, Concentration +7, Disguise +9, Heal +10, Hide +10, Intimidate +4, Knowledge (local) +9, Knowledge (religion) +11, Move Silently +8, Open Lock +6, Spellcraft +9
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency (hand crossbow), Persuasive, Weapon Finesse
Domains: Darkness and Trickery
Domain Powers: Blind-Fight as a bonus feat; Bluff, Disguise and Hide are class skills.
Possessions: +1 ghost touch light mace, +3 hand crossbow, +3 leather armor, +2 ring of protection, quiver with (20) crossbow bolts, holy symbol

Lotoxia Nightshade is the current High Priestess of the god of rogues in Mercuria and one of the prominent figures within the city itself. Ruthless and abrasive, Lotoxia is a formible character in any circumstance. The fact that she is known to have spies and assassins watching her friends and enemies alike only make her that more dangerous.

The High Priestess is greedy beyond measure and would do just about anything if the price is right. Oddly enough, she does not covet the city Viceroyalty. Rather she prefers to work through association and seeks an alliance with Cashile in an effort to manipulate him and thus advance her own cause.

Lotoxia is a human female. She is 5'8" and weighs 130 pounds. She is shapely with short black hair and tan skin. Her eyes are a bright hazel. She prefers to wear dark colors with black, gray and purple being her favorite. Lotoxia Nightshade is 42 years of age.

Combat
Lotoxia is both an intelligent and wise individual and knows that her odds of success in combat is to play dirty. She will prefer to not fight in direct melee unless absolutely necessary. Instead, she will attempt to hide in the surrounding shadows and fire her magical crossbow at her enemy.

Lotoxia's preferred strategy is to gather as much advance intelligence as she can using her magic to be prepared for any situation. She will cast her armor of darkness and then invisibility in order to move about and assess the situation before acting too quickly.

If an opportunity presents itself, she may strike with her darkbolt or hit with a poison touch. She will likely surround the battle field with deeper darkness and then use airwalk to rise above the fray and fire at targets below with her hand crossbow. She will use summon monster V to direct creatures to engage any enemy spellcasters in melee to offset their spellcasting.

If the odds are against her, she will use word of recall or an ethereal jaunt to make an escape and perhaps strike back later when the odds are more in her favor.
Rhineglade

07-06-07, 12:48 PM
5. Mercurial Arena

This large stone structure dominates the city landscape and is located just east of the noble estates. It is here that the citizenry gather to watch all manner of spectacles of death. Games include chariot races, gladitorial combat, executions and even the occasional magical duel.

The Arena is surrounded by an outer wall four stories tall made of stone and lined with rows of open archways, many of which are decorated with stone statues of former heroes, viceroys, notable pirate-lords and wizards. A number of entrances lead into the seating area which can hold almost 20,000 people at one time. The entire seating surrounds the central arena which is covered with sand and called the harena.

Seating at the various events are organized based on political influence. The reigning Viceroy and his family have a separate box with the best view of all the action and raised roughly 30 feet off the floor. The weathy nobles, merchants and leading citizens of the city are then seated around the lower seats around the harena. Foreigners, servants, and those with little or no political power or influence compete for the remaining seats at the higher rows.

What the visitor sees of the Mercurial Arena is only half the total picture. Much of the arena exists just beneath the harena through a maze of numerous underground structures. This section of the arena includes corridors, ramps, animal and monster pens and rooms for prisoners. Much of it is kept quite dark and access to the field is through a number of trapdoors leading up to the surface.

The Gladiators that compete within the Arena for the amusement of the spectators are mostly unfree individuals whether they be condemned criminals, prisoners of war or slaves. A very small minority are volunteers who actually choose to live the life of the Gladiator in exchange for the wealth and fame such a career may bring. All Gladiators undergo specialized training at the nearby training school and are managed by a skilled administrator who of course takes a cut from every victory.

The Mercurial Arena is a very popular destination for most of the free citizens of the city and and an excellent opportunity to see and be seen.
Rhineglade

07-10-07, 12:52 PM
6. The Pig & Whistle Inn and Tavern

Catering to the more wealthy locals, the Pig & Whistle is a favorite establishment of the Pirate-Lords and their guests especially after a long day at the Arena for the gladiatorial games. The Proprietor, Owen Longshanks (N male human, Ftr 3/Rog 6) is a rough sea dog who has somewhat mellowed over the years and opened this fine inn known for its spacious and airy rooms and its fine spiced wine.

Owen began his illustrious career as a pirate who turned oddly enough to the hospitality industry after his retirement from life on the sea. Greedy by nature, Owen secretly remains "on the take" with several of the local political figures. Two of the guest rooms have secret spy holes to observe the actions within. One such room is kept for enemies of the Viceroy and Owen sends secret messages to the Palace as required. The other room is kept at the request of High Priestess Lotoxia from the Temple of Commerce.

Owen Longshanks is still quite a bit crusty despite the more classy environment of the Inn. Deeply prejudiced, Owen does not like non-humans and does not allow any of them within his established unless of course a heafty bribe is added to the bill of fare.

The Pig & Whistle is a stone and timber frame structure with three stories and a cellar level used as kitchen and storage room. The main floor contains a large bar and numerous tables and booths, each covered with fine linens. Riff raff is not allowed in this particular establishment of course and a huge toughie serving as a bouncer at the door makes sure that only the "right kind" of people get inside. Buxom barmaids wait on all the patrons serving food and drink until the late hours of the night. The kitchen is open from lunch time until Midnight and a modest continental breakfast is served in the mornings for the overnight guests of the inn.

The upper two floors contain the quest rooms as well as the private rooms for the staff. Common rooms are available at 5sp per night, semi-private rooms are available at 2 gp per night while private rooms can be had for 10 gp per night. A luxury suite is also available for top-paying clients for 25 gp per night. All rooms contain the standard guest room furnishings along with fireplaces and water basins.

Owen Longshanks keeps his pet parrot near the bar on a perch. The parrot is trained to swoop and retrieve nuts offered by the bar patrons and return to his perch to eat.
Rhineglade

07-11-07, 01:26 PM
7. "Rotting Hall"

Commonly referred to as 'Rotting Hall' by the locals, this imposing stone structure is the City Prison. All manner of creatures are tossed into its dank and foul smelling cells and either forgotten, tortured to death or sold into slavery. All manner of crimes are essentially treated the same in terms of harsh punishment. Most of the city government is either too corrupt or simply does not wish to be bothered with such notions as "equal treatment under the law" and "fair and just punishment." Those found guilty of their crimes, whether they actually are guilty or not, are brought to the Warden of Rotting Hall to be dealt with.

Rotting Hall is principly a Debtor's Prison and so many of the inmates were put there because they could not afford to pay their debts. Many of these hapless souls will eventually be sold to the Slavers Market for restitution. The whole prison can hold up to 500 inmates maximum but will generally have anywhere between 250-350 at one time. This is often a favorite location for the political elite to quietly dispose of their enemies.

The prison itself is a massive stone structure with large inner court buildings, a surrounding stone wall and iron fenceworks and gates. A number of watch towers can be seen from the street though the guards on duty are usually less than fully alert. Numerous dimensional lock spells blanket the area to make magical escape difficult if not impossible.

The largest inner court building is the cell block. This building is four stories tall with a lower level dungeon complex below. Spiked, iron finials cap the roof edging on all four sides. The prisoners are kept in this building including normal cells for prisoners waiting trial, stock cells for more dangerous prisoners, punishment cells, and a dungeon torture chamber for extracting confessions or simply for "conditioning" prisoners and slaves.

The smaller inner court buildings include the guardhouse, the prison kitchen, the well house and the living quarters for the prison Warden and Gaoler.

The entire complex is run by the Warden (CN male human, Exp 7) and his sadistic assistant the Gaoler (CE female human, Ftr 6). The Prison Torturer resides in the prison dungeon close to his "toys" (CE male human, Exp 5). The Captain of the Prison Guard is a no-nonsense former military officer who feels his position is a form of punishment and takes out his hostilities on the prisoners (NE male human, Ftr 6). He commands a squad of twenty guards (CN and CE male human, War 1) each armed with spear and club and wearing helmet and studded leather armor. The guards are stationed two at the front entrance, one at each of the four watch towers and six in the Cell Block. The remaining eight are off duty and are found either in the guardhouse on out on the town.

Typical Prison Guard

CE or CN Medium Humanoid (human)
Warrior 1
Init: +1 Senses: Listen +1, Spot +1
Languages: Common
AC: 14 (+1 Dex, +3 armor), touch 11, flat-footed 13
HD: 1d8 (8 hp)
Fort: +2 Ref: +1 Will: -1
Speed: 30 ft. (6 squares)
Melee: +2 spear (1d8+1, x3)
Melee: +2 club (1d6+1, x2)
Ranged: +2 spear (1d8, x3)
BA/Grp: +1/+2
Abilities: Str 13 Dex 12 Con 11 Int 10 Wis 9 Cha 8
Skills: Climb +3*, Intimidate +1, Jump +3*, Listen +1, Spot +1, Swim +3*
*= Subtract -1 to each score when wearing armor.
Feats: Alertness
Possessions: Spear and wooden club, studded leather armor, helmet, 2-8 cp and 3-12 sp
Rhineglade

07-12-07, 11:50 AM
8. Slave Market

This modest looking building evokes both feelings of intense dread or profit depending on whether you are the buyer or the merchandise. Slavery is a simple fact of life in Mercuria as well as a highly profitable venture. All manner of creatures are processed through this market on a regular basis from a variety of sources. A large number of slaves are brought in from successful pirate raids on neighboring lands. Slaving bands also "recruit" new prospects from the island of Nautilan as well. New slaves also are brought in from the Debtor's Prison (#7) as well as war captives.

The Slave Market is managed and operated by Geo Mindnumber (CE male human, Wiz 9), a blue wizard specializing in a variety of potent enchantments and charms which he will regularly use on his slave stock to keep them docile and obedient to his wishes. Generally, obedient slaves bring in larger profits and so it is to Geo's advantage to maintain a passive environment.

Geo is assisted by a number of personal slavekeepers and guards, all of whom are agressive and probably enjoy their jobs a bit too much. They are all on the Slavemaster's payroll are are loyal to him.

The Slave Market itself consists of a large U-shaped stone building with an open air courtyard that faces the street. In the center of the courtyard is a raised wooden dais where the new slaves are paraded for perspective buyers. Against the far wall is a large iron cage where the slaves for sale that day are kept. The inside of the building includes living quarters for the guards and slavekeepers, pens for slaves, cells for unruly slaves as well as workrooms and sitting rooms for the Slavemaster.

The Slave Market is open five days a week. The funds generated by slave trade are portioned out to a number of individuals including the Viceroy, the Pirate Lords, the Prison Warden and the Slavemaster himself. There are usually 10-40 slaves in the various cells and holding cages at any given time. Slave races include humans, elves, halflings, dwarves, goblins, kobolds and the occasional orc and bugbear.
Rhineglade

07-13-07, 12:53 PM
Geo Mindnumber, Slavemaster of Mercuria
CE Medium Humanoid (human)
Init: +1 Senses: Listen +2, Spot +4
[b]Languages: Common, Abyssal, Draconic, Orc
AC: 14 (+1 Dex, +3 armor), touch 11, flat-footed 13
HD: 9d4+18 (46 hp)
Fort: +5 Ref: +4 Will: +8
Speed: 30 ft. (6 squares)
Melee: +6 whip (1d3+1, x2)
Melee: +7 dagger (1d4+3, 19-20/x2)
Melee: +5 touch (spell)
BA/Grp: +4/+5
Mana Points/Day: 85 :u:
Wizard Spells Known (CL 9)
5th- dominate person (DC 19)
4th- charm monster (DC 18), crushing despair (DC 18)
3rd- deep slumber (DC 17), dispel magic, displacement, hold person (DC 17)
2nd- detect thoughts (DC 15), hypnotic pattern (DC 16), levitate, mirror image, touch of idiocy
1st- charm person (DC 15), color spray, comprehend languages, disguise self, summon monster I
0- detect magic, detect poison, mage hand, read magic
Abilities: Str 12 Dex 13 Con 14 Int 16 Wis 10 Cha 11
Skills: Concentration +15, Decipher Script +8, Intimidate +4, Knowledge (arcana) +16, Listen +2, Sense Motive +4, Spellcraft +16, Spot +4
Feats: Combat Casting, Exotic Weapon Proficiency (whip), Iron Will, Scribe Scroll, Spell Focus (enchantment), Weapon Focus (whip)
Possessions: +2 dagger, +3 bracers of armor, potion of invisibility, scroll of see invisibility, scroll of wizard lock

Geo Mindnumber takes pride in his chosen profession by taking advantage of the down trodden and the oppressed. Highly intelligent and prideful, Geo is an egocentric being who takes little concern for the welfare of others, even his own associates. The Slavemaster of Mercuria recognized one of the values of enchantment magic in bending the wills of his slaves to make them more pliable for the sale.

Geo Mindnumber is a male human. He is thin and wirey in stature standing 5'11" and weighing 150 pounds. He has gray hair and dark eyes. He has long, gangly arms and thin fingers and generally dresses in luxurious fabrics richly embroidered with numerous designs and augmented with precious gems and jewelry. Geo is 51 years of age.

Combat
Geo Mindnumber will respond to most threats by either running away or using his charm spells to overwhelm the enemy. He rarely leaves his private townhouse or the Slave Market without his bodyguards and relies on them to handle melee attacks.

If dealing with a large number of enemies, Geo will cast his hypnotic pattern to distract as many opponents as possible and then attempt to gain control of them through one of his enchantment spells. He will reserve his hold person for spellcasters or those who prove resistant to his charms. He also enjoys casting his deep slumber on enemy fighter types.

If an enemy does manage to get close enough to him, he will cast his mirror image and then try to use his touch of idiocy or crushing despair before having to rely on his magical dagger.
tn320

07-13-07, 04:30 PM
I think you are doing an awesome job on creating this world. I love the idea of combining two of my favorite games. Just some helpful critism. I think the Phelddagrif is very unpowered for the CR you have set and the Serra Angle is slightly underpowered for the CR you have set. I would suggest either making the creatures more powerful or lowering the CR. Again great job and I wish you luck.
Rhineglade

07-14-07, 08:47 AM
Now that is what I am talking about. Thanks for the feedback! I will take it under advisement. I sometimes feel that assigning a CR to a critter is like a crap shoot. Any suggestions?
Rhineglade

07-14-07, 09:13 AM
9. Grumbledor's Gaming House

This opulent structure sports a painted wooden sign above the main entry depicting a pair of white dice for this is the location of one of the more prominent gaming houses of Mercuria.

A rival of the Pig & Whistle (#6), Grumbledor is a surly dwarf (NE male dwarf, Rog 10) well aware of Owen Longshanks prejudices against humanoids. Of course being a dwarf, Grumbledor could care less about the petty ramblings of some human but he uses this fact to his advantage by attracting more than your average humanoid clientele.

The Gaming House is a popular hangout among many of the local citizenry, particularly among the working class and the military who often come here to relax and unwind. Grumbledor does not have sleeping rooms but does offer a wide variety of games of chance as well as good drink and a number of other "diversions."

The front entry is always manned by Grumbledor's two associates, powerful orcish twins who oddly enough befriended the dwarf years ago during the trio's adventuring days and remain loyal to the dwarf to this day. The orcs (CE male orc, Ftr 5 and Brb 6) are each armed with a dagger, heavy mace and a longsword. Each wears a chain mail shirt. They monitor all incoming guests collecting any weaponry at the door for patrons are not allowed to be armed within the gaming house. Guests are allowed to retrieve their possessions upon leaving the establishment of course.

The main floor is a regular bustle of activity scattered with many gaming tables, dealers, pit bosses and wenches. Games include "Double Dice," "Pirate's Booty," "King in the Hole" and even "Roulette." Of course, the House is always the favorite to win and Grumbledor takes in a heafty profit every night. Monies are collected in a large central area known as 'The Cage.' The Cage is literally just that- a squared off area surrounded by iron bars. Patrons may exchange coins for the House Chips as well as exchange gems and jewelry if they so desire.

Off to the side of the main room is a large, ornately carved oak bar where drinks are served nightly and often to excess. A buxom female dwarven bartender stands behind the bar dispencing drinks and keeping tabs of the serving wenches that bring the potent potables to the patrons on the floor. Grumbledor is known to serve a variety of exotic beverages including Orcish Blood Ale, Gaelwin Honey Wine and of course Dwarven Brown Beer. Grumbledor believes strongly in keeping his customer's intoxicated and the money freely flowing.

The private rooms toward the back of the Gaming House are used for various illicit activities, which shall remain nameless, as well as a place for high rollers to simply retreat and relax if they so wish. The rooms are locked and keys can be obtained from Grumbledor for a fee of course.

Below stairs are the storage rooms and wine cellars. Large barrels and kegs of beer, mead and ale are kept here as well. The small rooms upstairs are used for Grumbledor's private offices, sitting rooms and counting rooms. Money collected each evening is kept in a large steel vault behind a secret door in the lower floor or transported to Grumbledor's Private Estate. The vault is magically trapped and only Grumbledor has the key.
Rhineglade

07-14-07, 03:45 PM
Grumbledor
NE Medium Humanoid (dwarf) [red]
Rogue 10
Init: +3 Senses: darkvision 60 ft., Listen +4, Spot +4
Languages: Common, Dwarven, Orc, Goblin
AC: 19 (+3 Dex, +4 armor, +2 deflection), touch 15, flat-footed 19
HD: 10d6+30 (72 hp)
Fort: +6 Ref: +10 Will: +3 (Evasion)
Speed: 20 ft (4 squares)
Melee: +11/+6 short sword (1d6+4, 19-20/x2)
Melee: +9/+9/+4/+4 2 short swords (1d6+4, 19-20/x2)
Ranged: +10 light crossbow (1d8, 19-20/x2)
BA/Grp: +7/+9
SA: sneak attack +5d6
Atk Options: Combat Reflexes, Two-Weapon Fighting, Improved Two-Weapon Fighting
Abilities: Str 14 Dex 17 Con 16 Int 14 Wis 11 Cha 12
SQ: stonecunning, stability, dwarf traits, +1 atk again orcs and goblinoids, +4 dodge bonus to AC against giant types, trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, slippery mind
Skills: Appraise +10, Bluff +14, Decipher Script +6, Diplomacy +5, Disable Device +10, Disguise +3, Escape Artist +9, Forgery +6, Gather Information +3, Hide +7, Jump +4, Knowledge (local) +7, Listen +4, Move Silently +7, Open Lock +7, Perform (sing) +5, Profession (gambler) +13, Search +9, Sense Motive +13, Sleight of Hand +16, Spot +4, Use Magic Device +5
Feats: Combat Reflexes, Improved Two-Weapon Fighting, Leadership, Two-Weapon Fighting
Possessions: +2 defender short sword, +2 frost short sword, +2 leather armor, ring of invisibility, +2 ring of protection, potion of neutralize poison, potion of cure critical wounds, oil of deeper darkness

Grumbledor is a venomous cad who would likely sell his own mother for profit if he could. A scoundral and a liar, little this character says can be trusted though his incredible talents and wealth still seem to attract a number of unsavory folk to his side. Grumbledor likely has few true "friends" as most of those who hang around him are pure sycophants after a good time or some cheap thrills.

Still in any case, the rogue dwarf is an intelligent businessman and a shrewd individual with a sharp tongue and an even sharper blade. He is quick with his fingers and highly skilled at a wide variety of the thieving arts. It has often been said that there is no prison that can hold him though it is unknown whether this rumor was ever really been tested.

Grumbledor is a male dwarf. He appears younger than he really is with brown hair and brown eyes, a button-like nose and rosey cheeks. His almost cherub like appearance can be quite disarming however as it hides a cruel and wicked heart. Grumbledor is 4'5" and weighs 220 pounds. He has a squat yet solid build. Grumbledor is 287 years of age.

Combat
Grumbledor is a skilled fighter yet favors the more underhanded attacks often employed by rogues. He can fight just as well with both hands and employs a magical sword in each when engaged in melee combat. Against heavily armored opponents, he will likely use just a one-handed attack in an attempt to overcome the enemy's armor bonus (allowing him to use his higher attack bonus).

His favorite tactic though is the sneak attack before an enemy even knows what hit them. Grumbledor will use the magic of his ring of invisibility coupled with his skill to Move Silently in an attempt to sneak up on an opponent. He will always try to flank an enemy if possible. He will strike with his crossbow and then remain out of reach long enough to resume his invisibility. At this time, he will creep in closer and attempt to use his swords on a sneak attack causing horrible damage.
tn320

07-14-07, 09:32 PM
SERRA ANGEL
LG Medium Outsider (Angel, Extraplanar, Law, Good) [white]
Init: +4 Senses: darkvision 60 ft., low-light vision, Listen +11, Spot +11
Languages: Celestial, Common, Tongues
AC: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17 (Dodge)
HD: 8d8 (40 hp)
Resist: electricity 10, fire 10, +4 vs poison
Immune: acid, cold, petrification
Fort: +6 Ref: +10 Will: +8
Speed: 30 ft. (6 squares), fly 90 ft (good)
Melee: +12/+7 longsword (1d8+4, 19-20/x2)
BA/Grp: +8/+10
Space/Reach: 5 ft./5 ft.
Atk Options: Combat Reflexes
Abilities: Str 15 Dex 19 Con 10 Int 12 Wis 15 Cha 14
SQ: angel traits, outsider traits, protective aura, tongues
Skills: Concentration +7, Diplomacy +11, Handle Animal +9, Heal +9, Knowledge (the planes) +8, Listen +11, Search +8, Sense Motive +11, Spot +11, Use Rope +11
Feats: Alertness, Combat Reflexes, Dodge
Environment: Any good-aligned plane
Challenge Rating: 8
Organization: Solitary, Pair or Squad (3-8)
Treasure: Standard

Serra Angels are spirits of white mana taken the form of heavenly women of pure light and grace. They appear as humanoid females with flawless skin, flaxen hair and radiant eyes that seem to sparkle. Though gentle in appearance, the Serra Angel is a spirit of war and a capable fighter particularly against the forces of darkness and evil.

Serra Angels are average height and weight for human females. They wear diaphanous gowns and have two large, white wings that sprout from their backs.

Combat:
A serra angel fights with her magical +2 longsword often striking at her opponent with each open opportunity.

Protective Aura (Su): A serra angel radiates a field of holy grace that bestows protection to herself and all creatures within a 20 foot radius. This protection takes the form of a +4 deflection bonus to AC and a +4 bonus to all saving throws against attacks from evil creatures.

Tongues: Like all angels, the serra angel can speak with any intelligent creature with a language. This ability is always active.

I am using the Asura (it also happens that on the page just before the Asura is another CR 8 Celestial Creature, the warden Archon) in Exalted Deeds which is a CR 8 angel to make some adjustments to the Serra Angel. I would give the Serra Armor to wear maybe Mithral Breastplate to increas its armor class. I would also increase the constition for the Serra to get her HP a little higher. My last suggestion would be to add DR but I know that my be difficult because of the new setting but once you figure out how alignments work along with the different colors I would assign some sort of DR. Maybe DR vs evil. I was thinking about DR vs black but you probably should only assign that to creatures that have protection black.

I am not as familar with the Phelddagrif but what I would suggest is to find a CR 19 creature in one of the books and compare them. My guess is you will be able to add a lot more. Usually when I make creatures for my campaign world I find an already existing creature of the same CR and try to use it as a model.
Tomkin

07-15-07, 12:18 AM
Great idea; I have some feedback for you:

About the CR - the Juzam Djinn also struck me as quite underpowered. Most things at CR 18 have a whole slew of SLAs, significant combat skill and a few nasty tricks. Juzam has maybe 1.2 out of 3. I suggest bumping its Charisma up to 24-25 as well; after all, it's quite a scary guy.

The Green domain gets a sucky ninth-level spell. I mean, Blue gets Time Stop, White gets MDJ, green gets... Summon Monster?! Don't fall into the same trap Wizards did with Green vs. Blue, though. This article by Peter Jahn (http://www.starcitygames.com/php/news/article/14231.html) at StarCityGames.com explains very well what the problem with the two colors is right now.

Just for example...
Decree of Savagery
Transmutation
Level: Druid 9, Green 9
Components: V, S, M/DF
Casting time: 1 standard action
Range: 30 ft.
Targets: All allies within 30 feet
Duration: 10 min/level (D)
Saving throw: None
Spell Resistance: None
The affected creatures receive a +10 bonus to Strength and Constitution. In addition, they gain two claw attacks which deal 1d6 damage for a Medium creature. When using these claw attacks, the creature's BAB is equal to its own BAB or your caster level, whichever is higher.

I don't know how balanced it is, but it's more fun than "just another summon spell", at least in my opinion.

The red domain should not get Storm of Vengeance. That's Green or Blue. Red should get Meteor Swarm instead.

Boomerang is WAY too narrow unless you expect every caster to know summon spells. And if you do, you have a problem right there; there should be more than one viable route to magic. You could change the effect to something like "transports one object into the aether (or some other extraplanar location) for 1 round/level. Attended objects get a Will save to resist" or something.

Those are just my ideas though; feel free to ignore them.

*goes off to stat out monsters*

Well, I was bored today so I statted out some Phyrexians:

PHYREXIAN SUBTYPE
Phyrexians are creatures native to Phyrexia. They are almost always evil and twisted, and usually have the Black subtype as well.
Traits

Resist cold, electricity and fire 10.
Spell resistance (varies).
Immune to disease, poison, and petrification.
Darkvision out to 60 feet and low-light vision.

PHYREXIAN COLOSSUS
N Colossal Construct
Init -2, Senses Spot +0, Listen +0, darkvision 60 feet
[b]Languages none
AC 32 (-8 size, -3 Dex, +33 natural), touch -1, flat-footed 32
HP 324 (HD 48d10+60); DR 15/adamantine and bludgeoning
Resist cold, electricity, fire 10; SR 28
Immune mind-affecting, poison, disease, sleep, stunning, paralysis, petrification, death effects, necromancy, critical hits, flanking, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage
Fort +16, Ref +13, Will +16
Speed 40 ft.
Melee 2 slams +29 (6d6 + 13) and 2 stomps +24 (4d6 + 13)
BAB +32; Grap +61
Space 30 ft., Reach 30 ft.
Atk Options Cleave, sweeping blow
Abilities Str 37, Dex 5, Con -, Int -, Wis 11, Cha 1
SQ Construct traits, mana-hungry, sweeping blow
Skills -
Feats Cleave (B)
Environment Phyrexia
Challenge Rating 17??
Organization See below
Treasure None

Mana-hungry: Phyrexian colossi can take only a single move action (as if they were disabled, as a living cherecter with exactly 0 hit points) in any given round unless an allied spellcaster within 30 feet has "fed" them at least 11 mana (a free action) since the end of their last round. Colossi can't run a "positive balance" (i.e. a spellcaster feeds them 40 mana at once, for example); they must be "fed" every round.

Sweeping Blow: A phyrexian colossus's arms are so large that they can hit multiple opponents. The colossus's slam and stomp attacks target a 10-foot area instead of a single character; the colossus may make an attack roll against each opponent separately.


PHYREXIAN WARBEAST
N Large Construct
Init+1 (+1 Dex); Senses Spot +0, Listen +0, darkvision 60 feet
[b]Languages none
AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
HP 64 (HD 8d10 + 20), DR 5/adamantine
Resist cold, electricity, fire 10; SR 18
Immune mind-affecting, poison, disease, sleep, stunning, paralysis, petrification, death effects, necromancy, critical hits, flanking, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage
Fort +2 (as object), Ref +3, Will +2
Speed 50 feet (10 squares)
Melee slam +10 (2d8 + 6)
BAB +3; Grap +9
Space 10 ft. Reach 5 ft.
Atk Options none
Abilities Str 18, Dex 13, Con -, Int -, Wis 11, Cha 1
SQ Construct traits, death throes
Skills -
Feats -
Environment Phyrexia
Challenge Rating 7??
Organization See below
Treasure None

Death Throes (ex): When a Phyrexian War Beast is reduced to 0 or less HP, it immediately explodes in a burst of fire and shrapnel. All creatures within 30 feet take 6d6 damage (half fire and half piercing; Reflex save DC 16 half). The save DC is Strength-based and includes a +2 racial bonus.


PHYREXIAN SNOWCRUSHER
N Huge construct
Init -2 (-2 Dex); Senses Spot +0, Listen +0, darkvision 60 ft.
[b]Languages none
AC 23 (-2 size, -2 Dex, +17 natural), touch 6, flat-footed 23
HP 139 (HD 18d10+40)
Resist cold, electricity, fire 10; SR 24
Immune mind-affecting, poison, disease, sleep, stunning, paralysis, petrification, death effects, necromancy, critical hits, flanking, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage
Fort +6, Ref +4, Will +6
Speed 30 ft. (6 squares)
Melee 2 slams +18 (2d10+7) and bite +16 (3d8+10)
BAB +13; Grap +24
Space, Reach
Atk Options Breath weapon, Improved Overrun
Abilities Str 24, Dex 7, Con -, Int -, Wis 11, Cha 1
SQ Construct traits, unmaneuverable
Skills -
Feats Improved overrun (B), Multiattack (B)
Environment Phyrexia
Challenge Rating 13??
Organization See below
Treasure None

Breath Weapon (sp): A snowcrusher often exhales a cloud of freezing ice and snow to soften up its enemies. The breath weapon extends in a 60-foot cone and deals 10d6 points of damage, with a Reflex save (DC 22) for half damage. The save DC is Strength-based.
Unmaneuverable: A snowcrusher takes a long time to maneuver or turn. It may only change direction after moving at least 15 feet.
PHYREXIAN DENOUNCER
NE Medium Aberration
Init +2; Senses Spot +2, Listen +1, darkvision 60 ft.
[b]Languages Phyrexian
AC 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
HP 11 (HD 2d8+2)
Resist cold, electricity, fire 10; SR 12
Immune disease, poison, petrification
Fort +2, Ref +3, Will +3
Speed 30 ft. (6 squares)
Melee 2 claws +2 (1d4+1) and bite +0 (1d6+1)
BAB +1; Grap +2
Space 5 ft., Reach 5 ft.
Atk Options none
Abilities Str 12, Dex 15, Con 13, Int 6, Wis 11, Cha 12
SQ Aberration traits, death burst (DC 12), Phyrexian traits
Skills Hide +3, Listen +1, Move Silently +3, Spot +2
Feats Multiattack
Environment Phyrexia
Challenge Rating 1
Organization See below
Treasure None


PHYREXIAN DEBASER
NE Medium Aberration
Init +2; Senses Spot +3, Listen +3, darkvision 60 ft.
[b]Languages Phyrexian
AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
HP 32 (HD 5d8+10)
Resist cold, electricity, fire 10; SR 14
Immune disease, poison, petrification
Fort +3, Ref +4, Will +5
Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee Bite +6 (1d6+1)
BAB +3; Grap +3
Space 5 ft., Reach 5 ft.
Atk Options Flyby Attack
Abilities Str 11, Dex 16, Con 14, Int 7, Wis 13, Cha 14
SQ Aberration traits, death burst (DC 14), Phyrexian traits
Skills Hide +5, Listen +3, Move Silently +5, Spot +3
Feats Flyby Attack, Weapon Finesse
Environment Phyrexia
Challenge Rating 3
Organization See below
Treasure None


PHYREXIAN DEFILER
NE Large Aberration
Init +2; Senses Spot +4, Listen +4, darkvision 60 ft.
[b]Languages Phyrexian
AC 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
HP 60 (HD 8d8+24)
Resist cold, electricity, fire 10; SR 17
Immune disease, poison, petrification
Fort +5, Ref +5, Will +7
Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee 2 claws +7 (2d6+4/19-20)
BAB +6; Grap +10
Space 10 ft., Reach 10 ft.
Atk Options none
Abilities Str 18, Dex 14, Con 17, Int 8, Wis 13, Cha 15
SQ Aberration traits, death burst (DC 17), Phyrexian traits
Skills Intimidate +7, Listen +4, Spot +4
Feats Improved Critical (claw), Improved Natural Weapon (claw), Weapon Focus (claw)
Environment Phyrexia
Challenge Rating 6
Organization See below
Treasure None


PHYREXIAN PLAGUELORD
NE Medium Aberration
Init +3; Senses Spot +11, Listen +11, darkvision 60 ft.
[b]Languages Phyrexian
AC 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
HP 96 (HD 11d8+47)
Resist cold, electricity, fire 10; SR 20
Immune disease, poison, petrification
Fort +5, Ref +5, Will +7
Speed 10 ft. (2 squares), fly 40 ft. (average)
Melee 2 claws +12 (1d6+3 plus Phyrexian Plague DC 21)
BAB +8; Grap +11
Space 5 ft., Reach 5 ft.
Atk Options none
Abilities Str 17, Dex 16, Con 18, Int 14, Wis 15, Cha 16
SQ Aberration traits, death burst (DC 21), Phyrexian traits
Skills Intimidate +16, Hide +17, Listen +9, Move Silently +17, Spot +9
Feats Ability Focus (plague), Alertness, Toughness, Weapon Focus (claw)
Environment Phyrexia
Challenge Rating 9
Organization See below
Treasure Double standard

Death Burst (ex): When a Carrier is reduced to 0 HP, the pustule on its back explodes with green liquid. Creatures in the area are immediately exposed to Phyrexian Plague (the DC is equal to one-half the carrier's Hit Dice plus their Constitution modifier). The range of the death burst is equal to one-half the DC, but affected creatures gain a +2 bonus on their saves for every 10 feet away they are from the center of the burst.

You're right, assigning CRs is a crap shoot. I have no idea whether these things are even remotely accurate. Perhaps some playtesting is in order...
Rhineglade

07-15-07, 03:57 PM
Thanks a lot. That really helps. And I definitely hear you on the green spells. The list is no way near complete though. I will be adding more green spells, etc in the future. I like to keep everything a bit balanced.

I realized that boomerang is kind of a stupid spell for D&D but it is such a staple for blue in MTG I just had to throw it in there. :D

I appreciate your feedback!
Rhineglade

07-15-07, 11:16 PM
10. Tower of the Sea Mages

Arguably one of the most spectacular structures in the entire city, the Tower of the Sea Mages is a headquarters of sorts for a small, but influential, cabal of blue wizards. Each wizard is skilled in his or her own way with magical powers of the sea and are therefore a high prized commodity in a port city that relies so heavily on piracy.

The Tower itself is truly a wonder to behold. Standing roughly five stories in height, the tower appears to be made of highly polished stone of a most unusual sort. The stone is said to have been quarried from the bottom of the ocean floor and magically transported to this very spot. Embedded within the stone is veined with a brilliant material similar to mother-of-pearl which makes the entire tower seem to sparkle in the sunlight. The windows that dot the various levels are circular and covered with a clear, crystalline material. Brightly colored banners and flags wave in the ocean breezes mounted on rods and poles across the exterior and rooftop.

The Sea Mages themselves are a fairly independent lot who prefer to remain outside of the numerous political factions within the city. Their sole love in life is the sea itself and they hire themselves as guides, shipwrights, navigators, treasure hunters and even in a sense as 'good luck charms.' Pirates and sailors as a whole tend to be quite superstitious and what better protection can one have on board then a wizard with the power to control the very waves.

The Sea Mages are organized in a hierarchical fashion and lead by Oral Windjammer (CN male human, Wiz 10). Their membership changes quite frequently as they tend to be affected by wanderlust and flights of fancy. They generally have anywhere from 5-12 wizards in residence at any given time. The wizards dwell within the tower in one of the many private bedchambers. In addition, the interior of the tower contains kitchens, pantries, storage rooms, alchemical and research labs, parlours and even a grand meeting hall.

The Tower is thought to be protected by a number of methods, most of them of the magical variety including arcane lock, guards and wards and elemental guardians from the Plane of Water.
Tomkin

07-16-07, 07:34 AM
Thanks a lot. That really helps. And I definitely hear you on the green spells. The list is no way near complete though. I will be adding more green spells, etc in the future. I like to keep everything a bit balanced.

I realized that boomerang is kind of a stupid spell for D&D but it is such a staple for blue in MTG I just had to throw it in there. :D

I appreciate your feedback!

Narrow effects at high levels do not staples make. :D But remember that boomerang doesn't have to just "bounce" summoned creatures - it can also bounce weapons/armor/anything else you consider an "artifact", as well as persistent spell effects (enchantments) and random pieces of scenery (land). That's why I suggested temporarily removing one object, with a Will save if attended. It fits the flavor of the spell and would probably make it a "staple" of blue mages in D&D too.

If you'd like, I also volunteer my services to make more monsters/spells.
Rhineglade

07-16-07, 01:28 PM
If you'd like, I also volunteer my services to make more monsters/spells.


Hey, I say go for it! There is just WAY too many monsters and spells for one person to handle. Feel free to post away on whatever you like best. I am kind of focusing a bit on the overall World right now.
Rhineglade

07-16-07, 01:49 PM
Oral Windjammer, Lord of the Sea Mages
CN Medium Humanoid (human)
Wizard 10
Init: +2 Senses: Listen +3, Spot +3
[b]Languages: Common, Aquan, Draconic, Dwarf, Orc, Goblin
AC: 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
HD: 10d4 (34 hp)
Fort: +3 Ref: +5 Will: +8
Speed: 30 ft. (6 squares)
Melee: +6 masterwork quarterstaff (1d6/1d6, x2)
Melee: +6 dagger (1d4+1, 19-20/x2)
Melee: +5 touch (spell)
Ranged: +7 ray (spell)
BA/Grp: +5/+5
Mana Points/Day: :u:
Wizards Spells Known (CL 10)
5th- hold monster (DC 20), prismatic ray*, teleport
4th- extended primal form*, raise from the deeps*, scrying (DC 19), wall of water*
3rd- dispel magic, ice lance* (DC 19), sleet storm (DC 19), water breathing
2nd- gust of wind, levitate, protection from arrows, summon monster II, swim*
1st- greater mage hand*, identify, orb of cold*, protection from evil, shocking grasp, wings of the sea*
0- detect magic, detect poison, read magic, resistance
*= Spell detailed in the Spell Compendium
Abilities: Str 11 Dex 14 Con 10 Int 20 Wis 13 Cha 16
Skills: Concentration +11, Craft (alchemy) +12, Craft (shipbuilding) +12, Decipher Script +12, Diplomacy +6, Handle Animal +7, Knowledge (arcana) +18, Knowledge (the planes) +10, Profession (sailor) +10, Spellcraft +18, Swim +4
Feats: Alertness, Brew Potion, Combat Casting, Extend Spell, Scribe Scroll, Spell Focus (conjuration), Spell Penetration.
Possessions: +1 dagger, +4 bracers of armor, ring of freedom of movement, Quaal's feather token (anchor), folding boat, potion of flying, potion of resist energy, potion of extended swim, masterwork quarterstaff.

Oral Windjammer is the carefree and charismatic leader of the Sea Mages, that cabal of blue wizards who work as treasure hunters and water wizards for hire within the city of Mercuria. Oral is a friendly, extraverted individual who loves adventure and is often drawn to life on the sea. Normally a peaceful wizard focused on his own needs and interests, Oral will not hesitate to defend himself if attacked. In fact, he has the magic of the very ocean beyond him with which he can batter an enemy senseless.

Oral Windjammer is a male human. He is plain in appearance with dark hair and eyes and a ruddy complexion. He stands 5'10" and weighs 160 pounds. He is thin of build and often wears a gold earring in his left ear. Oral is 41 years of age.

Combat
Oral is not interested in fighting and will avoid it by simply teleporting away if possible. If escape is not possible, he will unleash his powerful magic on those foolish enough to initiate melee with the mighty mage.

The wizard's primary attack with be casting the prismatic ray or his ice lance upon the most powerful enemy or leader type. He will try to cast his summon monster II to summon creatures to engage an enemy long enough for him to dispatch his spells before entering the melee himself.

Enemies relying on missile weapons will be targeted by a sleet storm. Oral will attempt to cast hold monster on the first opponent who tries to approach him directly. Once his range spells are cast, Oral Windjammer likes to use his extendard primal form to assume the shape of a water elemental and attack using its powers. If unable to cast that spell, the mage will cast shocking grasp and try to strike an enemy with the first opportunity.

If the battle is going against him or his life is seriously threatened, Oral Windjammer will try to slip away by casting swim and water breathing and then jump in the ocean if nearby. Otherwise, he will drink from his potion of flying and escape into the clouds.
Tomkin

07-16-07, 04:23 PM
Yay, think I'll make my contribution to color-pie balance. Now, for some green spells...

Stonewood Invocation
Transmutation [Green]
Level: Druid 4, Wizard 4
Components: V, S
Casting time: 1 immediate action
Range: Close(25 ft. +5 ft./2 levels)
Target: One creature
Duration: 3 rounds; see text
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target becomes incredibly strong and powerful. For the first round of the duration, he is granted a +12 bonus to Strength and Constitution. For the second round, the bonus decreases to +8, and to +4 in the third round. For the entire duration, the subject also gains spell resistance equal to your caster level + 6.

Stream of Life
Conjuration [Green, Healing]
Level: Cleric 1, Druid 1
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 round; see text
Save: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The affected creature is healed of 1d6 points of damage per round. The duration of this spell is increased by 1 round for each mana you spend beyond the first, but you cannot spend more mana than your caster level in this way.
Note: This is slightly better overall than cure spells at even-numbered levels, and worse at odd. However, it is less useful in combat than cure spells.

Lure
Enchantment [Compulsion, mind-affecting]
Level: Druid 2, Wizard 2
Components:
Casting time:
Range: Self
Target: You
Duration: 1 minute/level
Save: None; see text
Spell Resistance: No
All creatures that are able to attack you must make a Will save at the beginning of each of their turns. If they fail the save, they must attack you to the best of their ability in preference over other targets. They may take no actions except those that harm you, or that will save them from obvious destruction (for instance, stepping out of hot lava).

Camouflage
Illusion [Glamer, green]
Level: Druid 2
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which may be further than 15 feet apart.
Duration: 1 minute/level
Save: Will disbelief if interacted with
Spell Resistance: No
The recipients of the illusion all take on the appearance of the native bushes. Their apparent size is unchanged. This illusion grants the recipients a +2 bonus to Hide checks in vegetation, which increases to +5 when standing still.

Four new green spells. Also, I suggest that all weather spells be removed from blue and added to green, if they haven't already. Blue has charms and other "tricksy" stuff, they don't need weather too.
Gilgalad

07-17-07, 12:17 PM
Nice job on the green spells. Love the Stream of Life! A couple suggestions though:

1. A version of the Camouflage spell already exists in the Spell Compendium. It is just a 1st level spell and grants a +10 Hide bonus no matter what is in the background. You might want to tweek yours a bit.

2. I am not too sure about the Stonewood Invocation. Like the concept but I compare it to another SC spell called Bite of the Werewolf which is also a 4th level spell. That spell grants a significant ability bonus PLUS a claw and bite attack AND it lasts longer than 3 rounds. That spell might also need to be adjusted a bit.
tn320

07-17-07, 03:02 PM
Here is some ideas for Slivers. You could add a +2 to str and con for every sliver that is within a certain radius of another sliver say 100 feet and also increase the HD by 1. You might run into problems if you filled up every space with slivers because the ones on the other edge would be less powerful then the one in the middle but if you actually run into that scenario they would probably so powerful anyway it wouldn't matter. You could also cap the +2 to ability scores at a certain number like +20 or +40. Then you also have the slivers give other abilities to all slivers within 100 feet such as fly, regen, fast healing, SR, AC, etc. You might even have a Sliver that can increase the radius.
Tomkin

07-17-07, 06:14 PM
Gilgad: The point of Camouflage is that nobody can tell the recipients apart. So you can also cast it on random objects and they won't know who to attack. A poor man's mirror image, so to speak. Perhaps I should make this a bit clearer?

Also, don't forget Stonewood Invocation's SR, and the fact that it's an immediate action to cast (i.e. can be cast in response to a spell, or something that would kill you, so that your HP get boosted by the Con bonus). Still, maybe I'll up the SR to 10 or 15.

tn320
Or you could just have a [Sliver] subtype of... Aberration, maybe... and say that all Slivers grant all of their extraordinary, supernatural, and/or spell-like abilities to all other Slivers within 100 feet. Much cleaner and less rules text.

Ex: Winged Sliver has permanent fly as a supernatural ability. Fury Sliver has permanent haste.

No, wait, wait, wait, an even cooler idea. I present you with...

SLIVER TEMPLATE
"Sliver" is an inherited template that can be applied to any spell with a duration longer than Instantaneous that can affect corporeal, living Aberrations. The Sliver template is almost never applied to spells with purely negative effects.

Size and Type
A Sliver is an Abberation. Its size depends on its Hit Dice, as shown below:
HD Size
1-5 Small
6-10 Medium
11+ Large

Hit Dice
A Sliver has Hit Dice equal to twice the spell's level minus 1. These are Aberration hit dice. As such, it has a d8 Hit Die, 3/4 BAB, and good Will saves.

Speed
Slivers have a speed of 30 feet.

Attack
Slivers gain a bite attack for 1d6 damage if small, 2d4 damage if Medium, and 2d6 damage if Large.

Armor Class
Slivers gain a bonus to natural armor equal to the level of the spell.

Special Qualities
Whatever spell was used to make a Sliver affects it permanently as a supernatural ability. In addition, it effects all other Sliver

Abilities
A sliver's base ability scores at Medium size are Str 10, Dex 11, Con 10, Int 3, Wis 6, Cha 7. Apply the base spell level as a bonus to Strength, Dexterity, and Constitution, and half that (rounded down) to Intelligence, Wisdom, and Charisma.

Skills
Slivers gain skill points for their Aberration levels, but do not have any racial bonuses or penalties. Slivers usually spend their skill points on Spot and Listen.

Feats
Slivers receive feats according to their Hit Dice.

Challenge Rating
Slivers have a challenge rating equal to their Hit Dice - 2, minimum 1.
tn320

07-17-07, 07:09 PM
The only thing is that the template doesn't account for its HP increase and attack increase that happens when it is near other slivers.
Rhineglade

07-18-07, 10:58 AM
11. & 12. Military Garrisons

These two large structures house a large portion of the standing military of the city and are divided into the "West Garrison" and the "East Garrison." The military within these two structures are financed through no one single individual unlike many of the private armies of the nobility. Rather, the Garrisons receive their funding through the City Administration which gathers its money through taxes, bribes, extortion, etc. Technically therefore, the Military is considered an impartial entity whose sole purpose is the defense of the City of Mercuria.

In reality, however, even the Military has grown partial to various charismatic or wealthy patrons and secretly is divided into a number of factions. The Commanders of each Garrison as well as the more neutral aligned officers are able to keep most of this competition or infighting to a minimum. Threat of disciplinary action and punishment proves to be enough of a deterrant most of the time. On occasion, however, squabbles are inevitable and the hierarchy will adjust accordingly.

The two garrisons are divided roughly along racial lines. The West Garrison is primarily human and houses 450 soldiers. The East Garrison on the other hand is primarily humanoid and houses 350 soldiers, most of whom are orcs but also with a number of goblins, bugbears and even a small special operations team of gnoll rangers.

The West Garrison is composed of the following:

20% Heavy Cavalry (splint male or half plate mail, lance and morningstar)
25% Light Cavalry (chain mail, longbow and short sword)
10% Heavy Foot, halberdiers (scale mail, halberd, dagger and handaxe)
10% Heavy Foot, greatswords (half plate, greatsword and heavy mace)
25% Medium Foot (chain mail, longsword and heavy wooden shield)
5% Light Foot, archers (studded leather, longbow and dagger)
5% Light Foot, spearmen (studded leather or chain shirt, spear and short sword)

The East Garrison is composed of the following:

45% Orc Medium Foot (scale mail or chain mail, heavy wooden shield, battleaxe, morningstar or flail, dagger)
35% Goblin archers (studded leather, longbow, light mace)
10% Bugbear shock troops (scale mail, heavy wooden shield, battleaxe or glaive (no shield) )
5% Gnoll scouts (leather armor, longbow, longsword or scimitar, dagger)
Tomkin

07-18-07, 09:27 PM
The only thing is that the template doesn't account for its HP increase and attack increase that happens when it is near other slivers.

If we're going by the cards, Slivers don't physically buff other Slivers except the ones that say "all Slivers get +X/+Y" - and that would be a bull's strength Sliver or some such. Do all Slivers buff all others in the books or something?
tn320

07-19-07, 07:38 AM
You're right. I forgot. It is only the muscle sliver.
Rhineglade

07-19-07, 12:53 PM
Commander Grevil, Commandante of the West Garrison
N Medium Humanoid (Human)
Fighter 8
Init: +3 Senses: Listen +2, Spot +5
Languages: Common
AC: 21 (+3 Dex, +5 armor, +3 shield), touch 13, flat-footed 18 (Dodge, Mobility)
HD: 8d10+8 (60 hp) (Endurance)
Fort: +9 Ref: +7 Will: +6
Speed: 20 ft. (4 squares)
Melee: +14/+9 battleaxe (1d8+6, 19-20/x3)
Melee: +13/+8 morningstar (1d8+4, x2)
Ranges: +11 heavy crossbow (1d10, 19-20/x2)
Atk Options: Power Attack, Cleave, Great Cleave, Improved Sunder, Spring Attack
BA/Grp: +8/+12
Abilities: Str 18 Dex 16 Con 13 Int 11 Wis 14 Cha 15
Skills: Climb +8 (+2*), Climb (weaponsmithing) +8, Handle Animal +10, Intimidate +13, Ride +12, Spot +5, Swim +9 (+3*)
*= indicates adjusted modifier when wearing armor with shield
Feats: Cleave, Dodge, Endurance, Great Cleave, Improved Critical (battleaxe), Improved Sunder, Mobility, Power Attack, Spring Attack
Possessions: +2 frost battleaxe, +1 heavy steel shield, +2 cloak of resistance, potion of levitation, potion of heroism, potion of slow poison, masterwork morningstar, breastplate armor, heavy crossbow, quiver with (10) crossbow bolts

Commander Grevin is the no-nonsense Commander of the West Garrison within the City of Mercuria. He rose through the military ranks to his current position and knows he earned it through dedication and hard work. Grevin therefore expects those soldiers under him to likewise respect his authority which most of them do, moreso out of fear than anything else.

Physically, Grevin is an intimidating man. He stands 6'6" and weighs 250 pounds of solid muscle. He has short cropped hair, dark eyes and a small scar just above his right eye. Grevin uses his stature to its advantage while towering over his underlings and reminding them at all times just who is in charge. Commander Grevin is a msot capable military man and well versed in battle tactics. This combined with the fact that most of the men and women in his command respect their commander keeps Grevin in charge.
Rhineglade

07-25-07, 12:41 PM
13. Bilge & Barrel Inn

Located conveniently along Trove Street, the Bilge & Barrel is one of the more popular Inns in Mercuria. Owned and operated by Turin Sludgepot (N male human, Exp 6), the inn enjoys a steady stream of visitors during the busy times of the year and is generally clean compared to some of the more seedier dives in the Foreign District.

The Bilge & Barrel is a three-floor woodframed structure with a slate roof composed of wattle and daub. The windows are covered with oiled sheep skin and the main common area is keep warm and cozy during the cool evenings with a large stone hearth located along the far wall.

A bed for the night in the common room above is an affordable 5sp per night. A more private room with 2-4 beds is 2 gp per night. The inn also offers stabling for horses and such at an additional cost per night.
Rhineglade

07-26-07, 11:04 PM
Grand Empire of Aerona

Ruler: Empress Morwyn, Imperatrix of Aerona (NE female human, Wiz 15)
Government: Independent empire with hereditary rulership; in truth, Aerona has a fairly limited central government with most of the governmental powers controlled by the Imperial Houses of Aerona, seven noble families headed by influential princes and princesses
Notable Figures: Grand Duke Rhodri, Imperial Consort (LE male human, Ftr 11); Prince Cadfael of House Geiradur (LE male human, Ftr 17); Princess Mererid of House Silverfyre (LN female human, Wiz 16/Acm 1); Prince Tristan of House Rhoddir (LG male human, Pal 14/Brd 3)
Rule of Law: Lawful neutral
Population: 3,290,000
Capital: Caerwyn (pop. 98,300)
Major Towns: Abbeyvale (pop. 14,980), Rivergard (pop. 22,130)
Major Resources: Foodstuffs, iron, gold, timber, textiles, gemstones
Military: 120,000
Climate: Continental Moist in the north with warm summers and cold winters with moderate precipitation in all seasons; Subtropical Dry in the south with hot summers and mild, rainy winters with moderate precipitation in winter
Rhineglade

07-27-07, 10:50 AM
Imperial Houses of Aerona

House Amberwind
A secretive house skilled in stealth and espionage, Amberwind is a fairly young house lead by Prince Iorwerth (NE male human, Wiz 6/Rog 6). No outsider knows for sure which secrets the nobles of the household possess to be used as leverage against their rivals.

House Geiradur
A powerful and warlike house, Geiradur is a militaristic juggernaut controlled by Prince Cadfael (LE male human, Ftr 17). This House, though somewhat lacking in magical might, controls one of the largest armies in the Empire and is believed to be under the thumb of the Imperial authority.

House Gymrae
Gymrae has long been known to be a neutral power more concerned with trade and commerce. House Gymrae, under the authority of Princess Isilwyn (LN female human, Brd 12/Exp 3) is one of the wealthiest families in all of Aerona. Outsiders whisper that these nobles have a hand in just about every imperial operation through their financial expertise.

House Lonewyr
Sometimes seen as an outsider in terms of Imperial politics, Lonewyr is a military house but whereas Geiradur concentrates of land battles, Lonewyr is a naval power focusing on ship building, navigation and exploration. Lead by the dashing Prince Geraint (CN male human, Ftr 13), Lonewyr nobles are skilled seamen and more likely to be found at sea than anyplace else.

House Nerys
A religious house established centuries ago through Imperial decree, Nerys nobles are a priestly caste devoted to the Elder Powers. Under the authority of Princess Lowri (N female human, Clr 17), House Nerys has served as spiritual advisors to the crown for generations. Recent years, however, have seen a gradual shift in alliance from the Elder Powers to the worship of "upstart" Planeswalkers, a shift which appears to meet the approval of the Empress.

House Rhoddir
Sometimes seen as an upstart House, Rhoddir is a House of the Faithful, eternally devoted to the Elder Powers and lead by the charismatic soldier-prince Prince Tristen (LG male human, Pal 14). Rhoddir is viewed by the more urban nobles of Caewyn as a backwoods family in charge of an inconsequential fief in the distant frontier of the Empire. Certainly a matter of opinion, Rhoddir does control the March of Delwyn but remains honest and steadfast to the ancient customs and ways of the Empire.

House Silverfyre
The Ascendant House, Silverfyre is a house of powerful wizards, some treacherous and scheming but most highly opportunistic. The current reigning Imperial House hails from Silverfyre which holds significant land holdings around the Imperial Capital of Caewyn in the South. Silverfyre is one of the more ancient of noble familties within Aerona.
Rhineglade

07-28-07, 02:36 PM
Geopolitical Division of Aerona

Imperial Domain
The Imperial Domain includes the lands surrounding the Imperial Capital of Caerwyn as far South as the Talgarth Swamp. These lands are controlled by nobles of the House of Silverfyre and include some of the most populated regions of the Empire.

Duchy of Pryderia
The Pryderians are an aggressive folk under the rule of the House of Geiradur. Much of the populace is skilled in a variety of fighting skills and the majority of the conscripts of the Imperial Legion hail from these lands.

Duchy of Gwythyria
A large coastal fief, Gwythyrian lands are in the jurisdiction of the House of Lonewyr. A majority of the citizens in this region are sea-faring folk and the tend to dwell along the coast. Fishing is a dominant trade here and the duchy supplies a number of other regions with this important food staple. Gywtheria also includes one of the largest naval shipyards as well as the Imperial College of Navigation.

Imperial See of Celynnen
A formidable religious fief of the Imperial Crown, Celynnen has long been under the rule of the House of Nerys with most of the lands controlled by powerful clerics. Nerys was once a faithful house dedicated to the worship of gods of the Elder Powers. In recent years, however, a shift has occurred leading the once proud House toward the worship of some of the more prominent Planeswalkers of Enchanted World. The principle faith within these dark lands is dedicated to Tourach.

Principality of Brychan
A central imperial fief, Brychan has long been in the hands of the House of Gymrae. Its fertile lands, rolling hills and prominent location along a number of significant trade routes has brought much wealth into the coffers of the Gymrae nobles. The folk of these lands are an earthy stock of farmers and merchants. Neutrality is a preferred outlook though the folk that dwell here are open to visitors and strangers.

March of Delwyn
One of the northernmost fiefs of Aerona, Delwyn is a marchland guarding portions of the Imperial Boundaries against the oftentimes violent and barbaric lands to the north. The House of Rhoddir has been an outspoken critic of the current Ascendant House and its policies which has brought disfavor to the Rhoddirian nobles within the Imperial Court. The scion of Rhoddir, however, is a strong personality and a highly charismatic prince much admired by his people. Delwyn remains a frontier territory dotted with towers and castles.

Principality of Dolforwyn
The oppressed lands of Dolforwyn are under the rule of the secretive House of Amberwind. The land itself is quite lovely with forested hills, rolling meadows, a number of rivers and ample farmland. However, the Amberwind nobles are a Machiavellian lot who follow the principle of unscrupulous politics in order to maintain control over their lands. Slavery is likewise widely practiced here and the peasant folk tend to be very suspicious of strangers.
Rhineglade

07-28-07, 09:44 PM
http://www.legendsofhyerune.com/PentarchMTG/Map_of_Aerona.jpg
Rhineglade

07-29-07, 01:16 PM
PEOPLE OF THE EMPIRE

Humans
Humanity has traditionally been the dominant race within Aerona for a number of reasons. Primarily, this is due to the often racist opinions of many of the leading Houses in the region. This is not to say that other humanoids have not been welcomed here, but rather that their numbers tend to be much smaller compared to the human population and that other humanoids often find themselves marginalized.

The humans of Aerona are primarily LN, N, LE and NE with some exceptions of course, particularly within the distant frontier regions. Aeronians tend to have tan complexion with dark, straight hair and brown eyes. They are a pragmatic people with a tendency toward straightforewardness. Open displays of emotion and affection are concerned weak whereas logical thought and hardwork are very admirable traits.

Elves
Elves, though fewer in number compared to humans, still maintain a significant presence within Aerona, particularly within the Thornvale Wood, the Wychwood and the Clarendon Wood. The tendency of chaos and goodness within the elven race has caused many humans to view elves with suspicion and distrust. Thus, most elves tend to remain aloof and dwell apart from their human neighbors. Occasionally, the more openminded elven clans will establish alliances of sorts with some of the better natured woodsfolk but this tends to be more of the exception rather than the rule.

The elves of Aerona tend to be CG and CN. They have fair complexions with blonde, sandy and red hair being the dominant trait. Aeronian elves have green and hazel eyes.

Dwarves
Dwarves can be found in scattered clanholds throughout both the Snowborn and Griffonwind Mountains though their numbers tend to be few. The greatest concentration can be found within the Argent Hills where their number have gathered together under the banner of a charismatic noble leader. Dwarves of Aerona are seen in a somewhat better light by the humans compared to the elves simply because of the dwarven personality traits. Dwarves share the more matter-of-fact approach as their human neighbors. Dwarves, on the other hand, do not generally trust humans but do maintain open relations simply because it is the more practical thing to do. Dwarves trade valuable ores and gemstones with the human villages in exchange for needed goods and materials.

Dwarves of Aerona tend to be strictly LG in nature, particularly those in the Griffonwinds. A small, yet significant, portion follow a more LN tendency with an even smaller minority being NG.

Gnomes and Halflings
Gnomes and halflings have never held significant lands within Aerona. This has simply been due to the fact that gnomes and halflings are generally viewed with distain from the more aggressive humans within this particular region. A very small number have managed to establish simple villages along the fringes of the Empire. They are mainly self sufficient and generally do not interact with the surrounding humans. A growing clan of gnomes has dwelt within the Wychwood for almost a century now.

Humanoids
Though small in number, humanoids have found their place within Aerona, particularly among the more militaristic Houses such as in the lands of Pryderia. Hobgoblins are the greatest in number and are found mainly around the regional capital. Orcs can be found in significant numbers within the Snowborn Mountains, the Trowbridge Hills, Thornvale Wood and the Talgarth Swamp. Oddly enough, a number of goblin clans have made a name for themselves within the lands of Dolforwyn, under the rule of House Amberwind. The goblins are used by the humans of that land for a number of tasks, primarily for espionage, scouting and slavery. Ogres and trolls also exist, albeit in very small clans, primarily within the mountainous regions though a fair number dwell within the Trowbridge Hills for which this region is named.
Ecthelion of the Fountain

07-29-07, 07:43 PM
good stuff. I like the way you are developing this area. Keep it up. :D
Rhineglade

07-30-07, 12:49 PM
POLITICS AND POWER

Imperial Houses

Like many Medieval-style game worlds, power and inflluence and unfairly underbalanced with the wealthy nobility holding most all of the advantages. The same is true for the Imperial Houses of Aerona.

Nobility is roughly divided along two lines though in reality it is so complex and convoluted that outsiders have a difficult time keeping the various individuals straight. At the top of the hierachy are the Seven Imperial Houses with the Ascendant House at the highest rank. Each of these Houses are controlled by one noble scion. Under this princeling's authority are hundreds of lesser nobility including spouses, children, grandchildren, aunts, uncles, cousins, etc.

The lesser division of nobility is that group roughly referred to as the Aristocracy. Aristocrats are noble by birth but have less autonomy then the members of the Imperial Houses. Each aristocrat holds such luminous titles as Duke, Count, Baron, etc. These aristocrats receive landgrants from the head of one of the Imperial Houses and in turn enter a feudal relationship with this lord.

The Ascendant House
At the highest social ranking within the Empire is the Ascendant House. The head of this Imperial Dynasty receives the title of Emperor (or Empress) and rules the empire in true autocratic fashion. In truth, however, the Empress has limited authority outside her Imperial Domain surrounding the Imperial Capital of Caerwyn. Within her domain, she is free to rule as she sees fits creating laws and taxes with reckless abandon. Outside her domain, however, the Empress has only as much authority has her military can allow.

Though technically the "lesser" Imperial Houses all are required to swear allegiance to the reigning Empress, they are free to govern their independent provinces as they wish with little to no influence from the Imperial Court. It is not uncommon for travellers and merchants to pay one form of tax in one province and another completely different tax across the border in another province. Realistically, the main requirement of these feifs is to supply the Empress with either a number of soldiers during times of war or in lieu of that to pay a form of tax.

The Empress sits within the Imperial Court in Caerwyn aided by a number of aristocrats and influential commoners. The ranking within Court is:

HIH, The Empress
The Lord Chancellor- chief legal advisor
The Lord Treasurer- responsible for generating revenue
Members of the Imperial Privy Council (includes members of the Chancery, military and magical advisors)
Marshal of the Realm- commander of the military
Imperial High Constable- chief law enforcement officer
Imperial Military Commanders
Captain of the Imperial Guard
The Lord Steward- responsible for maintaining household and accounts
The Lord Chamberlain- responsible for diplomacy and decorum
Council of Imperial Seers- body of high ranking wizard diviners
The Lord Inquisitor- responsible for Imperial spy network
Ladies-In-Waiting to HIH The Empress
Rhineglade

07-31-07, 01:14 PM
POLITICS AND POWER

Nobility and the Aristocracy
Each of the seven provinces of Aerona are controlled by one of the seven Imperial Houses. These provinces are further subdivided into hundreds of smaller fiefs, each controlled by a noble landowner oweing fealty to their leige lord (or lady). Through this feudal system, the nobility of Aerona, through their multitude of vassals, is able to work the land, till the soil, produce an abundance of foodstuffs as well as provide individuals to serve as peasant militias for the defense of their province or the Empire at large.

The Aristocracy of Aerona is in itself somewhat of an enigma. Many of the nobles are wealthy landowners themselves though some are also practically penniless. Noble titles and lands are passed down to the next generation regardless of gender. The first born child, whether they are male or female, is the main beneficiary of this primogeniture. However, titles are received from the male line and not the female, except in the case of sovereign.

For example, when the male spouse outranks the female spouse, the children would receive the titles from their father's rank. In those instances when the female spouse happens to outrank the male spouse, the children would still receive their titles, if any, from their father. This is particularly true when a female nobleborn happens to marry a male commoner. Their offspring would not receive any title and would not be considered noble since their father is a commoner. If however a male nobleborn marries a female commoner, the children would be considered noble and may receive any titles since the noble line is traced through their father.

In terms of inheritance, as mentioned above, all lands are passed on through the eldest child. Material wealth, however, can be spread to all offspring if desired. It is not unusual therefore for the eldest child, who has inherited a sizable estate but a portion of coin, to grant small portions of this land to their siblings in exhange for cash equivalents in order to run the larger estates.

Noble titles used within the Seven Provinces include:

Prince/Princess
Archduke/Archduchess
Duke/Duchess
Margrave/Margravine
Landgrave/Landgravine
Count/Countess
Viscount/Viscountess
Baron/Baroness
Baronet/Lady
Knight of the Manor/Lady of the Manor
Knight/Lady
Esquire

Children of Princes are called "Prince" or "Princess."
Children of Archdukes are called "Duke" or "Duchess"
Children of Dukes, Margraves, Landgraves and Counts are styled "Lord" or "Lady"
Children of Viscounts and Barons are styled "The Honorable."
Children of Baronets, Knights and Esquires do not receive titles yet are still considered nobleborn if their father is noble.

NOTE: It is custom for the eldest child of a Duke, Margrave or Count to use their father's highest secondary title as a courtesy title.
Morgana_Le_Fay

07-31-07, 08:53 PM
good stuff Rhine.
Rhineglade

08-01-07, 05:53 PM
Power and Politics

Military and Warcraft
The military of Aerona plays a fairly significant role in not only the protection and defense of the imperial borders but also in more indirect manipulation of neighboring provinces.

As each of the seven provinces is run independently of the others, each of the Imperial Houses maintains its own standing army. The size, strength, skill and morale of such forces however vary greatly between the different regions. This is often based in part on the location of the province itself in relation to outside forces or even internal threats as well as the ability and effectiveness of the ruling House.

In addition to these regional legions, the Empress, as Imperitrix of Aerona, can muster a unified coalition during times of need in order to defend against external threats. This is rare of course since few neighboring nation states possess the military might to effectively challenge the Imperial Legions of Aerona. The other Imperial Houses are bound by historical treatises and oaths of fealty to oblige and contribute a given number of men-at-arms during these times of need.

As mentioned previously, the greatest concentrations of military force are found in the Duchy of Gwythyria (navy) and the Duchy of Pryderia (army) though the Imperial Domains and the March of Delwyn maintain sizable armies of their own.
Rhineglade

08-02-07, 12:16 PM
Military and Warcraft

In a nation as large and lawful as the Empire of Aerona, the military which defends it is likewise large and complex and exists at multiple levels. Strictly hierarchical, the military recognizes an established chain of command that is deeply respected.

At the top of this hierarchy is the Marshal of the Realm who commands not only the Empress' army but also the unified muster during times of war. Each of the seven provinces, likewise, maintains their own chain of command lead by experienced veterans serving their liege lords as generals and admirals.

After this top eschelon, the armies consist of this chain of command: commander, captain, lieutenant, sergeant, corporal and private. These professional, full-time soldiers make up the bulk of the Provincial Forces. They are further regimented into cavalry and infantry units as well as a number of auxiliary units. These permanant forces are paid for in part through the funds of the various Imperial Houses but also through the regular payments made to these Houses from their vassals as well as the taxes paid by the peasantry.

Along with this professional force, each Province also has the ability to call up their peasant militia during times of need. Though not as well trained or equipped, the militia adds a significant element to each military in terms of numbers. Most of these forces are used more or less as fodder for the enemy and fight as simple foot soldiers though they can also be used for archery support or even light cavalry for those with the proper training.

Each individual unit can also be further augmented by a variety of support based on the desire of the Imperial House and the availability. These include the use of war priests, humanoid units, battle mages, beasts of burden and even heavy duty siege equipment.
Rhineglade

08-03-07, 10:08 AM
Mages and Magic

Wizardly magic is strong throughout the Empire but no more so than in the Province of the Imperial Domain, controlled by the House of Silverfyre. The Empress keeps a close eye on all up and coming mages and actively recruits non-noble talent into her circle. This is certainly to her advantage as she can be more involved in young wizard training but also so that the Silverfyres can maintain their corner market on the magical talent.

Aeronnians tend to practice more practical forms of magic particularly battle magic and so black, white and red tend to be favored over blue and green. Red magic in particular is a favored mana form within the militaristic Duchy of Pryderia.

One of the major exceptions exists within the Imperial Court itself. The Ascendant House has long relied on the use of divinatory magic to gain an advantage over their rivals and prepare for upcoming events. To this end, the Court utilizes a Council of Seers, wizards gifted in the use of divination magic. These Seers are given access to one of the Artifacts of the House consisting of a great crystal orb with the powers of a crystal ball. The Seers interpret the images they witness and report on a regular basis to the Empress and her Privy Council.
Rhineglade

08-03-07, 09:44 PM
Faiths and Priesthoods

Religion has never really played a central role within the bounds of the Aerona Empire as the folk of these lands have tended toward the more pragmatic side. This is not to say, however, that certain priesthoods have not established a hold in certain areas within the realm, particularly the more martial faiths.

In a lawfully inclined land, it has been the more lawfully aligned faiths that have been able to gain a foothold more so than the chaotic powers. Traditionally, those faithful within the realm have looked toward the Elder Powers of the Enchanted Land for strength and guidance. The Elder Powers are seen by believers as the 'true gods' of the land as opposed to the upstart Planeswalkers whom the faithful view as false deities. This diachotomy in belief systems has lead to more than one power struggle in the Empire's long history which only further inclined the native population to distance themselves from more formalized religions.

Certainly the followers of Tourach (god of war) and Molghur (god of death) have had a significant effect within these lands, particularly within the See of Celynnen and the Duchy of Pryderia. Simple shrines dedicated to Triton (god of the sea) can be found along the coastal villages however this is often more so for token homage than actual dedicated worship. The only other major powers within these lands are the god of commerce and Amani, goddess of healing.

Worship of the planeswalkers Meru and Fenrir can be found in the more wild lands around the Thornvale Forest. A power struggle between followers of the demon planeswalker and the priests of Molghur have long troubled the See of Celynnen. Much bloodshed has occurred within this Province and weakened both sides after fluctuating years of civil strife. The Archcleric of Molghur has managed to maintain control and seeks to hunt down every last infidel and bring them to a quick end.
Rhineglade

08-04-07, 10:58 AM
Lay of the Land

The Grand Empire of Aerona occupies the broad expanse of land along the isthmus connecting the North and South continents between the Azure Sea and the Cerulean Sea. The Empire extends northward toward the Southernmost mountain ranges of the Northern continent, as far West as the Clarendon Wood and Eastward toward the Wychwood.

Argent Hills
The Argent Hills form the southern most foothills of the Griffonwind Mountains and are aptly named for the rich veins of silver ore that are found within this elevated region. The hills have long been the home of a number of crafty dwarves who have united under the banner of the most noble among them. The dwarves often trade their silver for manufactured goods and foodstuffs with merchants from Brychan to the West. While the dwarven settlements are mainly along the western portion of the hills, the eastern portion remains wild and a number of creatures have been spotted here over the years including a few hill giants.

Clarendon Wood
A deciduous woodland along the western frontier of the Empire, the Clarendon Wood is a wild and sometimes inhospitable place. It is home of several large elvish tribes though the most powerful and civilized tribe of the elves migrated into the verdant valley along the Perrin Hills and established a prosperous community. The wood is also home to beastfolk, giant spiders, orcs and even a reclusive Erhnam djinn.

Griffonwind Mountains
This craggy mountain range is known for its powerful winds and turbulent air currents. It is likewise home to a number of griffons from whom the range receives its poetic name. The few narrow valleys and mountain passes within this range are dangerous to cross due not only to the monsters that dwell within but also from the frequent rock slides that seem to plague most travelers. Some of the more superstitious mountain folk believe that the Griffonwinds are home to an ancient earth spirit that dislikes intruders that often disturb its slumber.

Perrin Hills
The smallest hill range within the Grand Empire, the Perrin Hills lie in the remote valley between the Clarendon Wood and the Snowborn Mountains. The lower elevations along the western ridge are forested and home to a number of creatures. As travellers move closer to the mountains, the hills grow larger and more rocky. The air here is quite cool throughout most of the year with surprisingly little precipitation. Hunters and trappers from Gwythyria maintain a number of lodges in the more remote regions.

Snowborn Mountains
The highest elevations within the Grand Empire of Aerona are found within the mighty range known as the Snowborn Mountains. The mountains are thus named for the year round snow fall that caps the highest peaks. The region is therefore dramatically colder than the rest of the Imperial lands and home to a number of cold-loving species not the least of which include frost giants and even a very old white dragon who spends most of her time in deep hibernation.

Talgarth Swamp
Forming the southernmost frontier of the Imperial lands, the dread Talgarth Swamp is a natural barrier against potential enemies to the south. The swamp itself is difficult to cross and its heavy, wet air and high humidity makes travelling here very uncomfortable in the least. Biting insects are of course a constant nuisance as are the native snakes and crocodiles. The swamp has also been the home to a reclusive black dragon who hates any intruders into his personal demesne. The swamp is also home to a large, and fairly well organized, orc tribe locally known as the "Plaguebearers."

Thornvale Forest
The great central Thornvale Forest has long supplied the Imperial Provinces with a steady source of timber and other forest products. It is a dangerous place however and home to a number of creatures including a stealthy species of lynx. The forest is deciduous and is known for its great number of thorny plantlife and brambles. Small human villages dot the area and are home to foresters and woodfolk alike. Druids and rangers also call this forest home and protect the woods from those who would seek to upset the balance of nature. Green mana is rich and abundant here.

Trowbridge Hills
A very dangerous hil range to be sure, the Trowbridge Hills are the foothills along the southern most edge of the Snowborn Mountains. The region receives its name from the great number of trolls that hunt along its valleys and elevations. Ogres, bugbears, hill giants and even a small family of stone giants are found throughout the central portion. A narrow passage bisects the Trowbridge Hills connecting the Duchy of Gwythyria and the Principality of Brychan. The passage is fairly well travelled by merchant caravans who find it necessary to remain well armed against the high threat of attacks from the hostile native monsters.

Wychwood
Believed to be haunted by the superstitious peasant folk from the Duchy of Pryderia, the Wychwood is home to elves, druids and a variety of faerie creatures. This deciduous woodland is thick with plantlife and the canopy is known to completely block out the sun in certain areas bringing perpetual darkness below. Bandits and escaped slaves are known to flee to these areas from time to time though most will soon fall victim to one of the many dangers of the wood. Perhaps the most interesting occupant of the Wychwood is the ancient female treant known as "Grandmother Willow." The treant is the protectress of these woodlands and is attended by a number of dryad handmaidens and fae servitors.
Rhineglade

08-05-07, 07:48 PM
Empress Morwen, Imperitrix of Aerona
NE Medium Humanoid (human)
Wizard 15
Init: +4 Senses: Listen +7 Spot +6
[b]Languages: Common, Aquan, Draconic, Elven, Infernal
AC: 24 (+8 armor, +5 deflection), touch 15, flat-footed 24
HD: 15d4+15 (61 hp)
Fort: +10 Ref: +9 Will: +15
Speed: 30 ft (6 squares)
Melee: +10/+5 light mace (1d6+3, x2)
Melee: +7 touch (spell)
Ranged: +7 touch (spell)
BA/Grp: +7/+7
Mana Points/Day: Black 116 :b:, Red 116 :r:
Wizard Spells Known (CL 15th)
8th- incendiary cloud
7th- quickened lightning bolt (DC 24), synostodweomer*
6th- aura of terror* (DC 22), disintegrate (DC 21), extended summon monster V
5th- fiendish form*, teleport, wall of stone, waves of fatigue, wrack* (DC 21)
4th- Evard's black tentacles, extended haste, fear (DC 20), force missiles*, summon undead IV*
3rd- dispel magic, fireball (DC 20), protection from energy (fire), rage, vampiric touch
2nd- darkness, death armor*, knock, scorching ray, spectral hand
1st- burning hands (DC 18), magic missile, ray of enfeeblement, ray of flame*, shield, unseen servant
0- detect magic, light, read magic, touch of fatigue
*= indicates a spell from the Spell Compendium
Abilities: Str 10 Dex 11 Con 12 Int 20 Wis 15 Cha 16
Skills: Concentration +20, Decipher Script +9, Diplomacy +10, Knowledge (arcana) +24, Knowledge (history) +9, Knowledge (nobility and royalty) +10, Knowledge (the planes) +9, Listen +7, Ride +5, Search +11, Spellcraft +24, Spot +6
Feats: Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (evocation), Improved Initiative, Quicken Spell, Scribe Scroll, Simple Weapon Proficiency, Spell Focus (evocation), Spell Focus (necromancy), Spell Penetration
Possessions: +3 unholy thundering light mace, +8 bracers of armor, +5 ring of protection, +4 cloak of resistance, scarab of protection, wand of orb of fire (23 charges), wand of summon undead III (42 charges).

Her Imperial Highness, The Empress Morwen of Aerona is one of the most powerful individuals within the Empire and indeed a force to be reckoned with. A highly intelligent and shrewd woman, Morwen ascended the Imperial Throne upon the death of her father Emperor Ussan. There were of course whispers within the Court that the Emperor had been poisoned but the assassin was never uncovered.

The Empress is distrustful of others, even some of her closest confidantes, and will never take unnecessary risks. She is cautious to a fault and therefore often slow to act. She is a patroness of education and the arts and has generously donated large sums of money to various institutions within the Imperial Capital of Caerwyn.

No art is closer to her heart however than magic. She is said to possess a most impressive collection of rare books and manuscripts on a variety of magical subjects. The Empress is known to be a Royal Patroness of the College of Wizardry. She has even gone as far has hand select a few of the most promising students to train and study on a personal level.

Morwen is a female human. She is quite attractive with long, curly dark hair which she generally wears loose down to her shoulders. She has piercing gray-blue eyes and a slender figure. As the Imperitrix, Morwen dresses the part and wears only the most expensive robes and gowns always bedecked in glittering jewels and gemstones. Morwen is 5'8" in height and weighs 130 pounds. She is 41 years of age.
Rhineglade

08-06-07, 06:28 PM
The Letter of the Law

The Grand Empire of Aerona is a realm of dichotomy. It is both a powerful feudal Empire yet also consists of powerfully autonomous noble Provinces. It is a land of laws yet perhaps it can also be argued that it is devoid of justice. This division is no more so evident than within the Imperial Court. The Empress and many of her Court are evil through and through and though they too are bound by the laws of the land it seems the law can be bent to fit their needs.

Overall, the rule of law within Aerona can be best described as Lawful Neutral. The legal system of the Empire is both confusing and complex. Ancient laws dating back centuries are still in existance. The Legal Codex which contains the entire legal code is so overwhelming that it takes ten strong men to lift the tome. Therefore, the Codex remains within its specially prepared chamber within the Imperial Court of Justice presumably for all to view.

Laws within the Empire are designed to benefit the population at large but over the more recent years have been modified in minute ways to benefit the Imperial Houses more so than the commonfolk. Of course there exists laws against murder and theft and destruction of property yet how these laws are executed and applied is quite often one handed and always in favor of the more prominent folk of the land.

In most respects, it is the letter of the law that is applied in most cases rather than the actual spirit of the law. Justice is perhaps just a seven-letter word which has little meaning to the Imperial Courts and its officers. The laws tend to favor the nobility and the wealthy above all else. A nobleperson caught killing a slave would mean very little within the system of jurisprudence since slaves are simply seen as property. However, if a peasant were to be caught killing his superior, a shift sentence of death would be forthcoming.

The legal system is for the most part common throughout all of the Empire though within specific Provinces there can be various degrees of difference. Perhaps this is most evident within the March of Delwyn which tends to have a definite tendency toward goodness influencing legal application.

The entire legal code is administered by the Imperial Chancellory with the Lord Chancellor serving as the direct advisor to the Imperial Crown. Perhaps the fact that the current Lord Chancellor is an Arcanoloth from the Lower Planes might have some bearing on the current state of affairs.
Rhineglade

08-07-07, 06:23 PM
Caerwyn, the Imperial City

Located along the beautiful Lake Maelir, the great city of Caerwyn serves as the Capital City for the Grand Empire of Aerona as well as the Imperial Seat for the House of Silverfyre. The largest city within the Empire and perhaps one of the largest cities within all of Pentarch, Caerwyn is located across a series of islets along the eastern shore of the Lake.

Lake Maelir is a fresh water lake that empties into the River Turku as it flows westerly on its journey toward the Azure Sea. Long a hub of commercial activity, the emperors of the 9th Dynasty greatly desired to corner the market on local trade and so commissioned the delving of the impressive Imperial Canal. The man-made canal was dug through the earth to form a waterway connecting the east end of Lake Maelir to the Cerulean Sea. The region now forms a continual path by boat joining the two great seas of the Enchanted World.

Throughout the entire course from west to east, the waterway is navigatible by any manner of ship from the largest of warships to the smallest of caravels. Of course, the Imperial City charges heafty tolls for ships to pass through the Imperial Canal but the other option of having to sail farther to the south around the Southern Continent and thereby adding months to ones journey is simply out of the question.

The Imperial City itself is laid out in a sprawling pattern along the northeastern and southeastern shores of the lake almost as a cork in a bottle containing the flow into and out of the Imperial Canal. The lake itself is scattered with a number of islets all connected via bridges forming a complex mazework of overland traffic. A number of these bridges can be raised or retracted so as to allow boat traffic to move across the lake on the journey from one sea to the other.

Natural and artificial quays as well as defensive walls and watch towers help to protect the city from outside threats. Charmed water creatures within the lake, war galleons as well as manned garrisons likewise tend to allow only the most determined of enemies to even think of engaging in a direct assault on such a formidable target.
Rhineglade

08-09-07, 12:44 PM
Imperial City
Sites of Interest

Imperial Citadel
The heavily fortified stronghold of the Imperial Family, the Citadel is located atop a strategic limestone elevation within the city and offers a view of the surrounding region. The Imperial Family does not stay here on a regular basis however spending most of their time in their more oppulent palaces. During extended periods of seige or potential threats the Empress and her family will retreat to this citadel for protection until the danger has passed.

Thick crenallated curtain walls, lofty guard towers and an ominous keep provide the bulk of the defense. Magical mortar and defensive spells were woven into the construction that prevent teleport, dimensional travel, scrying and similar magicks from penetrating the citadel's fortifications. Full time guards do occupy this location at all times.

Aerona Academy of Wizardry
One of the more prominent schools of magecraft within the Enchanted World, the Academy of Wizardry receives the patronage of the Empress herself and thus maintains a higher standard than other institutions of its kind. With an average student body of between 300-750 magelings, the Academy is perhaps less of a school of learning and more so a place of magical research. The Academy's alchemical facilities and research laboratories are without equal. Many of Pentarch's greatest wizards have journeyed to the Academy at one time or another to conduct personal research projects. The Headmaster of the Aerona Academy of Wizardry is the ubiquitous blue wizard Grull Blackfriar (LN male human, Wiz 16/Acm 2).

Caerwyn Observatory
Like an eternal beacon against the night sky, the Observatory is a favorite haunt of the local astronomers and star watchers living within the Imperial City. The structure supports an unobstructed 360? view of the night sky and maintains one of the more powerful telescopes on Pentarch. A multitude of scholarly journals, star charts and research logs are kept within the facility and are available to the public at a nominal fee. The Observatory staff is small but adequate and are a no-nonsense lot of cidereal scholars more interested in their various independent projects than working with visitors.
Rhineglade

08-10-07, 12:54 PM
Summer Palace

The Summer Palace is the principle residence of the Imperial Family within the Imperial Capital. Located within the Imperial Commons, the Summer Palace is situated along a pleasant area near Lake Maelir. A most impressive sight to behold, the palace is three stories high and of Baroque-style architecture. The palace itself has over 1000 rooms and is used for numerous official engagements and functions.

Although not a military stronghold, the Summer Palace was crafted with similar anti-magic materials to resist the affects of fire, acid, lightning and other such magical attacks. Likewise, it is impossible to teleport into or out of the palace. Attempts to scry into the palace will also result in failure.

Visitors to the Summer Palace will witness a veritable treasure trove in design and furnishings. White walls, silk wall coverings, gilded ornamentation and crystal chandeliers decorate most all of the official rooms. Endless numbers of drawing rooms, lounges, reception rooms, banquet rooms, music rooms and the like seem to offer a redundancy in excess.
Rhineglade

08-12-07, 10:09 AM
Bazzum, Imperial Court Mage
LE Medium Humanoid (human)
Wizard 19
Init: +0 Senses: Listen +6* Spot +6*
*= Bazzum gains a +2 bonus to these checks if familiar is within arm's reach
[b]Languages: Common, Abyssal, Infernal, Draconic, Elven, Orc
AC: 19 (+5 armor, +2 luck, +2 deflection), touch 14, flat-footed 19
HD: 19d4+19 (77 hp) SR: 18
Fort: +13 Ref: +12 Will: +21 (Evasion)
Speed: 30 ft (6 squares)
Melee: +12/+7 quarterstaff (1d6/1d6+2, x2)
Ranged: +9 touch (spell)
BA/Grp: +9/+9
Mana Points/Day: 120:b:/119 :r:/119 :g:
Wizard Spells Known (CL 19**)
9th- gate, hellish horde*, widen fire spiders* (DC 25)
8th- binding (DC 23), mind blank, widen cloudkill (DC 24)
7th- finger of death (DC 22), greater teleport, limited wish, plane shift
6th- aura of terror* (DC 22), flesh to stone (DC 21), howling chain* (DC 22), true seeing
5th- contact other plane, dominate person (DC 20), feeblemind (DC 20), orb of acid* (DC 21), spiritwall
4th- bestow curse (DC 19), fear (DC 19), ice storm (DC 20), scrying (DC 19), summon monster IV
3rd- dispel magic, fireball (DC 19), hold person (DC18), lightning bolt (DC 19), protection from energy
2nd- darkness, darkvision, earthbind* (DC 17), ghoul touch, sting ray* (DC 18)
1st- comprehend languages, hold portal, obscuring mist, ray of enfeeblement, shield, spiritworm* (DC 17)
0- detect magic, light, mage hand, read magic
*= indicates a spell from the Spell Compendium
**= Bazzum gains a +2 bonus to CL when attempting to overcome SR
Abilities: Str 10 Dex 10 Con 13 Int 21 Wis 18 Cha 14
Skills: Bluff +5, Concentration +21, Craft (alchemy) +13, Craft (calligraphy) +13, Decipher Script +12, Diplomacy +4, Forgery +8, Gather Information +5, Handle Animal +6, Hide +1, Knowledge (arcana) +27, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +9, Knowledge (nobility and royalty) +9, Knowledge (the planes) +27, Listen +6, Move Silently +1, Ride +3, Spellcraft +27, Spot +6
Feats: Brew Potion, Combat Casting, Craft Staff, Craft Wondrous Item, Eschew Materials, Extend Spell, Improved Familiar, Scribe Scroll, Spell Focus (conjuration), Spell Focus (evocation), Weapon Focus (quarterstaff), Widen Spell
Possessions: staff of power (18 charges), black robe of the archmagi, ring of evasion, +2 ring of protection, scroll of protection from good, scroll of Evard's black tentacles, scroll of gasous form, potion of neutralize poison

Gazoriel, Imp Familiar
Tiny outsider (evil, lawful, extraplanar); HD 19; hp 38; Init +3; Spd 20 ft, fly 50 ft (perfect); AC 34 (touch 15, flat-footed 30); BA +12; Grp -4; Atk +12 melee (1d4 plus poison, sting); Space/Reach 2.5 ft/0 ft; SA poison, spell-like abilities; SQ alternate form, darkvision 60 ft, deliver touch spells, DR 5/good or silver, empathic link, fast healing 2, immune to poison, improved evasion, resist fire 5, scry on familiar, share spells, speak with master, SR 24; AL LE; SV Fort +6, Ref +9, Will +12; Str 10, Dex 17, Con 10, Int 15, Wis 12, Cha 14; Skills: ; Feats: Dodge, Weapon Finesse.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex.
Spell-Like Abilities (Sp): At will- detect good, detect magic, invisibility (self only); 1/day- suggestion. CL 6th, save DC 10 + spell level; 1/week- commune, limit of six questions. CL 12th.
Alternate Form (Su): As polymorph, CL 12th. Limited to either a monstrous spider or a raven.

Bazzum is the Court Mage to Empress Morwyn's court and has served in this capacity for 6 years. Driven, manipulative and with few scrupples, this power hungry wizard has been known to conveniently "dispose" of those who attempt to get in his way in his lust for power and position. The Empress relies of Bazzum heavily in matters both magical and mundane in particular those involving extraplanar affairs. Bazzum has long been a trafficker in fiends, particularly with devils as his impish familiar may indeed testify.

Bazzum possesses a highly regimented mind and is extremely intelligent. He is both disciplined and unemotional. Once he gives his word, he will keep it though he will rarely make such a promise unless it suits him to do so. Bazzum has an almost unnatural attachment to his female imp familiar whom he uses to spy on his enemies. Gazorial is perhaps just as ambitious as her master and greatly enjoys the extra power and abilities her role grants her. She is devoted to her master and will never willingly betray him.

Bazzum is a human male. He is somewhat gangly in appearance with a long, thin neck and a romanesque nose yet his strong personality, domineering attitude and force of will cover up his physical deficiencies. Bazzum sees himself as superior to most other creatures, especially in regard to non-magic users. He dresses in fine linens but will always have on his magical black robes. Bazzum has graying brown hair and brown eyes and a pale complexion. He wears little jewelry but often sports a silver pinky spoon-ring. He keeps this object sharpened in order to scratch himself or inflict pain upon a helpless victim. Bazzum is 55 years of age but appears quite a bit older than that as a result of numerous tasking spells.

Combat
Bazzum is a deadly enemy and few are foolish enough to cross his path. He is known to be accompanied by a number of bodyguards, usually of the magical variety, whom he uses to melee with an enemy while he indiscriminately casts his spells from a relatively safe distance.

Bazzum will generally hit hard at the start of the combat preferring not to take any chances on the relative strength or ability of his enemy. Summoning a hellish horde is a primary objective sometimes followed with a heavily damaging spell such as fireball or his widen fire spiders. Leader types will be targeted by his finger of death while enemy spellcasters will be recipients of a feeblemind.

If an enemy proves to be weaker than anticipated, Bazzum's sadistic tendencies will emerge and he will feel compelled to toy with his enemy before striking them down or capturing them alive to serve as torture victims or research subjects. He enjoys using a dominate person against the strongest fighter-type and forcing the victim to attack his or her own allies. Hold person and howling chain are also favorite tactics.

Only at an absolute last resort will Bazzum try to melee an opponent and then only after casting aura of terror on himself. He can use his magical staff of power (which he crafted himself) as a +2 quarterstaff but he will never break the object using its retributive strike out of fear of losing his own life. Rather, Bazzum will attempt to use greater teleport or even plane shift to escape. Often he will either cast summon monster IV to distract the enemy or cover his escape using darkness or obscuring mist.
Rhineglade

08-14-07, 12:42 PM
Visitors Guide to the Imperial City

When first arriving at the destination, you discover that the land-based access into the city is defended by a great wall of limestone blocks twenty feet high and maybe eight feet thick. The walls surround the city on both the north and south shores of the lake with waterbased access along the shoreline.

Entrance into the city over the land route is through one of twelve fortified gates, six along the northern wall and six along the southern wall. Each gate is flanked by a stone gatehouse with a dry moat and drawbridge immediately in front of each gate. The gate itself can be sealed with a pair of massive iron doors that can be shut with a heavy draw bar across the interior of the portal in the event of an attack.

Four guards man each gate wearing chain mail and armed with halberd, longsword and morningstar. The guards change shifts every four hours thoughout the day and night though roughly half of the gates are closed and sealed during the night hours and re-open at dawn. Each gatehouse contains a garrison of (50) 1st level fighters, (5) sergeants (Ftr 2), (2) lieutenants (Ftr 3) and 1 captain (Ftr 5). Most guards are Lawful neutral and all have good morale. Guards not positioned at the gates but still on-duty will either be sent on patrol through the city streets or will replace their halberds with a heavy crossbow and take sentry duty in upper floors of the gatehouse.

Walking through the gate reveals a fairly typical city view but with an immense size and enough sights, sounds and smells to overwhelm the senses. A wide cobblestone avenue leads from each gate house into the city and is roughly thirty feet wide. These main streets are crowded during the day with all manner of activities. Farmers and their slow moving, ox-drawn carts carrying hay, oats and foodstuffs, merchants and their caravans, commoners on foot, wealthy citizens on horseback, entertainers, servants and beggers all move about conducting their business. The sounds of thousands of voices, laughter, shouting, arguments, music, hammering and animal noises pierce the air and echo through the street. The smell of fresh baked breads and goods as well as more unpleasant smells like refuse and urine reach the nostrils.

The vast multitude of buildings crowd out the street and all appear very similar from the outside. Most are three or four-story structures with timber frames and slate roofs. Very few are made of stone and in the distance can be seen larger structures, churches, grand halls and palaces reaching up above the smaller surrounding buildings. Side streets breaking off from the main thoroughfares are more narrow and rarely paved. These dirt roads become quite messy during times of rain. Most roads seem to be about fifteen feet wide or so and are likewise crowded on both sides with shops, homes, warehouses, storefronts and stables among other things. Connecting all of these pathways are the hundreds of narrow alleyways generally ten feet wide but some as narrow as seven feet. Sunlight is often cut off completely as the multistoried structures gradually become wider with each successive floor.

Brightly painted signs, banners and flags decorate the various buildings and indicate the business within. Many of the similar businesses tend to be grouped together in the same street and are united through powerful guilds. The guilds limit the number of practitioneers within the city but also set prices, weights and measures, apprenticeships and common standards. Merchants and craftsmen are not allowed to call out to potential customers looking at a rivals goods and must wait until the customer has moved off or is in front of their individual shopfront.

Practically anything can be had within Caerwyn as merchants and travelers from all over the World of Pentarch come to the Imperial City to sell their wares or learn the latest news. Rare silks, precious jewels, exotic birds and animals, expensive spices and woods can all be found for a price of course.
Rhineglade

08-15-07, 01:35 PM
Average Building Layout

Simply examining the exterior of the average shop in the Imperial City will not necessarily reveal the status of the occupant. Most of the buildings, whether for the poor or the wealthy, look very similar on the outside. The main difference is the number of occupants and perhaps the quality of furnishings.

Poor commoners will generally have to share a building with multiple families, often with each family occupying a separate floor. Wealthier families however may have the entire building to themselves with the first floor used as a store front, the second floor having the main living space and kitchen, the third floor used for sleeping and the fourth floor (if any) used for servants. Even the poorer folk may have one or two servants to help with day-to-day chores, cleaning, cooking, etc.

As a visitor to the Imperial City, you may find yourself walking past rows of shops. Such buildings have a large window with two horizontal wooden shutters that are closed at locked at night. During the day, the lower shutter folds out and down into the street with two leg supports to act as a show table for merchandise. The upper shutter lifts out and up to act as a overhead shade and to protect against bad weather. Merchants and craftsmen can be seen within the interior room busily working on their orders aided by an apprentice or two.

Against the far wall are two doors. One door is locked and leads to the office space for the shop where the books and ledgers are kept, sales are recorded and the iron lock box containing the stores wealth and receits is often bolted to the floor. The other door leads to a small storage space with stairs leading to the upper floors and a back door leading out into the common space. The common space is generally shared with the other buildings on the block and includes private gardens for simple herbs and vegetables and perhaps a privy (outhouse) and storage sheds depending on the wealth of the merchant.

Following the stairway up to the second floor, one comes to the space known as the "solar." The solar is simply the main living area and contains a number of wooden benches, a trestle table, storage chests and cupboards for eating utensils, cups and plates. Furnishings are generally very simple in construction and made from wood. Rarely there might be a family heirloom piece or perhaps a handcarved piece used as the wife's dowery. Most of the activity in this room will be centered around the central fireplace which provides the sole source of heat within the building. Oil lamps may also hang along the walls but these are only lit after the sun has completely set.

Just off the solar is the kitchen which shares the double-sided fireplace with one side facing the solar and the other side facing the kitchen. The kitchen contains a number of items necessary for the family. A large barrel of fresh water, which is filled daily from the nearby well or cistern by one of the family servants, is kept in this room. Next to that may be a barrel containing pickled or salted meats and next to that is the cloth lined tub containing water with a few fresh fish or eels for the days meal.

Food is generally eaten fresh and so the goodwife or her servant or older children will be required to purchase the food used for the day early in the morning. Breads are often the main staple of the diet which is washed down with good beer, ale or even wine. Most families will eat meat only rarely and then generally are limited to cheaper cuts. Meat is often ground and served with a thick sauce in a stew with a few vegetables. Fruit is also a rarity though apples and cherries are easy to come by.

Sleeping quarters on the upper floors are quite sparse. Only the husband and wife will have a bed which is made of wood with a rope lattice to support the stuffed mattress. Children and servants will generally sleep on a stuffed matt on the floor. Other than the bedding, the only other furnishing will be perhaps a few chests for storing extra linens or clothing and a table with a basin and pitcher of water for washing up. Most family members will only have one set of clothing which is laundered infrequently. A few simple oil lamps will be the only source of light within the sleeping areas. Candles are sometimes used but only the inexpensive ones made from animal fat. The more expensive beeswax variety are reserved for the local church or temple.
Rhineglade

08-16-07, 12:56 PM
Law Enforcement

Naturally, a strongly lawful society will have not only a strictly enforced set of legal statutes but also an active "police" force to patrol the streets and ensure the general peace. Most of the population of the Imperial City is Lawful Neutral in nature meaning that they both recognize and respect the authority of the civic government and abide by its law. However, an increasingly active faction of Lawful Evil and even Neutral Evil exists within the local authority which has a direct impact on the overall nature of the law.

As a general rule of thumb, visitors are granted some leeway within the city walls. As long as they do not affect the freedoms of others, they will likely be ignored by the Civitas (the local watch) as long as they maintain a low profile and do not stir up trouble and disorder. This is not to say that their movements, out in the open at least, will not be observed by the Imperial Spy Network which is strongly active.

Ignorance of the local law is also never accepted as an excuse. The Civitas and the ruling government expects all visitors and citizens to take it under their own intiative to understand the general legal code. Basic right and wrong is always a given, even in a community with neutral and evil tendencies. This is not to say that the local Thieving Guild doesn't try to test the limits but most locals agree that if there are no witnesses then no crime exists.

Use of magic is likewise greatly limited within the city. Overtly destructive spells like fireball or meteor storm are forbidden and will be punished under the full extent of the law. More subtle spellcraft, however, particularly those of a protective nature are more permissible. Unlike other communities, wizards are operate under more of an open presence, particularly since the Ruling House of Silverfyre are known for their wizardry and support of the Arcane Academy.
Rhineglade

08-17-07, 12:43 PM
Thieves Guild

Perhaps it is inevitable whenever a large number of people dwell together or perhaps it is a result of the disparity between the noble and the commoner but even in a lawfully aligned city, but it seems every large community attracts a corresponding number of thieves. The Imperial City is no different.

Representing a more chaotic element, the Thieves Guild operates in secrecy with a hand in just about every illegal operation. Pickpocketing and petty thievery remain the main goal of the organization but over the years, the Guild leadership has expanded into a number of equally profitably ventures. Forgery, extortion, bribery, blackmail and even kidnapping are not beneath the Guild. Only murder is generally outside the guild's operation as this tends to fall within the jurisdiction of the rival Assassins Guild.

Whether the Empress and her Secret Police are aware of the Thieves Guild is unclear. Certainly, the Imperial Court is at least aware of the underground operations but perhaps are unaware of the full extent of the guild's operatives or even the location of their various hideouts. It would be within the best interest of the Thieves Guild to remain outside of government interference as much as possible.

Methods of stealth, covert operations, hidden signals and a complex set of unspoken modes of communication all add to the guilds ability to avoid detection. The thieves are well aware that there is an inherant risk involved in their chosen profession and therefore are willing to tempt fate as it were. It would not be out of the realm of possibilities for the Guild to maintain their own spy network hidden throughout the Imperial Court and even the Constabulary in order to always remain one step ahead of the law.

The Guildmaster of the Thieves Guild is a notorious rogue by the name of Bilbus Undertow (NE male human, Rog 16) who has grown quite wealthy over the years and supports a large following of hirelings and henchmen who often serve as proxies for their master.
Rhineglade

08-18-07, 02:18 PM
Assassins Guild

Though officially an underground operation, the local Assassins Guild receives secret funding from the Empress herself. When it becomes necessary for the Empress or her political allies to eliminate some threat, the government contact within the guild is sent to dispatch a notice to arrange meetings. Sometimes, it has proven to be far easier and more efficient to follow the route of political assassination rather than proceeding through regular legal channels.

Few are even aware of the Assassins Guild's existance and even fewer still are entirely aware of the guild's exact membership or extent of influence. In truth, the members of the Assassins Guild hold quite a bit of influence, particularly within the higher social circles. Having a direct connection to the Imperial Throne certainly helps in this regard.

A number of specialist Royal Assassins are held on retainer at the service of the Imperial Family and handle only the most sensitive of operations. Missions are never without risk. Therefore to protect itself the guild is organized in such a fashion that if one of its membership should ever fail, and the assassin was captured, they would never be able to reveal the names of all guild assassins as all membership is arranged in semi-autonomous cells. None of these cells maintain direct contact with more than one or two other individuals as a protection for anonymity.

Although the Assassins Guild is thought to be small compared to the larger Thieves Guild, the membership of the Assassins Guild is known to have far greater influence within a number of civic affairs. Of course, betrayal of the Guild or even errors in judgement are rarely tolerated and often met with the death of the offender.

The Guildmaster of Assassins is Roya Shadowkeeper (NE female human, Rog 9/Asn 9) though she is thought to be more of a political figurehead. The true makeup of guild leadership is unknown or at least not discussed outside of protective circles.
Rhineglade

08-19-07, 10:20 AM
Roya Shadowkeeper
Guildmaster of Assassins
NE Medium Humanoid (human)
Rog 9/Asn 9
Init: +8 Senses: Listen +4, Spot +4
[b]Languages: Common, Infernal, Orcish
AC: 24 (+4 Dex, +6 armor, +4 deflection), touch 18, flat-footed 24 (Dodge, Mobility)
HD: 9d6+27 plus 9d6+27 (131 hp)
Fort: +9 Ref: +13 Will: +9
Speed: 30 ft. (6 squares)
Melee: +16/+16/+11/+6 short sword (1d6+4, 19-20/x2)
Melee: +14/+9/+4 dagger (1d4+2, 19-20/x2, plus poison)
Ranged: +17/+12/+7 short bow (1d6, x3)
BA/Grp: +12/+13
SA: Sneak attack +10d6, death attack (DC 21), poison use
Atk Options: Blind-Fight, Combat Reflexes, Spring Attack
Assassin Spells Known (CL 9th)
4th (2/day): dimension door, glibness, greater invisibility
3rd (3/day): deep slumber (DC 21), deeper darkness, find the gap*, misdirection
2nd (4/day): alter self, pass without trace, spider climb, undetectable alignment
1st (4/day): detect poison, ghost sound, obscuring mist, true strike
*= indicates spell from the Spell Compendium
Abilities: Str 12 Dex 19 Con 16 Int 15 Wis 13 Cha 14
SQ: trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, +4 save against poison, hide in plain sight, spells
Skills: Bluff +18, Climb +4, Decipher Script +5, Diplomacy +14, Disable Device +19, Disguise +9, Escape Artist +13, Forgery +14, Hide +31, Intimidate +14, Knowledge (history) +7, Knowledge (local) +9, Listen +4, Move Silently +21, Open Lock +10, Perform (sing) +8, Perform (wind instrument) +8, Search +14, Sense Motive +13, Spot +4, Use Magic Device +14
Feats: Blind-Fight, Combat Reflexes, Dodge, Endurance, Improved Initiative, Iron Will, Mobility, Spring Attack
Possessions: +3 speed short sword, dagger of venom, +4 improved shadow leather armor, +4 ring of protection, amulet of proof against detection and location, potion of neutralize poison, scroll of clairaudiance/ clairvoyance, masterwork long bow, quiver of 20 arrows, thieve's tools, vial of carrion crawler brain juice poison (3 applications), vial of purple worm poison (2 applications).

Roya Shadowkeeper is the cunning and ruthless Guildmaster of Assassins within the Imperial City. She is thought to actually share power with a number of associates within the guild whose identities are unknown but she tends to act as the "frontman" when required.

Somewhat plain in overall appearance, Roya masters the art of stealth and disguise. She often blends in with the crowd in order to move about unobserved as she gathers information. Stubborn and strong-willed, Roya is a consummate professional and has never failed before at her appointed task. She rarely takes on new assignments these days however preferring to remain along the sidelines directing the new generation that will one day replace her. She appears meek and kindly but she is a truely evil and vindictive personality.

Roya has long had a sweet and pleasant singing voice which she uses in her preferred disguise as a minstrel. One of her favored modus operundi was to play her flute, accompanied with dramatic gestures to mask her spell casting ability. She would cast deep slumber upon her target before moving in for the kill.

Roya Shadowkeeper is a human female. She has long, curley black hair now streaked with gray and light blue eyes. She has fair skin and stands 5'7" weighing 115 pounds. Her slight appearance often allows her to trick her opponent into thinking her less of a threat which often turns out to be the last mistake they ever make. Roya is 49 years of age.
Rhineglade

08-20-07, 12:36 PM
Faiths of Caerwyn

Amani
goddess of healing, wisdom and justice
Alignment: Lawful good
Worshiper's Align: LG, LN, NG, CG
Domains: Healing, Protection, Community
Favored Weapon: Heavy mace

Duranil
god of commerce, merchants, thieves, messengers
Alignment: Neutral
Worshiper's Align: Any
Domains: Travel, Protection, Commerce, Trickery, Pact
Favored Weapon: Short sword

Molghur
god of death, afterlife, fatalism, funerary rites
Alignment: Lawful neutral (evil tendencies)
Worshiper's Align: LN, LE, NE, N
Domains: Death, Repose, Undeath, Darkness
Favored Weapon: Scythe

Tourach
god of war, tyranny, oppression
Alignment: Lawful evil
Worshiper's Align: LE, LN, NE
Domains: War, Strength, Tyranny
Favored Weapon: Battleaxe
Rhineglade

08-21-07, 06:01 PM
Basilica of Final Judgement

Northeast of the Summer Palace is an ornate temple structure known as the Basilica of Final Judgement, a worship place dedicated to Morghul, the god of the dead. The structure itself is crafted of large gray stones and takes on an overall appearance more like a mausoleum than a church.

Dreary and imposing, the basilica ranks second within the church hierarchy just after the Basilica of Abbeyvale, the seat of the Prelate of Celynnen. The Basilica of Final Judgement was built upon the ruins of a outdoor amphitheatre before the Imperial City expanded northward across the shores of the lake. The Archbishop of Morghul wished to expand his sphere of influence with his church and ordered the building of one of the more impressive religious structures within the Grand Empire.

Originally founded as a Cathedral, the church was elevated to Basilica status upon the aquisition of a number of unholy relics dedicated to the god of death. The church became one of the most important shrines in honor of their deity and is the destination of pilgrims and necromancers throughout the World of Pentarch. The official dedication of the Basilica and the adjacent Clerical Palace was presided over by Prelate Gorna I in 324.

The entire exterior of the structure is heavily decorated in bas-relief, carvings and religious statuary. Twelve niches line the west and east exterior, each containing icons and statues of previous Archclerics of Caerwyn. Passing through the massive iron doors that guard the entrance, the faithful enter a simple narthax of polished white and black marble lending a rather austere feeling to the mortal visitors. The lengthy nave beyond is likewise made of similar marble and lined on both sides to the right and left with massive columns that support the stone roof. Geometric patterns of mosaic tiles decorate the walls leading up to the apse at the opposite end of the basilica. A rich, blood red canopy of silk and gold hangs over the main altar near the throne of red marble dedicated to the presiding Archcleric.

Six small oratories are accessible along each of the side walls for private devotions. A simple stone cloister lies just to the east of the Basilica connecting the church to the Clerical Palace of the Archcleric of Caerwyn. The current Archcleric is Quirian II (LE male human, Clr 16).

Sacred tombs of former Emperors and Empresses can be found below the Basilica in the underground Crypt Chapel, a site off limits to all save for the clerical staff and members of the Imperial Family. It is widely believed that powerful undead guardians prowl the Crypt Chapel protecting the tombs from would-be grave robbers. Or perhaps these very same grave robbers are slain by the temple staff and animated as mindless undead to guard their former treasure for eternity.
Gilgalad

08-21-07, 08:46 PM
that totally rocks! very descriptive.
Rhineglade

08-22-07, 12:56 PM
Archcleric Quirian II
LE Medium Humanoid (human)
Cleric 16 of Molghur
Init: +3 Senses: Listen +5 Spot: +4
Languages: Common, Dwarf, Goblin, Infernal
AC: (-1 Dex, +9 armor), touch 9, flat-footed 18
HD: 16d8 (83 hp) (Endurance)
Fort: +10 Ref: +4 Will: +14
Speed: 20 ft. (4 squares)
Melee: +15/+10/+5 scythe (2d4+3, 19-20/x4)
Melee: +12 touch (spell)
BA/Grp: +12/+12
SA: Command/rebuke undead (6/day)
Atk Options: Blind-Fight, Combat Expertise
Cleric Spells Prepared (CL 16)
8th: antimagic field, create greater undead*, [i]firestorm (DC 22)
7th: control weather, destruction* (DC 21), infernal transformationª, withering palmª (DC 21)
6th: harm (DC 20), heal, prying eyesª*, word of recall
5th: commune, darkboltª* (DC 19), dispel good (DC 19), summon monster V, true seeing
4th: cure critical wounds, death ward*, divine power, imbue with spell ability, neutralize poison, tongues
3rd: black lightª*, dispel magic (x2), mass aidª, protection from energy, summon undead IIIª, unholy stormª
2nd: bull's strength, cure moderate wounds, death knell*, divine interdictionª, enthrall (DC 16), hold person (DC 16), zone of truth
1st: bane, cause fear*, death watch, detect good, entropic shield, nightshieldª, protection from good
0: create water, detect magic, detect poison, mending, purify food & drink, read magic
*= indicates Domain Spell
ª= indicates spell from the Spell Compendium
Abilities: Str 11 Dex 9 Con 10 Int 16 Wis 19 Cha 17
SQ: aura of evil, command undead, domain spells, spontaneous casting, spells.
Skills: Concentration +9, Decipher Script +5, Diplomacy +12, Heal +13, Intimidate +7, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +5, Profession (mortician) +13, Ride +2, Sense Motive +10, Spellcraft +12.
Feats: Blind-Fight, Combat Casting, Combat Expertise, Endurance, Improved Critical (scythe), Improved Initiative, Martial Weapon Proficiency (scythe), Scribe Scroll
Domains: Death and Darkness
Domain Powers: Blind-Fight free feat; death touch (1/day, roll 16d6 on successful melee touch, if result is equal or greater than target's hp, target dies (no save) ).

Possessions: +3 wounding scythe, +4 breastplate armor, scroll of unhallow, scroll of planar ally, scroll of remove disease

Once a vital and energetic proponent for the Morghul faith, Archcleric Quirian, now an aging and cantankerous man, has grown paranoid over the years and trusts no one. Suspicious of his colleagues and looking for plots at every opportunity, Quirian tends to remain secluded within his Clerical Palace for much of the time emerging infrequently to tend to religious matters.

The Archcleric has grown thin and frail in appearance with ashen skin and thinning, white hair. If one didn't know him, one might swear him to be one of the walking undead due to his cadaverous features. He generally wears heavy, flowing robes of black, purple and gray while leaning on his magical scythe, the symbol of his office.

Archcleric Quirian is a human male standing 5'10" and weighing 150 pounds. He is 59 years of age.
Rhineglade

08-23-07, 09:55 AM
http://www.legendsofhyerune.com/PentarchMTG/Imperial_City
Rhineglade

08-24-07, 12:41 PM
Districts of the Imperial City

Artisans District
The largest district within the Old City along the south shores of Lake Maelir, the Artisans District is home to craftsmen of all sorts. This is primarily the region of the hard-working manufacturing folk crafting everything from leather goods and footware to weaponry and fine art objects. The Artisans District is also the location where many of the entertainers are found.

The Artisans District also includes the Low Market, a public square crowded with carts, booths and tents selling all manner of goods. The items available here tend to be on the less expensive side.

Foreigners District
As the name suggests, the Foreigners District is home to most of the newcomers to the city. A great many of the folk here are from the northern provinces of Aerona. Even travelers from farther distant shores will come to settle in Caerwyn and are generally directed to this district. Although located in the New City along the northern shore, the Foreigners District remains one of the more impoverished districts of the Imperial City.

Government District
Considered the hub of the city, the Government District is the main power center of Caerwyn. Located in the New City, the Government Distict is not only the home of the Summer Palace of the Imperial Family, but also most of the administrative buildings, the Palace of Justice, the Guild Hall and many of the privately held ambassadorial residences.

Island District
The Island District is formed from the multiple islands within Lake Maelir and divide Caerwyn into the New City to the North and the Old City to the South. The Island District is a mesh of all manner of offerings from the Imperial Prison to the Imperial Amphitheatre. Each of the many islands are connected through a series of wood and stone bridges allowing foot, cart and horse traffic to move from one section to another. A number of these bridges are counterbalanced allowing them to be raised and lowered to allow boat traffic to sail between the lake and the Imperial Canal.

Many of the city's wealthier merchant class maintain homes within this district and along the bridges themselves as water and waste disposal are a matter of convenience.

Merchant District
The Merhant District is one of the growing power centers within the Imperial City. Located within the heart of the New City, the Merchant District is home to a wealthy class dealing with mostly non-manufactured goods like foodstuffs, raw materials, textiles, etc. The High Market is often the place to go for top-of-the-line items as well as an abundance of food products. The local farmers will set up temporary stalls to sell any surplus.

Noble District
Perhaps the most exclusive region of the city, the Noble District contains few public buildings. Rather it is a tree lined area of parks and stately mansions and palaces. Lesser members of the Imperial Family and even distant cousins maintain a number of townhomes and palaces here. The streets are heavily patrolled by the Constabulary and crime is at a minimum.

Peasant District
Arguably the least desirable location within the Imperial City, the Peasant District is home to the least influential citizens. Most of the structures are little more than hovels. Poverty, crime, disease and filth are a constant threat. The city Necropolis where the dead are buried is located along the southern edge of the district. One of the narrow canals that flows through the Old City also opens up into a sizable pond and is stocked with a number of fish.

Scholars District
Considered the local "think-tank," the Scholars District is home to not only the wizard school but also Caerwyn College. Some of the more liberal folk tend to dwell within this region. The district is likewise home to a number of sages and scholars studying a wide variety of subjects. The area tends to be more sedate compared to the more busy districts.

Waterfront District
The Waterfront District is the location of the shipyards and the Imperial Navy. Large sailing vessels and barges are coming and going throughout the day unloading goods as well as visitors. This region is home to most of the city warehouses where raw materials and merchant goods are stored.
Rhineglade

08-25-07, 05:30 PM
The City Canals

When the Imperial City expanded across Lake Maelir forming the "New City" and the "Old City," the Imperial Court in its formative wisdom issued a decree to construct an ambitious public works project. Thousands of day laborers were constripted to begin digging what would become the City Canal System.

The entire city is lined with manmade waterways that vary in width from ten feet to 20 feet and roughly twelve to fifteen feet deep through its length. The canals crisscross one another at varying points. Stone bridges cross the canals at major intersections when the canals bisect one of the major roadways.

The purpose of the City Canals is to serve multiple functions. Though not intended to be used as drinking water, the canals are a way for the city residents to dispose of waste products in an efficient manner. Waste dumped into the canals would be eventually emptied into the lake through the movement of the natural current. Second, the Church of Duranil, the god of commerce, was heavily involved in the initial planning and financing stages as they saw such a system as being ideal for moving goods and materials quickly from one part of the city to another. Small transport ships could float down the canals bypassing the more heavy traffic on the city streets. Pedestrians could also use the canal system if they were in a hurry though such usage is not without a price.

Small personal transport in the form of gondolas manned by a one-man crew hire their services daily at a rate of 5sp a head per trip. The gondolas can also take passangers from one side of the Lake to the other though such travel is not normally as quick or efficient as using one of the ferry boats. The ferry boats remain solely on the lake and do not enter the canal system. Using a ferry requires the passanger to pay a fee of 5cp.
Rhineglade

08-26-07, 09:36 AM
Average Merchant/Craftsman, 1st level expert;
N Medium Humanoid (human); Init: +1; Senses: Listen +2, Spot +4; Languages: Common; AC 11, touch 11, flat-footed 10; HD 1d6 (5 hp); SV Fort +0, Ref +0, Will +2; Speed 30 ft (6 squares); Melee +0 dagger (1d4, 19-20/x2); BA/Grp +0/+0; Str 10, Dex 12, Con 11, Int 10, Will 11, Cha 11; Skills: Appraise +4, Concentration +4, Craft (any one) +7, Diplomacy +2, Listen +2, Profession (any one) +4, Sense Motive +4, Spot +4; Feats: Negotiator, Skill Focus (craft); Possessions: dagger, work-related tools, 2-8cp, 1d6sp

Average Peasant, 1st level Commoner;
N Medium Humanoid (human); Init: +0; Senses: Listen -1, Spot -1; Languages: Common; AC 10, touch 10, flat-footed 10; HD 1d4 (4 hp); SV Fort +1, Ref +0, Will -1; Speed 30 ft (6 squares); Melee +0 dagger (1d4, 19-20/x2) OR +0 club (1d6, x2); BA/Grp +0/+0; Str 11, Dex 10, Con 12, Int 10, Will 9, Cha 8; Skills: Climb +2, Craft (any one) +6, Handle Animal +3, Ride +2; Feats: Animal Affinity, Skill Focus (craft); Possessions: dagger or club, 1d6cp, 1d4sp

Average City Watch, 1st level warrior;
LN Medium Humanoid (human); Init: +1; Senses: Listen +1, Spot +1; Languages: Common; AC 15, touch 11, flat-footed 14; HD 1d8 (6 hp); SV Fort +2, Ref +0, Will +0; Speed 30 ft (6 squares); Melee +3 halberd (1d10+2, x3); Ranged +2 light crossbow (1d8, 19-20/x2); BA/Grp +1/+2; Str 13, Dex 12, Con 11, Int 10, Will 9, Cha 8; Skills: Climb +3, Intimidate +0, Jump +3, Listen +1, Ride +3, Spot +1; Feats: Alertness, Weapon Focus (halberd); Possessions: halberd, light crossbow, quiver with (10) crossbow bolts, chainshirt armor, helmet, 2-8cp, 1-4sp.
Rhineglade

08-26-07, 03:44 PM
Average Bureaucrat/Diplomat, 1st level expert
LN Medium Humanoid (human); Init: +0; Senses: Listen +4, Spot +3; Languages: Common, (Draconic, Goblin or Orc); AC 10, touch 10, flat-footed 10; HD 1d6 (5 hp); SV Fort +0, Ref +0, Will +2; Speed 30 ft (6 squares); Melee +0 dagger (1d4-1, 19-20/x2); BA/Grp +0/-1; Str 9, Dex 10, Con 11, Int 12, Will 11, Cha 13; Skills: Bluff +5, Decipher Script +5, Diplomacy +8, Knowledge (local) +5, Listen +4, Profession (bureaucrat) +4, Sense Motive +4, Speak Language (choose one: Draconic, Goblin or Orc), Spot +3 ; Feats: Skill Focus (Diplomacy), Weapon Finesse; Possessions: dagger, 1-6cp, 2d8sp, 1d4gp.

Average Noble, 1st level expert
LN Medium Humanoid (human); Init: +4; Senses: Listen +3, Spot +3; Languages: Common, Infernal; AC 14, touch 10, flat-footed 14; HD 1d8 (7 hp); SV Fort +0, Ref +0, Will +4; Speed 30 ft (6 squares); Melee +1 heavy mace (1d8+1, x2) OR +1 short sword (1d6+1, 19-20/x2); Ranged +0 short bow (1d6,x3); BA/Grp +0/+1; Str 12, Dex 10, Con 11, Int 13, Will 11, Cha 10; Skills: Craft (choose one: calligraphy, weaving or weaponsmithing) +2, Diplomacy +4, Intimidate +3, Knowledge (history) +3, Knowledge (nobility and royalty) +3, Listen +3, Ride +4, Spot +3; Feats: Improved Initiative, Iron Will; Possessions: heavy mace or short sword, short bow, quiver with (20) arrows, chain shirt armor, 3-12cp, 3-18sp, 2-12gp, 0-3 pieces of jewelry (valued at 50gp each).
Rhineglade

08-27-07, 10:33 PM
The Constabulary

Routine matters of law enforcement within the Imperial City are the jurisdiction of the Constabulary of Caerwyn, a force of men-at-arms under the leadership of the Lord Constable, a member of the Imperial Court. The Constables are each in their own right capable fighters who continuously patrol the city streets ensuring that peace is observed.

These officers of the law are identified by their red colored helmets decorated with a white plume as well as a red and gold tabbard worn over the armor. Constables patrol in units of 2-6. Units of 5-6 are also 60% likely to have a Sergeant in command. Units of 5-6 are also 25% likely to have a Sergeant-at-Arms with a war dog in addition to the Sergeant.

Constable, 2nd level fighter
LN Medium Humanoid (human); Init: +2; Senses: Listen +2, Spot +2; Languages: Common; AC 18, touch 12, flat-footed 16; HD 2d10+2 (18hp); SV Fort +4, Ref +2, Will +0; Speed 20 ft (4 squares); Melee +4 morningstar (1d8+1, x2); Ranged +4 light crossbow (1d8, 19-20/x2); BA/Grp +2/+3; Str 12, Dex 14, Con 13, Int 10, Will 11, Cha 9; Skills: Climb +3 (-1*), Gather Information +1, Handle Animal +2, Intimidate +3, Jump +4 (+0*), Listen +2, Search +2, Spot +2, Swim +3 (-1*) ; Feats: Alertness, Investigator, Run, Weapon Focus (morningstar); Possessions: Morningstar, light crossbow, quiver with (10) crossbow bolts, scale mail armor, helmet, heavy wooden shield, 2d6cp, 2d6sp.

Sergeant, 3rd level fighter
LN Medium Humanoid (human); Init: +2; Senses: Listen +3, Spot +3; Languages: Common; AC 18, touch 12, flat-footed 16; HD 3d10+3 (25hp); SV Fort +4, Ref +3, Will +2; Speed 20 ft (4 squares); Melee +5 morningstar (1d8+1, x2); Ranged +5 light crossbow (1d8, 19-20/x2); BA/Grp +3/+4; Atk Options: Point Blank Shot; Str 13, Dex 14, Con 13, Int 10, Will 12, Cha 10; Skills: Climb +4 (+0*), Gather Information +2, Handle Animal +3, Intimidate +4, Jump +6 (+2*), Listen +3, Search +2, Spot +3, Swim +4 (+0*) ; Feats: Alertness, Investigator, Point Blank Shot, Run, Weapon Focus (morningstar); Possessions: Morningstar, light crossbow, quiver with (10) crossbow bolts, scale mail armor, helmet, heavy wooden shield, 2d6+2 cp, 2d6+2 sp

Sergeant-At-Arms, 4th level fighter
LN Medium Humanoid (human); Init: +2; Senses: Listen +3, Spot +3; Languages: Common; AC 17, touch 12, flat-footed 15; HD 4d10+4 (32hp); SV Fort +5, Ref +3, Will +2; Speed 20 ft (4 squares); Melee +6 morningstar (1d8+3, x2); Melee +5 glaive (1d10+2, x3); Ranged +6 light crossbow (1d8, 19-20/x2); BA/Grp +2/+3; Atk Options: Point Blank Shot; Str 13, Dex 15, Con 13, Int 12, Will 12, Cha 11; Skills: Climb +8 (+3*), Gather Information +2, Handle Animal +7, Intimidate +7, Jump +6 (+1*), Listen +3, Search +3, Spot +3, Swim +6 (+1*) ; Feats: Alertness, Investigator, Point Blank Shot, Run, Weapon Focus (morningstar), Weapon Specialization (morningstar); Possessions: Morningstar, glaive, light crossbow, quiver with (10) crossbow bolts, chain mail armor, helmet, dog whistle, 2d6cp, 2d6sp, war dog.

War Dog
N Medium Animal; Init +2; Senses: low-light vision, Listen +5, Spot +5; AC 16, touch 12, flat-footed 14; HD 2d8+4 (13 hp); SV Fort +5, Ref +5, Will +1; Speed 40 ft (8 squares); Melee +3 bite (1d6+3); BA/Grp +1/+3; Space/Reach 5 ft/5 ft; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6; SQ low-light vision, scent; Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1**; Feats: Alertness, Track.
The war dog obeys only the commands of its master, the Sergeant-at-Arms. The war dog knows the commands Heel, Sit, Stay, Attack, Guard, Come and Track.

*= indicates an adjusted skill bonus when wearing armor.
**= war dogs have a +4 racial bonus on Survival checks when tracking by scent.
Otava

08-28-07, 10:45 PM
I really like what you have posted and enjoy reading along. I am definitely in awe. Great job.

What is the relationship between the Constables and the Thieves and Assassins Guilds? Might be a very interesting conflict.
Rhineglade

08-29-07, 12:51 PM
Interesting question. I see it as the traditional "cops and robbers" type of thing. Obviously, the thieves know about the Constables and how best to avoid their prying eyes. The Constabulary is certainly aware of the existance of these underworld operations but they are limited in some respects on what they can do about it.

The Constabulary has traditionally been a "reactive" force rather than a "proactive" force. In other words, they will maintain peace and arrest wrongdoers but generally do not focus on crime prevention in the traditional sense. They lack the manpower to set up "sting" operations or other such covert activity. Such operations generally fall within the realm of the Imperial Secret Police whose main duty is to serve the ambitions of the Empress rather than actual law enforcement.

Furthermore, few folk within the city are entirely aware of every location of the guild hideouts and bases of operation. Even if they were, such locations are known to move from time to time simply to avoid such interference by the law or other meddlesome do-gooders. The thieves and assassins are likewise skilled at moving unseen and unnoticed. Many are masters of disguise and confusion and are capable of avoiding detection.

Although not all Constables are entirely law abiding citizens themselves as a very small minority are "on the take" so to speak, the majority of them are dedicated civil servants. If given the opporunity, the Lord Constable would like nothing but to place both guilds under house arrest and return the city to a state of law and order.
Rhineglade

08-29-07, 05:34 PM
Neala Hesterwine, Lord Constable of Aerona
LN Medium Humanoid (human)
Fighter 13
Init: +4 Senses: Listen +5, Spot +5
Languages: Common, Draconic
AC: 23 (+9 armor, +4 natural), touch 10, flat-footed 23
HD: 13d10+39 (121 hp)
Fort: +8 Ref: +7 Will: +6
Speed: 20 ft. (4 squares)
Melee: +22/+17/+12 trident (1d8+9, 19-20/x2)
Melee: +22/+17/+12 heavy mace (1d8+9, x2)
Ranged: +13/+8/+3 composite longbow (1d8+3, 19-20/x3)
BA/Grp: +13/+20
Atk Options: Power Attack, Cleave, Great Cleave, Blind-Fight, Improved Sunder
Abilities: Str 25 Dex 10 Con 17 Int 12 Wis 14 Cha 15
Skills: Climb +12 (+5*), Craft (blacksmithing) +6, Diplomacy +4, Gather Information +5, Handle Animal +7, Intimidate +8, Jump +12 (+5*), Knowledge (law) +2, Knowledge (local) +3, Listen +5, Ride +5, Search +4, Sense Motive +5, Spot +5, Survival +4, Swim +12 (+5*).
*= indicates adjusted skill bonus when wearing armor
Feats: Alertness, Blind-Fight, Cleave, Great Cleave, Improved Critical (composite longbow), Improved Critical (trident), Improved Initiative, Improved Sunder, Investigator, Power Attack, Weapon Focus (trident), Weapon Specialization (trident).
Possessions: +2 heavy mace, +3 splint mail armor, +4 amulet of natural armor, +5 belt of giant strength, oil of greater magic weapon (6) +2 arrows, (15) arrows, masterwork trident, composite longbow (+3), helmet.

Neala Hesterwine, the "Lord" Constable of Aerona, is an efficient and forthright servant of justice. Strictly by the book in her methods, Neala expects those under her command to respect the hierarchical leadership within the Constabulary and to carry out their duties with honor. Though Neala respects the Imperial Crown, she is not entirely devoted to the reigned Empress due to the current sovereigns penchant for evil. Neala certainly dislikes the Lord Chamberlain in any case as she has little tolerance for creatures of the Lower Planes.

Neala Hesterwine is a female human. She is slight in appearance standing 5'7" and weighing 128 pounds but her magical belt gives her giant-like strength which comes as a surprise to ruffians who seek to have their way with her. The Lord Constable has long, straight brown hair which she generally wears pulled back in a ponytail. She has a fair complexion and brown eyes. Neala tends toward introversion and enjoys her down time in the privacy of her personal quarters. Neala Hesterwine is 39 years of age.
Rhineglade

08-30-07, 12:51 PM
Imperial Secret Police

First established as an authentic political entity over 200 years ago, the Imperial Secret Police are an organization operated in semi-secrecy against internal threats to the state (ie. the sovereign). Their activites, which often involve threats, violence and acts of terror to suppress political opposition and dissent, are normally not made aware to the general population. Their primary purpose is simply to maintain the political power of the Imperial Court rather than uphold the rule of law, which is within the jurisdiction of the Constabulary.

The Secret Police technically answers only to the reigning sovereign and therefore is not subject to government regulation. They are not required to report their activities and generally do not do so, at least not in writing. This intentional oversight has lead to some problems in the past with the Imperial Secret Police acting without the Crown's direct orders but they are typically reined in before causing too much political fallout.

The Imperial Secret Police employs a number of methods to achieve their goals including the use of internal government spies and informants as well as civilians to root out potential threats. Blackmail, intimidation and torture are the routine of the day. A favored tactic is to provoke their opponents into performing some violent criminal act therefore allowing the Constabulary to move in and capture the opponent on a legitimate charge.

A deeply entrenched spy network is likewise used to monitor communications, intercept messages and the coercion of the friends and allies of the political target. Certainly magical means of scrying as well as detect thoughts are a valuable tool. The Secret Police often operates during the late hours between Midnight and Dawn and often removes people from their homes without any witnesses.

The actual number within the organization is unknown to any but the Empress. It is generally believed to be fairly small, perhaps 20-30 persons, as they rely heavily on the recruitment of outside forces for information. The current head of the Imperial Secret Police is Maulgrim (NE male human, Wiz 8/Rog 7).
Rhineglade

08-31-07, 12:58 PM
Maulgrim (CR 15)
Chief of the Secret Police
LE Medium Humanoid (human)
Wizard 8/Rogue 7
Init: +3 Senses: Listen +11, Spot +6
[b]Languages: Common, Draconic, Goblin, Infernal
AC: 21 (+3 Dex, +4 armor, +4 natural), touch 13, flat-footed 21 (Dodge)
HD: 8d4+8 plus 7d6+7 (69 hp) (Endurance)
Fort: +4 Ref: +7 Will: +8 (Evasion)
Speed: 30 ft. (6 squares)
Melee: +11/+6 short sword (1d6+2, 19-20/x2)
Ranged: +12 light crossbow (1d8, 19-20/x2)
BA/Grp: +9/+9
SA: Sneak attack +4d6
Atk Options: Combat Reflexes
Mana Points per Day: :u:
Wizard Spells Known (CL 8th)
4th- scrying, silent still detect thoughts (DC 17)
3rd- clairaudience/clairvoyance, dispel magic, hold person (DC 16), silent invisibility
2nd- darkness, darkvision, fog cloud, still silent image (DC 15)
1st- comprehend languages, detect secret doors, disguise self, shocking grasp
0- detect magic, detect poison, open/close, read magic
Abilities: Str 10 Dex 16 Con 13 Int 17 Wis 14 Cha 15
SQ: trapfinding, trapsense +2, evasion, uncanny dodge, spells
Skills: Bluff +16, Climb +4, Concentration +16, Decipher Script +7, Diplomacy +12, Disable Device +7, Disguise +8, Escape Artist +7, Forgery +7, Gather Information +6, Hide +12, Intimidate +16, Jump +4, Knowledge (acana) +18, Knowledge (local) +10, Listen +11, Move Silently +12, Open Lock +9, Search +7, Sense Motive +14, Spellcraft +18, Spot +6
Feats: Combat Casting, Combat Reflexes, Dodge, Endurance, Persuasive, Scribe Scroll, Silent Spell, Still Spell

Possessions: +2 short sword, +4 bracers of armor, +4 amulet of natural armor, boots of elvenkind, scroll of greater invisibility, scroll of dimension door, potion of neutralize poison, light crossbow, quiver with (10) crossbow bolts, thieve's tools

Maulgrim is one of the most trusted servants of the Empress serving Her Majesty as the Chief of the Imperial Secret Police. Unscrupulous to the extreme, Maulgrim has a highly focused mind and is skilled in the art of spying and obtaining information. He will rarely act directly perferring to use one of his subordinates or a willing, or even unwilling, associate.

Maulgrim typically dresses plainly and easily blends into the crowd. His glasses give him a rather studious appearance but beneath this exterior is the heart of a cold-blooded fiend.

Maulgrim is a male human. He stands at 5'11" and weighs 168 pounds. He has tanned skin, brown hair and brown eyes. The Chief of the Secret Police has few distinguishing features though he does possess a tatoo of a coiled serpent on his left shoulder. Maulgrim is 36 years of age.
Rhineglade

09-01-07, 11:10 AM
The Underdeeps

Every major city has its sewers and seedy underbelly. The Imperial City has it in spades. The Underdeeps are a combination of natural tunnels and manmade sewers and cisterns that delve through the limestone deep beneath the city proper. The tunnels run deep enough to even underscore the lakebed and connect the two city halves.

The Underdeeps are mainly a system of sewers accessible through a series of manholes located throughout the streets of Caerwyn. The manholes are kept locked to prevent unauthorized access as well as to prevent the horrors below from emerging on an unsuspecting populace. Several otyughs scower the tunnels feeding on a seemingly endless supply of waste product.

The Underdeeps also contain several enormous cisterns that collect freshwater from the frequent rainfall and store it for future use. The cisterns are connected to the numerous public wells from which the citizenry may draw this essential liquid.

Overall, the Underdeeps are a foul smelling and dreary place. Cold and dank with no source of natural lighting, life below the streets is most difficult indeed. Even so, the Underdeeps occasionally serve as home or hideout to various creatures or factions from time to time. Escaped slaves often attempt to escape their life of misery through the Underdeeps only to become hopelessly lost or eaten by one of the sewerway's more monstrous inhabitants.

Secretive sects likewise find areas of the Underdeeps to be much to their likely as it allows them to conduct their often unholy acts with no disturbance from the Constabulary. Criminals may also seek temporary shelter in the Underdeeps to avoid prying eyes or plan their next move. Finally, the members of the Guild of Streetcleaners and Sewerways occassionally find it necessary to enter the Underdeeps to effect repairs to the overall infrastructure or to tend to possible "backup." A most unpleasant task to be sure.
Rhineglade

09-03-07, 07:12 AM
Business & Commerce

The heartblood of any thriving city is trade and the merchant class. It is generally believed that anything worth having can be had within the Imperial City. Of course, everything has its price and some of the more rare and exotic items can cost a small fortune but the simple fact that a consumer can come to one place for anything is an attractive feature of life in Caerwyn.

Here are some of the businesses that one can find:

alchemist
architect
armorer
baker
banker & moneychanger
barber
basketweaver
beer seller
blacksmith
bookbinder
bowyer (bow maker)
buckle maker
butcher
candlestick maker
carpenter
chandler (candle maker)
charcoal merchant
cheesemaker
cooper (barrel & crate maker)
cutler (makes knives and scissors)
ditch digger
dyer (applies color to fabrics)
embroiderer (applies decorative stitching to cloth)
entertainer
- actor
- acrobat
- dancer
- musician
- singer
- storyteller
fencemender
fishmonger
fletcher (arrow maker)
food merchant
fruit merchant
furniture maker
furrier
gemcutter
glassblower
glovemaker
guide
haberdasher (hat maker)
harness maker
hay merchant
healer
hedgewizard (minor magician)
herbalist
ink merchant
innkeeper
jewelsmith
lamplighter
laundress
lawyer
linen merchant
locksmith
metalsmith
- coppersmith
- brass smith
- bronzesmith
- goldsmith
- pewtersmith
- silversmith
- tin smith
miller
moneychanger
mortician & embalmer
oil merchant
old clothes dealer
painter
paper maker
pastrycook
plasterer
porter
potter
prostitute
purse maker
rat catcher
restaurantier
roofer
ropemaker
rugmaker
saddler
sage
salt merchant
scribe
sculptor
sharpener
shepherd
shoemaker
silk merchant
slaver
spice merchant
stonemason
tailor
tanner (leather maker)
tavern keeper
taxidermist
tinker (mends metal household items)
teacher or schoolmaster/mistress
teamster
trader
wainwright (wagon maker)
water carrier
weaponsmith
weaver
wheelwright
wine seller
wire & needlemaker
woodcarver
woodcutter
wool merchant
Gilgalad

09-03-07, 08:17 AM
Now that is what I call a comprehensive list! Glad to see you didn't forget the "butcher, baker and candlestick maker!" ;)
Rhineglade

09-04-07, 03:42 PM
The Sign of the White Hart

http://www.legendsofhyerune.com/PentarchMTG/whitehart.gif
The White Hart Inn & Tavern is one of the more prosperous establishments of its kind in the Imperial City and a favorite haunt of the adventurers and mercenaries that routinely pass through the city gates. Established almost eighty years ago, the White Hart has been in the Telford Family for several generations. The current propriator, Wyn Telford (LN male human, Exp 6) runs a clean operation known for its hearty brown ale.

The building itself, located in the Foreign District along Weathersford Lane, is a two-story structure of timber construction filled with daub and white washed to a marble-like finish. Above the front door, a large wooden sign displaying the image of a stylized white deer proclaims to the illiterate visitors that this is an inn of quality.

The building itself runs right up along the street. An open gateway passing through the structure leads back to the courtyard along with the stables with accommodations for up to 70 horses. Visitors on horseback must sometimes duck slightly as they pass through the carriageway. Sadly, one such guest failed to do so several decades pass and was killed as her head struck the overpass. It is rumored that her ghost haunts the inn to this day.

The main floor is divided into two sections by the carriageway. On the left side is the private quarters of the Innkeeper, his wife, their grown son and daughter-in-law, all of whom work at the inn. The right side is the main common section. Patrons entering the large wooden door way are greeted with the pleasant sights and smells of a cozy tavern. A large stone hearth brightly blazes during the cool evenings and customers are scattered about the many tables enjoying a stiff pint.

To the right of the doorway is a large stairwell presumably leading up to the sleeping area. A heavy wooden bar along with weathered casks of alcohol await in the far right corner. A separate doorway on the opposite wall leads out into the back courtyard and stable. Just beyond the bar area is a doorway into the small kitchen. Partially hidden by the staircase is another door along the right wall is another door which leads to a private dining and sitting area for the more wealthly customers who wish to have some privacy.

The second floor contains two common sleeping areas each with its own hearth. These rooms contain 12 simple beds along with a small wooden chest for personal effects. Guests wishing to spend the night are issued a key to the chest in order to lock up any valuables they wish to keep safe. The establishment does not assume any responsibility for lost or stolen items in any case.

The second floor also contains a number of semi-private and private sleeping rooms with similar furnishings, storage rooms and the upper floor of the owner's private dwelling. The White Hart also maintains an indoor privy (bathroom) upstairs that empties out into a cesspool in the basement level. The White Hart is one of the few inns within the Imperial City with such a facility adding to the inn's prestige.

The following staff can be found at the White Hart Inn & Tavern:

Wyn Telford, proprietor (LN male human, Exp 6)
Goodwife Twyla Telford (N female human, Exp 5)
Adam Telford, son, bartender (LN male human, Exp 3)
Glynnis Telfold, daughter-in-law, serving wench (LN female human, Com 2)
(2) Serving Wenches (N female humans, Com 1)
(1) Fema, Serving Wench (NE female human, Rog 4)
(2) Chambermaids (LN female humans, Com 1)
(1) Porter (N male human, Com 1)
(2) Grooms (N male human, Com 2)
(1) Scullery Maid (LN female human, Com 1)

NOTE: A load heavy crossbow is kept behind the bar at all times in case it is required.
Rhineglade

09-05-07, 12:58 PM
Wyn Telford
Owner of the White Hart Inn
LN Medium Humanoid (human)
Expert 6
Init: +0 Senses: Listen +5, Spot +5
Languages: Common
AC: 10, touch 10, flat-footed 10
HD: 6d6+6 (32 hp)
Fort: +5 Ref: +2 Will: +7
Speed: 30 ft. (6 squares)
Melee: +6 short sword (1d6+1, 19-20/x2)
Melee: +4 heavy crossbow (1d10, 19-20/x2)
BA/Grp: +4/+5
Abilities: Str 12 Dex 10 Con 13 Int 11 Wis 14 Cha 13
Skills: Appraise +9, Concentration +10, Diplomacy +10, Knowledge (local) +9, Listen +5, Profession (brewer) +11, Profession (innkeeper) +14, Spot +5, Swim +4
Feats: Great Fortitude, Martial Weapon Proficiency (short sword), Skill Focus (profession, innkeeper), Weapon Focus (short sword)
Possessions: short sword, heavy crossbow (kept under bar).

Wyn Telford, one of the prominent citizens within the Foreign District, is the current owner of the White Hart Inn & Tavern having inherited the establishment from his father over 20 years ago. Wyn, in turn, plans to pass the business on to his own son when the time comes.

Diligent yet friendly, Wyn is a popular character within the Inn and most folk within the area know him by name. With a dry sense of humor and a stern manner, one must get to know him in order to truly appreciate his skills and personality.

Wyn is a male human. His appearance makes him quite approachable as he resembles a "favorite uncle" in many respects. Standing 5'10" and weighing 240 pounds, Wyn is a rotund man with gray hair and beard and a widows peak. He is quick to smile and a skilled listener. He remains a serious businessman throughout the day however and expects his employees to share his strict-minded work ethic. Wyn is 59 years of age. Wyn is never without his favorite pipe and is often seen smoking is best tobacco.
Rhineglade

09-06-07, 01:11 PM
Fema
Serving Wench at the White Hart Inn
NE Medium Humanoid (human)
Rogue 4
Init: +3 Senses: Listen +6, Spot +3
Languages: Common, Goblin, Giant
AC: 13 (+3 Dex), touch 13, flat-footed 13 (Dodge)
HD: 4d6 (15 hp)
Fort: +1 Ref: +7 Will: +3 (Evasion)
Speed: 30 ft. (6 squares)
Melee: +3 short sword (1d6, 19-20/x2)
Melee: +4 dagger (1d4+1, 19-20/x2)
BA/Grp: +3/+3
SA: Sneak attack +2d6
Abilities: Str 11 Dex 17 Con 11 Int 14 Wis 10 Cha 15
SQ: trapfinding, evasion, trap sense +1, uncanny dodge
Skills: Appraise +5, Bluff +9, Decipher Script +4, Diplomacy +9, Disable Device +8, Disguise +5, Escape Artist +6, Gather Information +10, Hide +7, Knowledge (local) +5, Listen +6, Move Silently +7, Open Lock +6, Search +9, Sense Motive +7, Sleight of Hand +10, Spot +3
Feats: Dodge, Investigator, Iron Will
Possessions: +1 dagger, ring of mind shielding, short sword, thieves tools (kept hidden in her room over the stables)

Fema was sent by the Guildmaster of Thieves to obtain a position within the White Hart Inn and serve as the guild's eyes and ears for any information they might find useful or important. Fema reports back to the guild on a regular basis often by passing coded messages to accomplices that frequent the establishment. Obviously, none of the other staff members suspect Fema to be a spy or to even to have a secret agenda. If her cover were ever blown, she would quickly flee to a nearby safehouse and await further instructions from her guild superiors.

In outward appearances, Fema is the perfect agent as she seems to be a simple and sweet peasant girl with a freckled face and shoulder length honey-brown hair which she wears loose. Her eyes are like saucers and a deep blue. Just the picture of innocence.

Of course, Fema's true character is nothing like her outward appearance. Vindictive and spiteful to a fault, Fema is a hardnose street fighter with a dramatic past. Having been orphaned at a fairly young age, Fema was raised on the streets and remains wise to the ways of the world. A consummate deceiver, Fema is skilled at the art of deception and can often trick others into revealing information to her without them even being aware of what she is after. She is never without her magical ring that aids in this deception.

Fema is a human female. She is 5'6" and weighs a slight 115 pounds. She is as agile as a cat and graceful in her movements. She wears simple linen clothing and blends in well with the other serving girls at the Inn. Fema is 23 years of age.
Rhineglade

09-08-07, 02:48 PM
Janul
LN Medium Humanoid (human) [red]
Wizard 1
Init: +2 Senses: Listen +1, Spot +1
Languages: Common, Draconic, Ignan
AC: 12 (+2 Dex), touch 12, flat-footed 10
HD: 1d4+1 (8 hp)
Fort: +1 Ref: +2 Will: +3
Speed: 30 ft (6 squares)
Melee: +0 quarterstaff (1d6, x2)
Ranged: +2 light crossbow (1d8, 19-20/x2)
BA/Grp: +0/+0
Mana Points/Day: 3:r:
Wizard Spells Prepared (CL 1)
1st: burning hands (DC 13), mage armor
0: detect magic, light, read magic
Abilities: Str 11 Dex 14 Con 12 Int 15 Wis 13 Cha 10
Skills: Concentration +3, Craft (alchemy) +4, Decipher Script +4, Escape Artist +3, Hide +3, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +1, Search +4, Spellcraft +4, Spot +1
Feats: Combat Casting, Scribe Scroll, Toughness
Possessions: quarterstaff, light crossbow, quiver with (10) crossbow bolts, roll of parchment (10 sheets), vial of ink, quill pen

Janul is a young mage recently arrived to the Imperial City from the desert kingdoms to the south. Ambitious and well travelled, he seeks to join a like-minded party of adventurers in order to make his fortune. Janul rents one of the common beds in the White Hart Inn and spends a great amount of his time in the tavern looking out for potential allies.

Janul is a very typical wizard in many respects. Deeply methodical and studious, Janul has a penchant for Elemental Fire and an interest in the elemental efreet. One of the first spells he gained access to was of course burning hands which he feels is to become his signature spell. With a keen mind and an ability to understand strange languages, Janul is good with ciphers and puzzles. He is quite jolly most of the time and a friendly enough sort.

Janul is a male human with tan skin and dark eyes. He keeps his head shaved and covers it with a bright red turban when out and about. He typically wears loose-fitting linens dyed bright primary colors along with a worn travelling cape hung over his shoulders. Janul is a short, stocky fellow standing 5'7" and weighing 200 pounds. Janul is 26 years of age.

Janul can be placed within the Inn as a potential ally to your Player Characters who might require an extra NPC. Janul also spends much of the day at the Imperial Library located south of the Inn in the Scholars District.
Rhineglade

09-09-07, 09:17 AM
Sample Adventure Ideas for the Imperial City

The Devil's Tower
These crumbling ruins, located in the hill country just north of the city, was once the home to a mysterious wizard now long since dead. The mage was known to be a powerful necromancer as well as a dabbler in the Lower Planes. Over the wizard's career, he forged a number of pacts with various powerful fiends and was said to have oddly left his tower to the care of Hell after his death. The ruins are thought to be haunted and are perfect target for adventurers seeking their fortune. No one has even entered the tower, though, and returned to speak of the tale.

The Most Haunted House in Caerwyn
Located in the Artisans District, this ancient stone dwelling is reputed to be the most haunted site within the Imperial City. Murderous screams and horrible moans can sometimes be heard from within the structure at night. None of the locals set foot within the house, once the home to a eccentric jeweler thought to have had an unnatural likely for torture. The City Watch has boarded up the house but the daring, the curious or even the desparate will sometimes try to sneak inside. Those that do are found the next day dead with unearthly expressions of fright frozen on their face.

The Ghostly Procession
A chapter of monks dedicated to the god of death maintain a monastary just north of the Basilica in the New City. Many locals have reported seeing strange, cowled figures moving through the grounds, sometimes chanting, walking in pairs. This otherworldly procession moves slowly across the grounds, to the street and then toward the monastary chancel before fading from sight. The monks claim to have no knowledge as to what these apparitions may be.

The Lost City of the Merrow
Legends claim that a tribe of merrow once dwelled at the bottom of Lake Maelir and that they mysteriously abandoned the city ages ago allowing it to fall into ruin. Whether or not the legends are true, few can say. A number of years ago, a prominent water elementalist on an expedition to map the depths of the lake, claimed to have come across a series of crumbling stone columns and foundations which he claims to surely be the lost city. What sort of treasures might be found in such a legendary wonder?

The Beggar of Shepherd's Walk
The narrow lane leading out the city through the Spice Gate is the favored domain of odd beggar man said to possess prophetic powers. The beggar has made a number of predictions in the past, all of which have come true including the fire that swept through the Peasants District several years ago, and the sacking of one of the guard towers along the southern swamps by the orcs. For a price, the beggar will offer visitors enimagtic prophecies perhaps to help them avoid their fate.
Rhineglade

09-10-07, 12:48 PM
Rogan, Priest of the Exchequer
LN Medium Humanoid (human)
Cleric 3 of Duranil
Init: +3 Senses: Listen +3, Spot +3
Languages: Common, Goblin
AC: 15 (+4 armor, +1 shield), touch 10, flat-footed 15
HD: 3d8+3 (21 hp)
Fort: +4 Ref: +3 Will: +6
Speed: 20 ft (4 squares)
Melee: +2 heavy mace (1d8, x2)
Ranged: +2 light crossbow (1d8, 19-20/x2)
BA/Grp: +2/+2
SA: turn undead (5/day)
Atk Options: rapid reload
Cleric Spells Prepared (CL 3)
2nd: gembomb* (DC 15), hold person (DC 15), zone of truth (DC 15)
1st: cheat*, comprehend languages, protection from evil, shield of faith
0: create water, detect magic, detect poison, read magic
*= indicates a Domain Spell as well as a spell from Spell Compendium
Abilities: Str 11 Dex 10 Con 12 Int 13 Wis 17 Cha 14
SQ: aura of law, spontaneous casting, domain powers, spells, turn undead
Skills: Appraise +2, Concentration +4, Diplomacy +8, Heal +6, Knowledge (religion) +4, Sense Motive +4, Spellcraft +6
Feats: Improved Initiative, Lightning Reflexes, Rapid Reload
Possessions: heavy mace, light crossbow, quiver with (10) crossbow bolts, scale mail armor, heavy wooden shield, silver holy symbol, (2) vials of holy water

Domains: Trade and Greed
Domains Powers: +2 circumstance bonus on Appraise, Open Lock and Sleight of Hand checks; detect thoughts (1/day as a free action for 2 minute duration, DC 15)
Rhineglade

09-12-07, 08:54 AM
Church of Duranil

The faith of the god of commerce is an ancient one with its origins tied to urban development. The clergy tends to be very active in everyday affairs and are known to be streetwise and astute observers of human life.

Duranil is generally viewed as the patron of capitalism but is known for the portfolios of transfers of goods, words and souls. Duranil is the deity responsible for all transactions from one hand to another which include trade of goods, thieft, messages and fortunes. He is sometimes viewed as the Luck Bringer as he bestows good fortune to those he favors. Duranil is also thought to be the deity in charge of escorting the souls of the newly departed to the place in the afterlife which relates to his concern for transactios, in this case the transfer of the soul or spirit from the phyiscal world to the spiritual or metaphysical.

Money and the accumulation of wealth is often central to the church's teachings. The clergy generally tend to take a very pragmatic view on commerce. Simply stated, those who excel in skill and prove worthy shall be rewarded. Those who are foolish or careless shall likewise pay a heavy price. The earth expression of "Caveat Emptor" or "let the buyer beware" certainly holds true as one of the Duranilist precepts. The dogma tends to hold each individual responsible for their own actions.

The Church of Duranil historically has been an urban faith and is found in most larger cities. This is not surprising as the church tends to be involved in areas where goods and coins frequently change hands. Most local church hierarchies are organized as a massive conglomeration based solely on merit. Those who prove themselves are rewarded with advancement and prestige. Those who fail are demoted or sometimes even expelled from the faith.

The Church of Duranil is a tripartite clergy denoted by the Exchequer, the Profiteers and the Ministry of the Word. Each faction within the faith tends to remain apart from the other two though each reveres the god of commerce in their own fashion. The Exchequer are primarily involved in the transfer of goods and services. Most merchants and craftsmen follow this sect. The Exchequer tends to be the more powerful and influential branch of the faith.

The Profiteers are more of the opportunists. They tend to have links to the local thieves guild and often follow the notion that "a fool and his money are soon departed."

Finally, the Ministers of the Word are concerned with the transfer of messages as well as knowledge. They are one of the more expansive sects concerned with boundaries, roads and travel. This faction also maintains numerous contacts with the faithful in other nations as well as the support and maintainence of roadside inns and carriage houses.
Ecthelion of the Fountain

09-12-07, 08:13 PM
I promise ya, dude. You ain't talking to a brick wall. I think we are just in awe over your abundance of creativity. I can only speak for myself though. I for one certainly enjoy my daily dose. Keep up the fantastic work. Very inspirational!
Rhineglade

09-14-07, 01:27 PM
Oughur
Profiteer of the Faithful
NE Medium Humanoid (human)
Cleric 7/Rogue 3 (of Duranil)
Init: +6 Senses: Listen +3, Spot +3
Languages: Common, Goblin
AC: 19 (+2 Dex, +5 armor, +2 deflection) touch 14, flat-footed 17 (Dodge)
HD: 7d8 + 3d6 (50 hp)
Fort: +6 Ref: +7 Will: +9 (Evasion)
Speed: 30 ft (6 squares)
Melee: +8/+3 short sword (1d6+1, 19-20/x2)
Melee: +7 touch (spell)
Ranged: +9 light crossbow (1d8, 19-20/x2)
BA/Grp: +7/+7
SA: Command undead (5/day), sneak attack +2d6
Atk Options: Point Blank Shot
Cleric Spells Prepared (CL 7th)
4th: confusion* (DC 17), poison (DC 17)
3rd: cure serious wounds, dispel magic, protection from energy, knock*
2nd: cure moderate wounds, darkness, hold person (DC 15), invisibility*, spiritual weapon
1st: cause fear (DC 14), cheat*, command (DC 14), divine favor, doom, protection from law
0: create water, detect magic, detect poison, guidance, read magic, virtue
*= indicates a Domain spell
Abilities: Str 11 Dex 15 Con 10 Int 12 Wis 17 Cha 14
SQ: aura of evil, spontaneous casting, command undead, domain powers, spells, trapfinding, evasion, trap sense +1
Skills: Appraise +7, Bluff +7, Concentration +5, Diplomacy +7, Disable Device +6, Disguise +7, Heal +8, Hide +9, Knowledge (religion) +6, Move Silently +8, Open Lock +8, Search +5, Sense Motive +10, Sleight of Hand +4, Spellcraft +6
Feats: Dodge, Improved Initiative, Point Blank Shot, Stealthy
Domains: Trickery & Greed
Domain Powers: Bluff, Disguise and Hide are cleric class skills; +2 circumstance bonus on Appraise, Open Lock and Sleight of Hand skill checks
Possessions: +1 short sword, +2 studded leather armor, +2 ring of protection, light crossbow, quiver with (10) crossbow bolts, silver holy symbol

A high-ranking cleric within the Duranilite faith, Oughur is a liason between the Church and the Thieve's Guild. Greedy and materialistic, Oughur represents the worse aspect of mercantilism seeking only to advance his own agenda whenever possible. Though the priest frequently acts through the use of intermediaries, he is known to take a more direct approach from time to time. Cunning, resourceful and an excellent judge of character, Oughur often prefers to size up the competition before taking any action.

Although extraverted and friendly enough, the priest's selfish nature tends to impede on his ability to form any lasting friendships. Oughur is a male human. He stands 6' and weighs 170 pounds. He generally dresses well but always wears his magical studded leather armor beneath his clerical vestments. Oughur is 33 years of age.
Rhineglade

09-15-07, 10:47 PM
More Adventure Ideas for the Imperial City

The Black Dog of Druggan Hill
The small tent community southwest of the city is home to merchants from the desert kingdoms to the south but also is said to be haunted by an evil black dog. This unholy spirit is said to terrorize the tent dwellers at night if they venture forth from their homes. The locals link the creature to the story of a pedlar murdered here some years ago for his goods and that the dog is pedlar's vengeful spirit.

The Ghost Witch of Mother Alyce
A certain worn gravestone within the city's Necropolis (graveyard) marks the burial site of Mother Alyce, once a notorious spinster of the Artisans District as well as a cunning witch. Mother Alyce would often threaten the superstitious locals with curses unless they agreed to meet her blood price. The old witch was eventually brought to justice and burnt at the stake for her crimes. Before she was killed, she vowed that she would return from the grave in exactly thirteen years and her ghost would seek revenge. This day of reckoning will soon be upon us!

The Faerie Isles of Maelir
On nights of a blue moon (the second full moon within one month's time), strange, mist-shrouded isles of stone rise from the murky waters of Lake Maelir. The islands are thought to be haunted by the faerie-folk and sailors and fisherfolk do not dare to set foot upon these shores. Daring adventurers who do brave the challenge claim that the Faerie Isles are home to several fortress ruins filled with treasure but the wealth of these islands fades with the coming down along with the Faerie Isles themselves.