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| Rhineglade01-12-07, 08:42 PM | The Tri-World of Manawyden The strange and wondrous World of Manawyden is actually three worlds in one. Life on this planet developed not in just one location but rather three, commonly refered to as the Upperworld, the Middleworld and the Underworld. Humanity of course has long claimed the region of the Middleworld, composed of the vast land continents spread across the seemingly Infinite Sea Fields. Human beings of course are not the sole inhabitants of these lands as they also share living space with the xenophobic wood elves, the nomadic halflings and the warlike beastfolk. The Upperworld is a slowly, spinning vortex of Sky Islands, each of different size and prominence and hidden from the view of those "groundlings" that clammer below. The Upperworld developed more or less independently from the lower worlds and has often existed as a raging battleground between the sentient races that dwell among the clouds. The High Elves, spirits of the sky and wind, have long been at home in the vast and open air. They share the Upperworld however with their racial enemies, the vile Skraelings, violent and domineering vulture-humanoids. Both the High Elves and the Skraelings rarely pay any attention to the groundlings below as the creatures of the Upperworld generally tend to view themselves as high above the groundlings as we are above the amoeba. The Underworld is an endless mazework of twisting tunnels, vast caverns and sunless vaults of rock and stone. The Underworld is a varitable treasure trove of riches in terms of precious stones and valuable metals. It takes on an alien beauty all its own and provides enough necessities for the abundance of life that call this home. The Underworld is inhabited by numerous species though only the dwarves, gnomes, orcs and dark elves have been able to carve out a niche and hold it long enough to develop and advance their civilizations. Most tend to avoid the life above ground mainly due to a sense of agoraphobia that often develops among the creatures of the Underworld. Campaign Name: The Tri-World of Manawyden Campaign Hook: In addition to developing along three separate "levels," Manawyden is also known for its peculiar planar qualities. The "Planar Veil" that divides the Prime Material Plane from the Inner and Outer Planes, is thinning at various locations across the planet. This thinning veil sometimes allows various Outsiders to cross the planar threshold and interact with the Mortal World. A new gaming concept known as "Luck" also allows mortal characters to rely on simple chance to affect the success or failure of their venture. Notable Figures: The Shadow Emperor, the Knights of the White Branch, the enigmatic Gray Sisters, the Primordials. Magic: Magic is very real on Manawyden. Though only a few are able to manipulate magical forces, it affects the inhabitants of this world in a wide variety of ways depending on ones ability to tap and control the potent energies. Magic is divided into three distinct categories known by its practitioneers as "Essence" (arcane magic), "Channeling" (divine magic) and "Mentalism" (psionic magic). Cultural Themes: Primarily a feudal/Medieval environment where the peasants and commoners are commanded by the nobles and highborns, just as the real world has no single culture, so too is Manawyden blessed with a number of cultural themes including "Northern European," "Arabic," "Far East" and "Central American." Technology: The principle cultures of Manawyden enjoy a range of technology from the equivalent Dark Ages to the birth of the Renaissance. Technological advances however are not widely shared between the numerous folk of this world and generally remain a carefully guarded secret. Gun powder is a relatively new development but it does exist. Only a small number of races however use firing weapons and they do not share this advantage with others willingly. Mythology: The belief in an afterlife and the existance of omnipotent deities is a long-held tradition on Manawyden. Most all cultures practice religion in one form or another. The gods are grouped along alignment-lines and known collectively as the "Lords of Light," "The Lords of Balance" and the "Lords of Shadow." |
| *Truean*01-13-07, 11:02 AM | This could be interesting. I'm a fan of your past work, so even without seeing the rest of this so far, I'm sure it will show promise. I do have a question you may have already answered (through implication) When you say, "upper, middle, and lower" are these all different layers on one plane of existance or different worlds reachable through commonly known portals/vortexs? Looking forward to this, Truean |
| Rhineglade01-13-07, 11:52 AM | Thanks Truean for the encouraging words. To answer your question, the Upper, Middle and Underworlds are all part of one world. On the World of Manawyden, sentient life developed on land, in the clouds and deep beneath the ground. Each "world" has its own ecosystem but is linked through various methods. Travelling from the Underworld to the Middleworld is accomplished through the "Deeptunnels." Travel from the Middleworld to the lofty heights of the Upperworld is accomplished through skyships, magical bridges and mystic portals. |
| aristotle9101-13-07, 12:15 PM | AH! I have the same Veil in my campaign world... |
| Rhineglade01-13-07, 12:58 PM | Gwydion Grayfair Archmage of Manawyden N Medium Humanoid Male Human Druid 9/Rogue 5/Sorcerer 16 Initiative: +6 Senses: darkvision 60 ft*, Listen +10, Spot +13 Languages: Common, Sylvan, Draconic, Druidic AC: 30 (+2 Dex, +8 armor, +5 deflection, +5 natural), touch 17, flat-footed 30 HD: 9d8+9 plus 5d6+5 plus 16d4+16 (144 hp) Immune: poison SR: 20 (scarab) Fort: +13 Ref: +14 Will: +21 (Evasion) Speed: 30 ft. (6 squares) Melee: +20/+15/+10 quarterstaff (1d6+3, 19-20/x2) Melee: +19/+14/+9 ghost touch scimitar (1d6+2, 18-20/x2) Melee: +17 touch (spell) Ranged: +19 touch (spell) BA: +17 Grappple: +17 SA: Sneak attack +3d6 Combat Gear: potion of blur, potion of magic fang, potion of resist energy, scroll of plane shift Druid Spells Prepared (CL 9th) 5th- control winds 4th- control water, cure serious wounds, rusting grasp 3rd- protection from energy, quench, remove disease, speak with plants 2nd- animal messenger, bull's strength, fog cloud, heat metal (DC 16), lesser restoration 1st- charm animal (DC 15), endure elements, entangle (DC 15), faerie fire, produce flame 0- create water, cure minor wounds, detect magic, know direction, purify food and drink, read magic Sorcerer Spells Known (CL 16th) 8th (3/day)- mind blank 7th (5/day)- banishment (DC 23), control weather 6th (7/day)- chain lightning (DC 22), globe of invulnerability, true seeing 5th (7/day)- baleful polymorph (DC 21), hold monster (DC 21), major creation, teleport 4th (7/day)- charm monster (DC 20), remove curse, scrying (DC 20), summon monster IV 3rd (7/day)- dispel magic, fireball (DC 19), halt undead (DC 19), slow (DC 19) 2nd (8/day)- detect thoughts (DC 18), eagle's splendor, invisibility, Melf's acid arrow, protection from arrows 1st (8/day)- identify, magic missile, protection from evil, shield, sleep (DC 17) 0 (6/day)- daze (DC 16), detect magic, flare (DC 16), ghost sound (DC 16), light, mage hand, mending, read magic, resistance Str 10 Dex 14 Con 13 Int 15 Wis 18 Cha 22 Luck 14 SQ animal companion, nature sense, wild empathy (+14), woodland stride, trackless step, resist nature's lure, wild shape (3/day, S-L animal forms), venom immunity, trapfinding, evasion, trap sense +1, uncanny dodge Skills: Bluff +20, Concentration +16, Craft (alchemy) +17, Diplomacy +12, Disable Device +11, Escape Artist +11, Handle Animal +17, Heal +14, Hide +8, Knowledge (arcana) +19, Knowledge (nature) +15, Listen +10, Open Lock +8, Profession (farmer) +19, Ride +14, Search +8, Spellcraft +20, Spot +13, Survival +18 Feats: Combat Casting, Craft Staff, Craft Wondrous Item, Enchant Staff (chain lightning), Eschew Materials, Improved Critical (quarterstaff), Improved Initiative, Natural Spell, Quicken Spell, Scribe Scroll, Spell Penetration *= Gwydion has used a permancy spell to grant himself darkvision. Possessions: +3 imbued quarterstaff*, +8 bracers of armor, +5 ring of protection, +5 amulet of natural armor, ring of regeneration, scarab of protection, earth elemental gem, wand of cure light wounds (39 charges), Thieve's Tools. *= Gwydion has opted on imbueing a quarterstaff with special powers rather than obtaining a regular familiar. His quarterstaff is equal to a +3 weapon with a hardness 20 and hp 30. The staff has the following powers: light (3/day), detect magic (1/day) and chain lightning (1/day). Gwydion can also use his staff to deliver touch spells. He can observe his surrounds through the remote viewing ability and knows the staffs location at all times. He can also summon the staff to him and can surrender his normal healing rate to instead use the vital transfer ability to restore lost hp on the staff. (See Dragon Magazine, Issue 338 for further details.) "Archimedes," Awakened Animal N Tiny Magical Beast (Augmented animal); HD 3d8 (12 hp); Init +3; Spd 10 ft (2 sq), fly 40 ft (average); AC 17, touch 15, flat-footed 14; BA +0, Grp -11; Atk Talon +5 melee (1d4-3); Space 2.5 ft; Reach 0 ft; SQ awakened, low-light vision; SV Fort +2, Ref +5, Will +2; Str 4, Dex 17, Con 10, Int 14, Wis 14, Cha 6; Skills: Knowledge (arcana) +4, Knowledge (history) +7, Knowledge (the planes) +4, Listen +14, Move Silently +17, Spot 6*; Feats: Skill Focus (Knowledge, history), Weapon Finesse). * Archimedes gains a +8 bonus on Spot checks in conditions of shadowy illumination. All worlds deserve an iconic character that symbolizes that world and serves as an ad hoc representative. None would better fill this position than the incomperable Gwydion Grayfair, Archmage of Manawyden. This legendary character is known as a fair and impartial observer who wonders the globe to serve his own mysterious agenda. Gwydion rarely interacts directly in the affairs of others. Rather, he seems to be a proponent of the "Balance," trying to maintain an equilibrium between the forces of good and evil. The archmage's actions are purely his own but he has been known to aid either alignment, particularly if Outer Planar beings are involved. Gwydion Grayfair began his career as a simple sorcerer with an innate talent for manipulating the "essense" of magic. He was also drawn to the awesome wonder of nature and its uncanny ability to survive against even the most overwhelming odds. As the archmage gained the powers of a druid, he had taken on an animal companion whom he called Archimedes. The owl companion became a faithful friend and in time the archmage granted his companion magical intelligence through an awaken spell. Of course, once "awakened," Archimedes could no longer serve as his master's animal companion since he now had a free will of his own. Therefore, Gwydion began the long and arduous process of imbueing his walking staff with mystical powers since he knew no other creature could ever take the place of his constant companion. Description: Gwydion Grayfair appears as a traditional archetype wearing flowing robes dyed in numerous colors of nature with gray, brown, tan, ochre and blue being the usual choice. The archmage has long gray hair and a white beard which he often braids if it proves too cumbersome. Gwydion has bright blue eyes and lightly tanned skin. The archmage will always have his magical quarterstaff in his possession and will often be accompanied by his owl friend. Gywdion is 6'1 and weighs 160 pounds. He is 69 years of age but appears much younger than his age would allow. Personality: Gwydion Grayfair is an outgoing and friendly extroverted character. He is well-travelled and enjoys the company of others often stopping in a favorite tavern for a pint and a chat. He is an avid storyteller having journeyed to many exotic locations throughout Manawyden yet he also loves to listen to others share their tales. Gwydion is both intelligent and wise and very personable. His name is well-known throughout most of the Middleworld. |
| Rhineglade01-14-07, 08:33 AM | The Five Ages of History The mythological stories of Manawyden categorize the history of the planet by naming five distinct Ages of time. The Ages are not equal in length and can vary by as much as several millenia. Each Age however was known for the dominant race that lived upon Manawyden during its development. The First Age Sometimes called the Age of Mythology, the First Age was the time period of the Golden Race who would eventually evolve to become the race of Celestials. The First Age was generally one of great peace where the foundations of the world were established. The Second Age Sometimes called the Age of Wonder, the Second Age was the time period of the Silver Race who would eventually evolve to become the race of fae. The Fae were legendary heroes and explorers. The good fae were governed by the Seelie Court ruled by a queen of extraordinary grace and beauty. The evil fae were governed by the Unseelie Court dominated by a queen of awesome power and deadly wickedness. The Third Age Sometimes called the Age of Foundation, the Third Age was generally uneventful. It was the time period of the Bronze Race which was characterized by its elemental magic. The Bronze Race would further disassociate into numerous subspecies becoming the elemental spirits. According to myths, the Bronze Race was so entrenched in the firmament of the Material World that they would remain as the eternal guardians of the world. They would be known by many names including the nature spirits, the water spirits and even the race of genies. The Fourth Age Sometimes called the Age of Warcraft, the Fourth Age was one of great hostility and war. It was dominated by the Iron Race, a race of strength and power but also violence and warlike. The Iron Race made almost continual fighting forever changing much of the landscape down to the very foundations of the world. The Iron Race, it is said, would pass on to become the race of Fiends. The Fifth Age The current age of Manawyden which is also known as the Age of Mortals, the Fifth Age is dominated by the heirs of creation who now dwell within the Tri-Worlds of the Air, Land and Earth. There are many mortal races including the humans, elves, dwarves, halflings, gnomes and orcs. Many sages of ancient history generally believe that the gods established the many races of the Fifth Age in order to prevent one race from dominating the world development. |
| Rhineglade01-14-07, 03:44 PM | The Lords of Light The Lords of Light are the good-aligned deities that protect those of like alignment, granting blessings to their faithful. Solovar Greater god Portfolio: Sun, light, order, the seasons Alignment: Lawful good Symbol: Rising sun Domains: Sun, Law, Good, Protection, Healing, Glory Favored Weapon: Heavy mace Ceridwen Lesser goddess Portfolio: Healing, protection, safety, home, hearth, halflings Alignment: Neutral good Symbol: Key image on a shield Domains: Healing, Protection, Community, Good Favored Weapon: Light mace Brannoc Lesser god Portfolio: Strength, competition, courage, warriors, glory Alignment: Chaotic good Symbol: Warhammer Domains: Strength, War, Competition, Courage Favored Weapon: Warhammer Gwythir Lesser god Portfolio: Air, winds, birds, freedom, avians, high elves Alignment: Chaotic good Symbol: Bird silhouette on a cloud Domains: Air, Windstorm, Liberation, Nobility Favored Weapon: Spear Niamh Intermediate goddess Portfolio: Wisdom, combat skill, civilization, strategy, chivalry Alignment: Lawful good Symbol: Owl Domains: War, Protection, Retribution, Knowledge Favored Weapon: Spear Barathor Intermediate god Portfolio: Earth, crafts, mining, metalwork, dwarves, gnomes Alignment: Neutral good Symbol: Hammer and anvil Domains: Earth, Metal, Strength, Craft, Wealth |
| Gemini_the_Mage01-14-07, 06:23 PM | man, this is some awesome stuff. Where do you come up with these things? Any maps yet? :D |
| Rhineglade01-15-07, 12:13 PM | The Lords of Balance The deities of neutrality, the Lords of Balance strive to protect the world of creation by maintaining a status quo particularly between the forces of good and evil. Karadoc Lesser god Portfolio: Fire, heat, wrath Alignment: Neutral Symbol: Flame Domains: Fire, Destruction, Wrath Favored Weapon: Scimitar Glorwynd Intermediate goddess Portfolio: Nature, animals, plants, wood elves, forests Alignment: Neutral Symbol: Oak leaf Domains: Plant, Animal, Protection, Elf Favored Weapon: Quarterstaff Jaufre Lesser god Portfolio: Trade, travel, commerce, rogues Alignment: Lawful neutral Symbol: Gold coin Domains: Trade, Travel, Protection, Trickery Favored Weapon: Short sword Urien Greater god Portfolio: Water, oceans, seas, sea travel, fish Alignment: Chaotic neutral Symbol: Dolphin Domains: Water, Ocean, Travel, Protection Favored Weapon: Trident Oloron Lesser god Portfolio: Storms, lightning, change, punishment Alignment: Chaotic neutral Symbol: Lightning bolt in a circle Domains: Storm, Wrath, Windstorm, Retribution, Chaos, Destruction Favored Weapon: Spear Melgwyn Greater goddess Portfolio: Magic, knowledge, spellcasters, alchemy Alignment: Lawful neutral Symbol: Silver pentagram Domains: Magic, Knowledge, Spell, Rune Favored Weapon: Quarterstaff |
| Rhineglade01-15-07, 05:33 PM | And last but not least... The Lords of Shadow These dark deities are patrons of all that is unholy and profane. They seek to dominate all of creation while destroying all that is good and pure. They command the armies of fiends from the Lower Planes. Khnum Greater god Portfolio: Moon, darkness, night, secrets Alignment: Lawful evil Symbol: Full moon Domains: Darkness, Moon, Evil, Dream Favored Weapon: Morningstar Jharkel Intermediate god Portfolio: Death, the undead, necromancy, feebleness Alignment: Neutral evil Symbol: Skull Domains: Death, Undeath, Fate, Evil Favored Weapon: Scythe Tormac Intermediate god Portfolio: War, violence, murder, assassins Alignment: Chaotic evil Symbol: Vulture Domains: War, Destruction, Wrath, Chaos, Evil Favored Weapon: Battleaxe Heka Lesser goddess Portfolio: Disease, pestilence, famine, winter Alignment: Neutral evil Symbol: Mummified hand Domains: Pestilence, Suffering, Cold, Evil Favored Weapon: Dagger Mordoc Intermediate god Portfolio: Tyranny, oppression, slavery, power Alignment: Lawful evil Symbol: Iron crown Domains: Tyranny, Evil, Hatred, Domination, Suffering Favored Weapon: Longsword Verrine Lesser goddess Portfolio: Vice, seduction, lust, betrayal, corruption Alignment: Chaotic evil Symbol: Jackel Domains: Domination, Corruption, Lust, Envy, Evil Favored Weapon: Whip |
| Rhineglade01-16-07, 12:27 PM | Character Races Human- one of the major races of the Middleworld, the humans are scattered across the globe banded together in various kingdoms along clan lines. Humans developed into five distinct clans which commonly go by the names of Barbarians, Corsairs, Plainsfolk, Nomads and Slavers. Dwarf- one of the major races of the Underworld, the dwarves are a fiercely independent and stubborn folk who prefer life deep below the surface where their skills of mining and metalcraft are put to the best use. They can be somewhat materialistic and resist any attempt by their enemies (of which there are many) to invade their dwarfholds. Elf (high, wood or dark)- the only major player race that is found on all three worlds of Manawyden, the elves are a race of nature spirits bound in mortal, physical bodies. They are viewed by others as being playful, elusive and sometimes even capricious. Elves have a great love of magic and often follow the practice of arcane magic. The high elves, spirits of the wind, dwell high in the Upperworld. The wood elves, spirits of the forest, dwell in ancient woodlands in the Middleworld. The dark elves, spirits of darkness, dwell deep in the caverns of the Lowerworld. Gnome- one of the major races of the Underworld, the gnomes are believed to be a distant cousin of the dwarves yet they are a separate and distinct race. Gnomes do share their dwarven cousins' love of underground life and working the earth, yet they are more fascinated with the art of gemcutting and jewelry making, a skill which their smaller hands are most adept. Gnomes live much closer to the surface than the dwarves and so many have also developed an affinity to the forest primeval. Half-elf- a hybrid race resulting from the very rare union of a wood elf and human (dark elves and high elves would never degrade themselves in such a fashion). The half-elf also breeds true and so their offspring also share the half-elf traits. Most half-elves disguise their mixed heritage not from shame but because many fear such half-elf creatures out of ignorance. Half-elves will generally dwell among humans in the Middleworld yet some have been known to retreat into the woodland home of their elven parent. Half-orc- a hybrid race resulting from the very rare union of an orc and human. The half-orc does not breed true and so their offspring can either be considered "human" or "orc" depending on the parents. Most half-orcs do not lead a pleasant existance as their union often comes from a violent act. Half-orcs are never fully at home in either a human land or an orcish land since they are often despised as well as mistrusted. However, half-orcs with exceptional strength, charisma or cunning have been known to rise to a position of influence. Halfling- one of the major races of the Middleworld, the halflings have long been viewed as one of the first inhabitants of Manawyden. They are organized into local groups known as bands (a union of several families bound for purposes of mutual trust and defense). Numerous bands will unite into a "tribe" to form larger communities and towns. Halflings exhibit a strong oneness with the natural world and practice a belief in "animism," the idea that all objects contain spirits. Halflings are mostly a rural folk surviving through hunting, fishing and farming. Some are quite warlike and fight for glory as well as slaves. |
| Rhineglade01-17-07, 09:09 AM | Character Classes Barbarian- powerful warriors capable of entering mind-altering raging states to battle their enemies; most live upon the fringe of civilization and have adapted to such harsh environments to survive Bard- a hybrid spellcasting class with access to spells of both essense and channeling; bards are born entertainers with the rare talent of enchanting an audience with a song, a dance, a word or a note. Cleric- a follower of one of the deities of Manawyden. Clerics are capable of channeling the power of their patron deity in order to seemingly perform miracles such as healing the sick, influencing the dead and even changing the fabric of reality. Most of their powers are primarily defensive. Druid- a priest of the natural world. Druids practice a form of channeling by tapping into the power of nature itself in order to cast spells or even alter their own form. Druids often serve the goddess of nature and protect the flora and fauna of Manawyden. Fighter- a highly skilled martial warrior adept in the use of multiple fighting techniques, heavy armor and a wide variety of weaponry. Mage- a spellcaster using the realm of essence but in a more focused manner. Mages devote themselves to one of the four ancient elements of air, earth, fire or water. This devotion allows them to cast spells from their element with a far more effective result while limiting their ability to direct the opposing element. Magi are often known by their signature element and are called air or wind mages, earth mages, fire or flame mages or sea or water mages. Monk- a structured and ordered mind and body allows the monk to tap into the power of ki, sometimes known as the 'breath of heaven' (in the case of good monks) or 'force of the ancestors' (for neutral or evil monks). This ability allows the monk to use her own body as a deadly weapon, to heal wounds and resist the dangers of the world. Mystic- a spellcaster focused on the realm of "mentalism." The mystic relies on the power of the mind, rather than some outward force, to manipulate and affect the environment or the self. Mystics are trained in the psionic arts in order to read thoughts, alter perceptions and even unleash devastating mental barrages upon an opponent. Mystics find that they are born with this talent in much the same way as a sorcerer is born with the ability to harness the powers of essence. Paladin- a holy warrior dedicated to the cause of one or more of the Lords of Light. The Paladin is a paragon of righteousness and virtue, devoted to chivalry and fair play. The paladin is a mighty warrior able to cloak themselves in the holy power of their patron deity and channel spells and smite the wicked. Most are dedicated to the goddess Niamh (wisdom) or the god Solovar (sun). Ranger- a warrior adapted to the wilds of Manawyden while harboring a special resentment toward particular racial enemies that threaten the ranger's way of life. The ranger is a capable warrior with a variety of fighting techniques blessed with the ability to channel the power of nature in order to cast a limited number of spells. Rogue- a wily and stealthful operator skilled at a great number of survival skills. Rogues are able to seemingly "sniff" out traps, disarm them and pick a lock without notice or spring upon an unsuspecting victim with deadly accuracy. Rogues are highly agile and prefer to move in silence under the cover of shadows while performing their task for either their own selfish goal or the good of others. Sorcerer- a spellcaster born with the ability to harness the power of the essence in order to cast arcane magic. Sorcerers have the innate ability to cast spells from their own personal power of knowledge. They do not need to study or research magic in advance as the wizard but just have a natural knack to "know" particular spells making them highly adaptable to a variety of situations. Wizard- a spellcaster with the ability to utilize the power of the essence to cast arcane magic. Wizards are intellectual practitioneers who must research and study their spellcraft in order to cast their spells. They memorize their spells in advance and are therefore perhaps not as adaptable as the sorcerer but have a broader number of spells from which to choose. |
| Rhineglade01-18-07, 10:50 AM | The Spirit World Manawydian folk tales and legends are full of stories regarding the creatures of the spirit world. Similar to the halfling animistic beliefs, the folk of Manawyden acknowledge the closeness their world has with the Elemental Planes. Many of the creatures and spirits of these planes pass through the planar threshold and take on physical form to serve as guardians and protectors of the Material Plane. Elemental Spirits are a varied group with a close association to one of the ancient elements of air, earth, fire or water. Some even embody a combination of the two such as the magma spirits (earth and fire) or the spirits of the mist (air and water). The exact number of spirits is unknown but is generally believed to be substantial. In addition to the "common" spirits, there also exists the elemental elites and leader types. This grouping includes the race of genies, the magical embodiment of the four elements, as well as the elemental nobles and the Four Primordials. The genies exist thoughout Manawyden though few interact with mortals whom they generally view as insignificant. Each genie race is separate and distinct with their own culture and outlook. The jann, the weakest of the genies, are also the genies most closely connected to the Material Plane. Rather than representing a particular element, the jann are formed from all four elements. Their numbers are also the most numerous. Next up in the hierarchy are the djinn. The djinn are the spirits of the air with powers over the sky and wind. They are able to transform themselves in swirling whirlwinds and are perhaps the most kind of the genie races. The djinn of Manawyden dwell primarily in the windswept Upperworld. Next are the dao, the genies of elemental earth. Dao are greedy and cruel and are skilled miners and craftsmen. The dao who dwell on Manawyden live primarily in the Underworld holding vast slave empires to do their bidding. The dao have powers of illusion and deception which they use to trick mortals into their service while the dao nobles are said to have the power to shake the very foundations of the earth. Above the dao are the fiery efreet, the genies of elemental fire. Efreet have few redeeming qualities as they are known to be capricious, cunning and arrogant. The efreet as a whole do not like the race of djinn and the two are often at odds with one another. Efreet do however accept the dao but even the dao are seen as little more than a means to an end. The efreet of Manawyden dwell in only hot or fiery environments such as the volcanoes of the Doomfire Mountains or the desert lands of the South. Finally, the genies of elemental water, known as the mighty marid are by far the most powerful of the genie races. All marid view themselves as being of noble birth and possess awesome magical powers including the power to grant wishes. The marid are possibly the least encountered not only because they are found only in the deepest tropical seas, but also because they view lesser life forms as insignificant. Marid are prideful, intelligent and very arrogant while being quick to anger if their honor is insulted. |
| Rhineglade01-19-07, 09:49 AM | The Guardian Spirits Collective treaties from the Sages of Midewin seem to support the theories of various elemental beings tied to the Prime Material Plane to serve as guardians of the material world. There are generally four such guardians mentioned, one for each element. These are the gnome (earth), salamander (fire), undine (water) and the sylph (air). These guardian spirits call the Prime Material Plane their home and live among other natives in similar cyclical fashion. The guardian spirits are born, live and then die after a period of roughly 300 years. Each returning to a raw elemental state upon death. Gnomes turn into dust, salamander turn to ash, undines become foam and sylphs mist. Their spirits however are returned to the Elemental Planes. Each of these creatures adapts a physical form and dwells on Manawyden serving as a sacred protector of their particular environment. The gnomes dwell within the Lowerworld working the earth and its treasures. They are perhaps the most good natured of the elemental guardians having a rather playful and inquisitive nature, traits not generally attributed to creatures once native to the Elemental Plane of Earth. Gnomes are also the best known of the Guardian Spirits as they are most likely to interact with other creatures of the Material Plane, particularly with the dwarves who share their love of mining and craft. The salamanders are reptilian-like elementals that dwell in only the hottest of locations, most preferring pools of magma or similar such locations. The salamanders are rather spiteful and can be quite destructive using the awesome power of fire. Though they remain true to their role as custodians of fire, salamanders are most likely to become swept up in their individual passions as they exhibit a lust for power. Some salamanders have even been known to practice slavery in one form or another. Undines are creatures of elemental water. They are quiet and reflective rarely interacting with other creatures. Most will dwell in fairly shallow waters near an island of some sort as they maintain the purity of the seas. Some scholars believe that the undines are children of the water god Urien sent to the Material Plane to serve as his custodians. Undines are similar in appearance to merfolk. Sylphs are uninhibited free-spirits of the air dwelling in the Upperworld of Manawyden. They are sometimes believed to be fae-like beings as there are some similarities between the two. Sylphs are not fae however as they are tied to the Inner Elemental Planes. Sylphs are humanoid in appearance with gossamer wings. They likewise possess magical powers which they use to play tricks on other creatures or to defend the sanctity of the open sky. |
| Rhineglade01-21-07, 12:24 PM | The Primordials Since the dawning of time, the four immortal creatures known as the "Primordials" have existed through the will of the elemental deities. The Primordials are the great guardians of creation, watching over all aspects of Manawyden but rarely involving themselves in the daily affairs of mortals. The Primordials are each powerful and wise taking the forms of mighty dragons. Each Primordial has dominion over one of the four elements of air, earth, fire and water acting as an agent of the elemental deities. All four are some aspect of neutrality and therefore uphold the maintaining the balance of life to be of prime importance. The legendary shrines each dedicated to one of the Primordials are located at the four corners of the globe. The Primordials rarely leave these shrines spending the majority of their time in thoughtful reflection and hibernation. Their scrying abilities allow them to monitor activities throughout Manawyden. If something should become a cause of concern, the Primordials will generally send one of their Attendants to act on their behalf. The four Primordials are known as: Eldramir the Wise, Primordial of Earth Considered the oldest of the four, Eldramir is a servant of the earth god Barathor. His shrine is located at the center of an underground labyrinth. Gorlaugon of the Burning Tongue, Primordial of Fire Gorlaugon is a powerful and emotional creature dedicated to the service of Karadoc, god of fire. His shrine is said to lie deep inside an active volcano. Solthonar, Prince of Tempests, Primordial of Air A flighty and playful creature, Solthonar is a servant of Gwythir, the god of air. His shrine is said to be invisible to all whom he does not wish to see and floats atop of cloud island beyond the East Wind. Nauthildir of the Deeps, Primorial of Water The only female Primordial dragon, Nauthildir is a maternal figure dedicated to the service of Urien, the god of water. Her shrine can be found at the deepest depths of the ocean and is said to contain the treasures of a thousand lost ships. |
| Rhineglade01-22-07, 05:50 PM | Shardul, the Shadow King The ominous figure known primarily as the "Shadow King" rules over a large kingdom known as Merthyria in pure autocratic fashion. Shardul, his given name, is thought to be the son of a most unusual union between the god of night and an evil human sorceress, a minor noble from Merthyria. The resulting offspring would take his place as a demi-god growing in power until he was able to gather his followers and take control over his homeland. The Shadow King now hopes to expand his power base far beyond the borders of his kingdom sending forth his numerous agents and priests to gather intelligence on his enemies before making an initial strike. As a minor immortal being, the Shadow King is a native of the Material Plane since his mother was mortal. However, his divine parentage has also granted Shardul incredible powers and abilities not known to the average being of Manawyden. The Shadow King has claimed the portfolios of shadow, stealth and intrigue which seem to have become his modus operandi. A master of strategy and covert activities, the Shadow King has proven to be a very serious threat to those peacable lands of the northern continent. He is known to have a vast network of followers, the top echelon filled by his high priests and high priestesses. Through his many years, the Shadow King is also thought to have had a number of concubines resulting in dozens if not hundreds of offspring. The fate of these progeny and their role, if any, in the Shadow King's operation are unknown. |
| Rhineglade01-23-07, 02:59 PM | Shardul, the Shadow King NE Large Outsider (Native, Evil) Male demi-god Sorcerer 20/Monk 10/Rogue 10 Divine Rank: 1 Init: +9 Senses: darkvision 1 mile, Listen +17, Spot +17 Languages: All AC: 41 (-1 size, +9 Dex, +14 natural, +1 divine, +6 deflection, +2 monk), touch 27, flat-footed 41 (Dodge, Mobility) HD: 20d4+100 plus 10d6+50 plus 10d6+50 (400 hp) DR: 36/+4 Resist: fire 21 SR: 33 Immune: ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Fort: +22 Ref: +30 Will: +30 Speed: 110 feet (21 squares) Melee: +32/+27/+22 unarmed strike (lawful, magic) (2d8+4) Melee: +39/+39/+34/+29 flurry of blows (lawful, magic) (2d8+4) Melee: +34/+29/+24 bardiche (1d10+6, 19-20/x2) Ranged: +32 touch (spell) BA: +23 Grp: +31 SA: sneak attack +5d6, crippling strike, salient-divine ability, spell-like ability, spells, flurry of blows Attack Options: Blind-Fight, Combat Reflexes, Improved Disarm, Spring Attack, Stunning Fist Sorcerer Spells Known (CL 20th) 9th (7/day)- astral projection, gate, shapechange 8th (7/day)- dimensional, horrid wilting, power word stun 7th (7/day)- control undead, finger of death, plane shift 6th (8/day)- geas/quest, greater dispel magic, shadow walk 5th (8/day)- contact other plane, dominate person, nightmare, symbol of sleep 4th (8/day)- charm monster, detect scrying, fear, greater invisibility 3rd (8/day)- fly, magic circle against good, major image, ray of exhaustion 2nd (8/day)- darkness, detect thoughts, gust of wind, misdirection, spider climb 1st (9/day)- cause fear, hold portal, obscuring mist, shocking grasp, unseen servant 0 (9/day)- acid splash, dancing lights, daze, detect magic, ghost sound, mage hand, mending, message, read magic Str: 19 Dex: 29 Con: 21 Int: 26 Wis: 25 Cha: 31 SQ: divine immunities, understand, speak and read all languages and speak directly to all beings within 11 miles, remote communication, godly realm (100 ft radius), teleport without error at will, familiar (bats), trapfinding, evasion, trap sense +3, uncanny dodge, improved uncanny dodge, flurry of blows, stunning fist, combat reflexes, improved disarm, improved evasion, still mind, ki strike (lawful, magic), slow fall 50 ft., wholeness of body (20 hp), divine aura (10 ft., DC 21) Skills: Balance +19, Bluff +50, Climb +14, Concentration +45, Diplomacy +35, Disable Device +29, Gather Information +30, Hide +46, Intimidate +30, Jump +14, Knowledge (arcana) +51, Knowledge (local) +20, Knowledge (religion) +18, Listen +17, Move Silently +46, Search +28, Sense Motive +32, Spellcraft +51, Spot +17. Feats: Blind-Fight, Brew Potion, Combat Casting, Combat Reflexes, Craft Wondrous Item, Dodge, Forge Ring, Improved Counterspell, Improved Disarm, Improved Unarmed Strike, Leadership, Mobility, Scribe Scroll, Spring Attack, Stealthy, Stunning Fist. Salient Divine Ability: Divine Glibness: Shardul may use this ability as a mass suggesion (DC 21) spell cast at the 11th level but this effect can work on up to 11 different creatures as long as no two creatures are more than 10 feet apart. Domains: Darkness, Evil, Trickery Domain Powers: cast evil spells at +1 caster level; Bluff, Disguise and Hide are class skills; gain Blind-Fight as an extra feat Spell-Like Abilities: As a demi-god, Shardul uses these abilities as a 11th-level caster except for evil spells which are cast at 12th level. The save DC are 21 + spell level. armor of darkness*, blacklight*, blasphemy, blindness, confusion, create undead, desecrate, diguise self, dispel good, false vision, invisibility, magic circle against good, mislead, nightmare, nondetection, obscuring mist, polymorph any object, power word blind, power word kill, protection from good, prying eyes, screen, summon monster V (1d3 shadows only), summon monster IX (evil monsters only), time stop, unholy aura, unholy blight. * spell described in the Deities & Demigods Accessory. Possessions: +2 unholy bardiche, thieve's tools. Divine Aura (Ex): As a demigod, Shardul generates an aura 10 feet around his body that affects mortals with a mind-affecting effect as Shardul wishes. Any being who makes a successful save against this divine aura is immune to its effect for 1 day. Shardul can likewise will to make his own worshipers, beings of NE alignment or both immune to this aura as a free action. This granted immunity lasts one day or until Shardul dismisses it. Mortals who fail their save will remain affected as long as they remain within the aura's radius. Shardul can choose any of the following effects: daze (save or become fascinated and just stare at deity; can only defend themselves), fright (save or become shaken suffering -2 penalty on attacks, saves and checks; mere glance or gesture from deity can cause fright forcing subject to flee as quickly as possible) or resolve (allies receive +4 morale bonus on attacks, saves and checks while enemies suffer a -4 morale penalty on attacks, saves and checks). Remote Sensing (Su): As a standard action, Shardul can perceive anything within 1 mile radius of his worshipers, holy sites, objects or any location where one of his titles or name was spoken in the last hour. This perception can cross planes and penetrate any barrier except for another deity's divine shield or an area blocked by a deity with a higher divine rank. Remote Sensing is not fooled by misdirection or nondetection and it does not create a magical sensor that other creatures can detect (as with a scrying spell). Shardul can extend this ability to up to two different locations at one time for up to 1 hour. Automatic Actions: Shardul can use Disable Device, Hide, Knowledge (local), Move Silently or Open Lock as a free action if the DC for the task is 15 or lower. He can perform up to two such free actions each round. Godly Realm: Shardul is at his most powerful when in his personal citadel within the capital city of Merthyria. He can control the ambient temperature as well as smells and background noises within 100 feet of his citadel. Temperature can be changed from -20º F to 120ºF. Sounds can be no louder than what would be caused by 100 human beings. He can erect buildings and alter the landscape but only through his own labor or magical abilities. Familiar: As a divine sorcerer, Shardul has an effect on any normal bats within 1 mile of his body. Normal bats within this area are treated as a personal familiar as per the PHB. This special ability only affects one bat at a time but Shardul can switch between one bat and another instantaneously as long as the second creature is also within 1 mile radius. |
| Rhineglade01-24-07, 01:08 PM | Goals of the Shadow King Though it may be a bit cliche, the Shadow King will stop at nothing short of total world domination! Mwa Ha Ha Ha! But seriously, like most egomaniacs, the Shadow King thinks of himself as the most powerful individual on Manawyden so why should he not rule over all others? To achieve this ultimate goal, he has begun a number of strategies which include: 1) Establish a central power base while keeping your allies close to you and your enemies even closer. The Shadow King is quite suspicious of other creatures, even his greatest lieutenants, yet he knows that few of them could pose a real threat to his person. As a demigod he has inspired a small yet well organized church dedicated to his worship. At the top of this church hierarchy are his high priests and high priestesses. These power-hungry individuals gladly receive the divine spellcasting ability granted by Shardul in exchange for spreading his faith and garnishing support to the Shadow King's cause. 2) Gather sufficient forces to form an indomitable army. The Shadow King relies on a number of sources to fill the ranks of the Merthyrian Army including the native humans of the land. In addition, he relies substantially on mercenary humanoids, in particular hobgoblins, who seem to be only too glad to get paid for wrecking havok and ruin whenever it is called. The armies of the Shadow King are further augmented by his church armies lead by his more militaristic clergy. 3) When your allies fail to live up to their potential, breed new ones. The Shadow King's most ambitious program involves experimentation and breeding of new more vicious creatures. Most of this results in non-viable creatures or ones too genetically inbred to be of much use. On occasion however the Master Breeders succeed in developing creatures for their patron. Perhaps the greatest success were the Fell-Trolls, vile creatures with a greater intelligence than standard trolls. The expense and time involved in their creation has proved somewhat limiting, but the Shadow King is known to use at least a dozen of these creatures as his personal bodyguards. 4) No tactic is too contemptuous to use if it leads to an ultimate victory. As a neutral evil being, the Shadow King relies on many tactics most "civilized" nations would find abhorrant. Guerrila warfare is of course a standard practice as is the use of slave troops. Imprisonment, torture, slavery, blackmail and assassination are all methods to be applied as the Shadow King desires. |
| Rhineglade01-25-07, 05:47 PM | Midewin Official Name: Kingdom of Midewin Ruler: His Royal Majesty, King Baldwin Aldersmark (NG male human, Ftr 14) Government: Independent feudal monarchy with hereditary rulership; crown is passed along the male line to the eldest legitimate male heir; noble titles are likewise passed through the male line; king is advised by the Parlement of peers of the realm with little real power Rule of Law: Neutral good Notables: Leowind, Royal Mage (CG male human, air mage 17), Lord Tyric, Captain of the White Branch Knights (LG male human, Ftr 15), Queen Seramund of Midewin (NG female human, Ari 4/Ftr 2/Brd 3), the Black Knight (CE male human, Ftr 3/Fallen Paladin 5/Blackguard 4) Population: 290,000 Capital: Runegate (pop. 29,400) Major Religions: Solovar, Niamh, Ceridwen, Oloron, Urien Major Towns: Brightfield (pop. 9,100), Woodswall (pop. 14,300) Major Resources: Foodstuffs, timber, olives, fish, copper, some gemstones Military: 7,250 Midewin is a pleasant realm located along the northern shores of the Cerulean Sea bordered by Beregond to the West and Seralia to the East. The kingdom enjoys a rich and fertile soil quite conducive to farming and the production of olive oil, one of the kingdom's staple products. Midewin has fairly steady weather throughout the year with warm, wet summers and cool, dry winters. Most of the years precipitation falls during the early Spring into early Summer. Though known as a fair and open land, the folk of Midewin have not always had a peaceful history due to the close proximity of the imperialistic land of Seralia to the east as well as the growing threat of the Shadow King's realm to the north. Much of the kingdom's folktales center around the legendary exploits of the White Branch Knights, an order of knights fostered by the Royal Family to protect the person of the King and his royal interests. The current ruling House of Aldersmark is known for its adventurous spirit and its patronage of the School of Navigators and the Exploration Guild. |
| Rhineglade01-26-07, 12:53 PM | Seralia Official Name: Kingdom of Seralia Ruler: His Royal Majesty, King Xenophon (LE male human, Clr 11/Ftr 5) Government: Independent constitutional monarchy with a oligarchical legislation and hereditary rulership; country is governed by a king and the crown is passed down through the eldest male; king serves as the chief executive and religious leader; laws are made by the Council of Elders and approved by the Apella ("Assembly of Citizens") Rule of Law: Lawful evil [Notables: Heradita, the Queen-Mother (LN female human, Ftr 8), Aegis, Chancellor of the Agoge (LE male human, Ftr 13) Population: 260,000 Capital: Gythia (pop. 17,900) Major Towns: Laconia (pop. 28,300) Major Religions: Tormac, Moradoc, Urien Major Resources: Foodstuffs, iron, wool, wine Military: 37,950 The militaristic Kingdom of Seralia is a spartan land dedicated to the pursuit of warfare. The king of the land serves not only as a military general and executive officer but also as the high priest of the war god Tormac. All individuals dwelling within its borders are thought to be property of the state, even the king to a certain extent. Seralia has one of the most powerful armies in the region and perhaps throughout all of Manawyden. All boys are taught from a young age the harsh realities of the world and are expected to survive or die. Seralian families practice "survival of the fittest" to an extreme degree. Upon birth, all male children are bathed in wine. Then presented by the father to the Council of Elders. If the child is deemed unworthy or if it appears weak or deformed it is brought to the wilderness and left to die. When male children reach the age of 7, they are taken from their families and entered into the military school known as the Agoge. Here they learn athletics, gymastics and dance moves. By the age of 13, they are separated into groups and taught basic survival and stealth techniques. At the age of 20, all male children begin military service for 10 years. At the age of 30, they partially retire from military service and enjoy the full rights and priviledges of Citizenship. Only natural born males of the Kingdom of Seralia can become Citizens. The "Citizen" is the highest social rank below the King and the Elders. The remaining two ranks, which fall below Citizen are the "Civilian" and the "Helot." The Civilan consists of females, non-native Seralians as well as males who somehow failed during their military training and service. The Helots are equal to the European "serf." |
| Ecthelion of the Fountain01-27-07, 05:09 PM | Now that is some well developed information. I like it so much in fact, I might have to "borrow" some of it. ;) Seriously though I really do enjoy reading your posts and hope you keep going! |
| Rhineglade01-28-07, 06:48 PM | Thanks for the feedback. I was beginning to think I was talking to myself... :D |
| Rhineglade01-28-07, 07:11 PM | Draupnir As far as the dwarves of the Underworld are concerned, Draupnir is the center of the universe. Perhaps their greatest achievement, the underground City-Kingdom of Draupnir is home to many thousands of dwarves as well as uncounted numbers of visitors. The city lies deep below the surface of Manawyden in the area known commonly as the "Underworld." Unlike the gloomy faerie realms of the Dark Elves, Draupnir is a haven of law and order. It is cheerfully illuminated by continual flame, faerie fire, and luminescent crystals mined from the heart of the world. Ruling over all of these haughty dwarves is the great Dwarf-King Theodoric (LG male dwarf, Pal 13), a venerable veteran dedicated to the service of Barathor, the god of the earth. Draupnir is located within an enormous cyst-like cavern with but one major opening that leads to the many tunnels and passageways of the subterranean world. Within the heart of this cavern is the City-Heart, an immense stalagmite and stalagtite fused together over thousands of years. The City-Heart is roughly a mile in diameter at both ends and narrowing to just under 100 yards in diameter at its center forming an hour-glass shape. The City-Heart is subdivided into the Lower Wards and the Upper Wards, each level getting progressively smaller as one gets closer to the center. Before a visitor can even gain access to the City-Heart, however, they must pass a number of Watch-Halls along the main road into the city, through the massive iron gates that cover the cavern opening (this is always left up except during attacks) and then pass the "Fence of Barathor," a barrier made of twelve stalagmites joined by a steel wall. The Fence of Barathor forms a protective wall separating the Entry Passage from the rest of the City Cavern. Only one opening exists within this barrier leading toward the City-Heart and it is always heavily guarded by the Vigilant Guard, comprised of Draupnir's bravest dwarven fighters. In addition to the City-Heart, this large central cavern contains multiple side tunnels leading off to other areas of the Kingdom including the mines, prisons, warehouses, storerooms, fungi farms, rothe fields, forges and the Earth Temple. Though a very small number of dwarf clans likewise dwell in this peripheral caverns, the vast majority live in the City-Heart. |
| Rhineglade01-29-07, 09:28 AM | King Theodoric of Draupnir LG Medium Humanoid Male Dwarf Paladin 13 of Barathor Init: +4 Senses: darkvision 60 ft, Listen +2, Spot +6 Languages: Common, Dwarf, Undercommon AC: 24 (+11 armor, +3 deflection), touch 13, flat-footed 24 HD: 13d10+39 (121 hp) (Endurance, Diehard) Resist: +2 racial bonus against poison, spells and spell-like abilities Immune: fear, disease Fort: +14 Ref: +7 Will: +9 Speed: 20 ft (4 square) Melee: +19/+14/+9 flaming warhammer (1d8+6 plus 1d6 fire dmg, x3) Melee: +19/+14/+9 defending battleaxe (1d8+6, x3) Ranged: +15 bane heavy crossbow (1d10+2, 19-20/x2) BA: +13 Grp: +16 SA: smite evil (3/day, +3 atk, +13 dmg), turn undead (6/day) Atk Options: Power Attack, Improved Bull Rush Paladin Spells Prepared (CL 6th) 3rd-dispel magic 2nd- delay poison, remove paralysis 1st- divine favor, protection from evil Str: 16 Dex: 10 Con: 17 Int: 12 Wis: 15 Cha: 17 SQ: aura of good, detect evil (at will), divine grace, lay on hands (39 hp), divine health, aura of courage, special mount, remove disease (3/week), dwarf traits Skills: Concentration +10, Craft (weaponsmithing) +4, Diplomacy +11, Handle Animal +7, Heal +7, Knowledge (religion) +4, Sense Motive +12, Spot +6 Feats: Diehard, Endurance, Improved Bull Rush, Improved Initiative, Power Attack Possessions: +4 invulnerability half-plate armor (DR 5/magic), +3 flaming warhammer, +3 defender battleaxe, +2 aberration-bane heavy crossbow, +3 ring of protection, earth elemental stone, potion of restoration, potion of neutralize poison, potion of bull's strength Approaching his 219th year, King Theodoric has successfully ruled over his kingdom for over 50 years following the death of his father King Theodore III. The dwarven realm of Draupnir could not be in more capable hands as Theodoric is a firm realist and well seasoned for the duties of sovereignty as well as the hazards inherant to the Underworld. Theodoric married at a fairly young age (for dwarves anyway) choosing the beautiful Princess Brinda as his bride. The Queen has stood faithfully by her husband's side and offered him her wise counsel whenever called for. In fact, Theodoric relies on a number of faithful retainers in the smooth running of the mighty kingdom that is Draupnir. Description: King Theodoric is a middle aged male dwarf with long white hair and white beard. The king often bisects his beard into two equal braids, a common trait for the male dwarves of his royal house. When not at war, the king will wear fine silk jackets embroidered with gold threads in intricate runic patterns, black pants and heavy soled boots. The king is not one to go over ostentation so generally refrains from personal jewelry though will always have on his wedding band and his magical +3 ring of protection. Personality: The King of Draupnir is an intelligent and wise dwarf having seen his fair share of combat. Though his kindness has not been jaded, the king is a true realist and generally sees things for what they are. He is not one to fall easily to flattery and can appear to be quite stern in his judgements. Theodoric is very conservative as well as extroverted and enjoys the company of other dwarves, particularly his faithful bodyguards who rarely leave his side. He rarely lets his emotions get the better of him. |
| Rhineglade01-30-07, 12:34 PM | Kingdom fo Draupnir As visitors pass through the guarded gate at the Fence of Barathor, they behold the glory of the City-Heart, a stone structure connecting the cavern floor to the ceiling via a stalagmite and stalagtite. A large, main door way can be viewed at the base of the stalagmite leading into the city. Numerous smaller doorways, all of them sized appropriately for dwarves, can also be seen running along the perimeter with countless dwarven soldiers, miners, farmers, craftsmen and citizens coming and going on errands known only to them. Throughout the whole of the structure are multiple windows at varying heights each covered with what appears to be a clear plane of glass. Some windows are darkened but most are lit. In fact, the whole cavern is lit by torchieres lining the roadways leading from the Fence to the City-Heart and to the multiple smaller tunnels that exit the cavern to the visitors left and right. This ambient lighting is augmented by the dimly glowing crystals embedded throughout the cavern ceiling as well as growths of luminescent fungi along the cavern floor. The cavern floor is carpeted by a field of fine moss and small mushroom fields criss-crossed by dwarf-made roadways. The sound of gently flowing water can also be heard revealing an underground river toward the back of the cavern. Small shacks are seen along the riverbanks, perhaps belonging to the dwarven fisherfolk that ply their skill in sturdy dwarf-made boats constructed from the caps from giant mushrooms. As mentioned previous, the whole city is ruled by the good King Theodoric. The following are other members of his Court: Queen Brinda (LG female dwarf, Bard 11) Hamundur Stonetalker, High Priest of Barathor (LG male dwarf, Clr 16) General Dromir Ironhands, Commander of the Draupnir Host (LG male dwarf, Ftr 16) Brynhildur Earthward Grand Inquisitor (LN female dwarf, Mentalist 14) Jolfur Steelbeard, Captain of the Deep Rangers (NG male dwarf, Rgr 9) High Prince Theodore, Heir of Draupnir (LG male dwarf, Pal 8) Princess Hjordis (LG female dwarf, Bard 6) Frimod Silvershield, Captain of the Royal Guard (LG male dwarf, Ftr 11) Haldor Fireforge, Royal Mage (LN male dwarf, Wiz 16) |
| Rhineglade01-31-07, 12:41 PM | The Deep Rangers The Deep Rangers are an elite corps of dwarven warriors from Draupnir charged by the King for special service. Numbering around 20, the Deep Rangers are a battle-seasoned bunch skilled in stealth and espionage operations. Whereas the rangers of the Middle World are adept at moving unnoticed through the wilds, the Deep Rangers possess skills at moving through the shadows, patrolling the outer regions of the kingdom, spying on potential dangers and even infiltrating enemy cities and camps of the Underworld. Dwarves who wish to pursue a career as a Deep Ranger spend their first few years in intensive training, linguistics and covert operations (usually covering levels 1 and 2 of the Ranger class). Upon reaching 3rd level, they can begin operations in the field but always with at least 4 other co-operatives. Deep Rangers never travel alone knowing full well the inherant dangers lurking throughout the Underworld. Since much of their skills rely on subtlety, trickery and deceipt, Deep Rangers are never Lawful in alignment. Most are either Neutral good or Chaotic good though a few true Neutrals also count in their numbers. All take sufficient training in several or all of the following skills: Bluff, Disguise, Hide and Move Silently. The key to any successful operation is the ability to blend in to their surroundings while not attracting undue attention to themselves. Several of the more elite operatives even possess magical items allowing them to take on the actual appearance of an enemy. Deep Rangers will generally take as their Favored Enemy any of the following: dark elves, kuo-toa, derro, orcs and aberrations. The Corps of the Deep Rangers is commanded by the wise Captain Jolfur Steelbeard. Under his command are (4) lieutenants of levels 5-7, (15) operatives of levels 3-4 and variable numbers of trainees level 1-2. Captain Steelbeard reports directly to the Central Command, composed of the King himself along with members of the king's military council. |
| Rhineglade02-01-07, 12:47 PM | Temple of the Earth Father All dwarves of the Kingdom of Draupnir pay homage to Barathor, the god of the earth and its hidden treasures. Located at the far end of the main cavern, opposite of the Main Gate, is a hand carved side tunnel leading to the major Temple. It is immediately apparent from those who approach this area that this tunnel must hold some ritual significance to the dwarves as it is painstakenly hand carved with numerous bas-reliefs, runic symbols and engraved etchings into the stone walls and ceiling of the tunnel. The tunnel is wide enough for up to 10 dwarves to march side by side and leads almost 100 feet until opening up into a secondary cavern containing the temple proper. The Earth Temple resembles a large depression set in the middle of the cavern like a sink hole of sorts. At the bottom of the depression is a flat surface with a massive stone altar and a pool of bubbling mud. The angled sides of the depression are carved into circular stairs in concentric rings used as seating for the temple. At the outer perimeter of the depression, located along the main cavern floor, is a ring of stone columns forming a familiar "henge." At the far end of the temple cavern, and carved into the actual wall, is a dwarf-made residential palace and garrison complex. These small, personable chambers house the temple staff and guards. At the top of the temple staff is the High Priest of Barathor, Patriarch Hamandur Stonetalker (LG male dwarf, Clr 16). He is assisted in his reverred duties by a number of lesser priests, priestesses, novices, lay staff and personal guard. When the Patriarch is away or indesposed, the temple is led by the Cantor (LG female dwarf, Clr 9). The remaining temple clergy includes twenty clerics of Levels 1-6 and ten novices (Com 1) who are undergoing training before entering the clergy and taking their final vows. Draupnir Law allows the Patriarch to maintain a personal retinue of bodyguards. These dwarven warriors are used primarily for standard crowd control and ushering duties during regular temple services. However, should the Kingdom and Temple ever be attacked by outside forces, the Temple Guards protect not only the clerical staff but the numerous sacred relics contained therein. The Temple Guard is commanded by a Captain of 9th level who reports directly to the Patriarch. Below the Captain are two lieutenants (one at 7th level and the other a multi-classed Ftr 5/Clr 2). The lieutenants oversee the five Sergeants-at-Arms, each a 5th level Fighter. Each Sergeant-at-Arms commands a squad of (10) Guards, each between Level 2-4 (all adding up to a fighting force of 58). Should the temple ever be attacked, it is said that the Patriarch and the Cantor have set into place a number of magical glyphs as well as hidden traps and animated stone guardians who will only reveal themselves under certain adverse conditions (such as a non-dwarf entering a sacred area, a certain object being moved, etc.). Temple Services are open to any of the Faithful of Draupnir and a held once every seven days. |
| Rhineglade02-02-07, 12:29 PM | The Magic Bearers Although not generally known for their proficiency with arcane magic, dwarves are certainly not without their wizards and sorcerers. Dwarven arcane spellcasters just normally take on a very logical and pragmatic approach to their craft. As arcane magic is somewhat more unusual for dwarves, those individuals that do exhibit such a rare talent are often expected to devote some of their time to the service of the state. This service is perhaps no more obvious than in the Order of Magic Bearers. The Magic Bearers are an auxiliary branch of the Draupnir Host under the command of the Royal Wizard (LN Wiz 16). Most of the members of this order are specialists in magic that would be useful in combat situations such as Evokers and Abjurers as well a number of Conjurers and even Transmuters. There are also a number of dwarven sorcerers within the Order that rely on their more flexible abilities in the service of their King. The whole outfit is rounded out by earth mages and fire mages, whose particular talents are quite obvious within the Underworld. These mages specialize in the summoning of elementals to serve as heavy duty melee combatants often sent out to support the dwarven heavy infantry or to break the enemy lines. Click here to view the stats of the Royal Mage: Haldor Fireforge Royal Wizard of Draupnir LN Medium Humanoid Male Dwarf Wizard 16 Init: +2 Senses: darkvision 60 ft., Listen +1, Spot +6 Languages: Common, Dwarf, Goblin, Undercommon, Draconic, Aberration AC: 21 (+2 Dex, +6 armor, +3 deflection), touch 15, flat-footed 19 HD: 16d4+32 (81 hp) Resist: +2 racial bonus against poison, spells and spell-like abilities Fort: +7 Ref: +7 Will: +11 Speed: 20 ft. (4 squares) Melee: +10/+10/+5 longsword (1d8+2, 19-20/x2) Ranged: +10 touch (spell) BA: +8 Grp: +8 Wizard Spells Prepared (CL 16th) 8th- incendiary cloud, mind blank 7th- power word blind (DC 22), reverse gravity, spell turning 6th- greater heroism, shadow walk, summon monster VI, wall of iron 5th- hold monster (DC 20), Mordenkainen's faithful hound, passwall, teleport 4th- charm monster (DC 19), fear (DC 18), ice storm, stone shape, stoneskin 3rd- blink, hold person (DC 18), magic circle against evil, protection from energy, slow (DC 17) 2nd- detect thoughts (DC 16), Melf's acid arrow, levitate, see invisibility, web (DC 17) 1st- expeditious retreat, feather fall, magic missile, shield, summon monster I 0- detect magic, flare (DC 14), light, read magic Str: 10 Dex: 14 Con: 14 Int: 18 Wis: 12 Cha: 13 SQ: dwarf traits, spells Skills: Concentration +15, Craft (alchemy) +15, Craft (armorsmithing) +9, Craft (weaponsmithing) +6, Decipher Script +12, Knowledge (arcana) +19, Knowledge (history) +13, Knowledge (military and warcraft) +14, Knowledge (the planes) +16, Spellcraft +23, Spot +6 Feats: Combat Casting, Craft Magic Arms & Armor, Craft Staff, Craft Wondous Item, Extend Spell, Martial Weapon Proficiency (longsword), Scribe Scroll, Spell Focus (conjuration), Spell Focus (enchantment), Spell Mastery (charm monster, magic circle against evil, read magic, wall of iron) Possessions: +6 bracers of armor, +3 ring of protection, +2 defender speed longsword, wand of dispel magic (13 charges), potion of blur, potion of mirror image, scroll of greater invisibility |
| taradusis02-02-07, 12:54 PM | Seems good,do you have an undersea realm of undines dedicted to urien or nauthilda? |
| Rhineglade02-03-07, 05:46 PM | The Undines are actually not a "race" per se as they lack males of the species. As supernatural creatures born of the gods and representing the element of water, undines do not procreate and are simply created anew by Urien, the god of water, as the need requires. |
| Rhineglade02-03-07, 06:28 PM | Cynith Anwn Roughly less than one months travel due south of Draupnir lies the ancient and dark faerieland of the drow known as "Cynith Anwn" ("City of Twilight"). The dark elves of Manawyden are not your typical spider-hugging degenerates that one might find in other worlds. Perhaps in some regards they are far worse. The dark elves of Manawyden do indeed worship a demonic power but this mysterious being, known as Khrone, is a representation of entropy as well as a decay of all life. Khrone is thought to have an unrivalled mastery of the undead and therefore also is a creature of cold, unlife, enfeeblement and energy draining. It is not surprising that the dark elves in turn lothe all light and life energy. The City of Cynith Anwn (pro. Sin-ith A-noon) is both a place of alien beauty but also cold and dark in its ancient gloom. The dark elves of Manawyden are also not controlled by a matriarchy. Female dark elves hold a much different position in society. Unlike most drow, Manawydian dark elf cleric can only be males while arcane spellcasters are limited to the female of the species. To attempt the study of a racially forbidden lore is to risk one's own torture and death. Only one powerful Royal House rules over Cynith Anwn and at the highest rank is the Death-King, Erebys, the King of the Dark Elves (CE male dark elf, Clr 20/Hie 3) who sits beside his beautiful and cruel Witch-Queen (CE female dark elf, Wiz 19). This unholy pair command the dark elven host from deep within their incredible palace of stoney spires which overlooks the sprawling expanse of the city itself. The city layout is said to be haphazad indeed. The streets wind through with no apparant logic or reason making visits to the city most difficult to be sure. "Getting lost" is perhaps one of the first, though not intentional, pastimes to those new to the city. Click here to view the stats of the Death-King of Cynith Anwn: Erebys, King of the Dark Elves CE Medium Humanoid Male Dark Elf Cleric 20/Hierophant 3 of Khrone Init: +7 Senses: darkvision 120 ft., Listen +6, Spot +8 Languages: Common, Elven, Undercommon, dark elf sign language, Abyssal AC: 23 (+3 Dex, +6 armor, +4 deflection), touch 17, flat-footed 20 HD: 20d8 plus 3d8 (118 hp) SR: 34 Resist: +2 Will save against spells and spell-like abilities Fort: +18 Ref: +13 Will: +24 Speed: 30 ft. (6 squares) Melee: +21/+16/+11 morningstar (1d8+5, x2) Ranged: +21 hand crossbow (1d4+2, 19-20/x2) Ranged: +19 touch (spell) BA: +16 Grp: +18 SA: Command/rebuke undead (11/day), blast infidel, divine reach Attack Options: Power Attack, Point Blank Shot Cleric Spells Prepared (CL 23rd) 9th- astral projection, energy drain* (DC 25), gate, implosion (DC 25), miracle (DC 25) 8th- antimagic field, antipathy* (DC 24), cloak of chaos, create greater undead, firestorm (DC 24) 7th- blasphemy (DC 23), control undead* (DC 23), destruction (DC 23), ethereal jaunt, summon monster VII 6th- banishment (DC 22), blade barrier (DC 22), create undead*, greater dispel magic, harm (DC 22), word of recall 5th- circle of death* (DC 21), dispel good, greater command (DC 21), mass inflict light wounds, plane shift, righteous might, scrying (DC 21) 4th- air walk, cure critical wounds, discern lies (DC 20), divination, freedom of movement, poison (DC 20), rage* 3rd- animate dead*, bestow curse (DC 19), blindness/deafness (DC 19), create food and water, cure serious wounds, dispel magic, protection from energy 2nd- align weapon, bull's strength, darkness, desecrate, enthrall (DC 18), hold person (DC 18), silence (DC 18), scare* (DC 18) 1st- bane (DC 17), comprehend languages, curse water, detect good, detect undead*, doom (DC 17), protection from good, shield of faith 0- create water, detect magic, detect poison, guidance, purify food and water, read magic *= domain spell (Domains: Hatred and Undeath) Str: 15 Dex: 16 Con: 11 Int: 16 Wis: 22 Cha: 18 SQ: aura of evil, spontaneous casting of divine spells, blast infidel, divine reach, free metamagic feat, light blindness, spell-like abilities Skills: Concentration +8, Craft (alchemy) +11, Craft (weaponsmithing) +11, Diplomacy +16, Heal +14, Hide +11, Intimidate +7, Knowledge (arcana) +11, Knowledge (religion) +18, Knowledge (the planes) +11, Move Silently +10, Search +5, Spellcraft +22, Spot +8 Feats: Brew Potion, Craft Wand, Dodge, Extra Turning, Improved Initiative, Leadership, Mobility, Point Blank Shot, Power Attack, Scribe Scroll, Stealthy Possessions: +6 bracers of armor, +3 morningstar, +3 cloak of resistance, +4 ring of protection, wand of darkness (38 charges), (20) +2 crossbow bolts, hand crossbow, unholy symbol. Domain Powers: Hate Power (1/day, +2 atk, +2 save and +2 AC against chosen foe for 1 minute); Extra Turning bonus feat Spell-Like Abilities: 1/day- dancing lights, darkness, faerie fire CL 23rd. |
| taradusis02-03-07, 07:20 PM | When it comes to detailing a drow city I reccomend 3 products"sheoloth"Vault of the drow"and "drow of the underdark".The quintessensial drow is better for character generation than drow of the underdark,but your world,your choice.:) |
| Gemini_the_Mage02-04-07, 07:15 AM | Vault of the Drow is definitely a must simply because it was the first and sets the standard. I do like the Menzzobaranzan Boxed Set too however because of the amount of detail offered. |
| Rhineglade02-05-07, 11:27 AM | Thanks guys. I do have a few of those sources that you mentioned which I do use as a base for inspirations. They do help quite a bit as you say. |
| Rhineglade02-05-07, 12:12 PM | Cynith Anwn The main realm of the Dark Elves of Manawyden known as Cynith Anwn lies deep within an immense underground chamber roughly 8 miles wide. Bisecting this natural chamber is a branch of the great Underworld River that veins through the foundation of the world. The river flows on both sides of a central elevation forming a natural moat. It is upon the safety of this elevation that the dark elves of Cynith Anwn built their greatest city ages ago. There is only one major passageway leading into the cavern. Visitors have to pass through sprawling fungi fields tended by the dark elve's slaves and the toadwort farmers before reaching the city's central gate. The northside of the city wall, which faces the entrance passage, has three gateways, each accessable by a stone bridge that spans the river. The city walls, which form a secondary defense after the river itself, appear as a massive block of blackened stone run smooth over the ages. The walls are thirty feet in height and twenty feet in width with a rounded tower roughly every one hundred feet. The towers are forty feet high with each of the northern towers topped by a ballista in case of an enemy assault. The walls and each tower are further topped with crenalations allowing protection for the dark elven archers that continuously patrol the wall in groups of four. Each tower is home to a squadron of dark elven fighters whose duty is to patrol not only the city wall perimeter but the city streets and the expansive cavern beyond. One squadron is formed by twenty male dark elf fighters (Ftr 1). Overseeing these warriors are two male dark elf sergeants (Ftr 3) and one male dark elf corporal (Ftr 4). For every four towers, there is an additional male dark elf lieutenant (Ftr 5). For every eight towers there is an additional male dark elf captain (Ftr 6) and the whole wall is overseen by the Commander of the Watch, a domineering male dark elf with a sadistic personality (Ftr 8). There are a total of 36 towers for a total of 720 first-level fighters, 72 sergeants, 36 corporals, 8 lieutenants and 4 captains. The Commander of the Watch dwells within the Gatehouse overlooking the Main Gate into the city. The city itself is a confusing mess of stone buildings in various states of repair, most built 2-4 stories high. The earliest inhabitants of Cynith Anwn declined the logic of a building code and so most dark elves built their homes and shops wherever they desired which forms almost a nightmarish mazework of streets and alleyways. The entire city however is clearly dominated by a central plateau capped with a mighty stone fortress forming lofty spires banded with iron and connected with crystal bridges. This palace is the home of the Death-King, the Ruler of the Dark Elves of Cynith Anwn. Just south of the city, lies the Noble Fields, home to the wealthiest of the dark elven noble families who continuously war with one another for prestige and power. There is only one entrance to the Noble Fields and that is via the heavily fortified South Gatehouse that guards the single bridge across the river. The South Gatehouse lies outside of the authority of the Commander of the Watch and contains its own retinue of fighters hired by the clerical hierarchy of the city. This gatehouse houses fifty male dark elf fighters (Ftr 2) along with five male dark elf sergeants (Ftr 3) and commanded by a male dark elf commander (Ftr 4/Clr 4) and a female dark elf lieutenant (Ftr 3/Wiz 3). Perched atop the South Gatehouse are nine gargoyles who obey the commands of the warriors stationed here. Other regions of note are the rothe fields to the northwest of the city and the crystal jungle along the eastern edge of the cavern covering both banks of the river as it exits the cavern. The Crystal Jungle is formed by alien-looking crystal formations of various hues some as high as forty or fifty feet. Who knows what horrors lurk for for the dark elf patrols rarely enter this region. |
| Rhineglade02-05-07, 11:39 PM | KHRONE Demon Lord of Entropy Lesser god Portfolio: Entropy, undead, dark elves, enfeeblement, energy draining Alignment: Chaotic evil Symbol: Purple sun with rays spinning clockwise Domains: Evil, Hatred, Undeath, Chaos, Darkness Favored Weapon: Morningstar Khrone is a powerful and greatly feared demon lord of the dark layers of the Abyss. Over the eons of his existance, he has worked tirelessly toward the state of entropy, or the natural state of complete disorder. Toward this goal, the demon succeeded in the corruption of the creatures now called 'dark elves' who worship this abyssal power almost exclusively. Their devotion toward Khrone has grown such that he obtained the status of a lesser deity. Nothing pleases Khrone more than utter disorder, chaos and conflict and his priesthood is generally charged with sowing the seeds of anarchy. Fear, jealousy and hatred are their most prominent tools which they seem to use with careless abandon. In fact, Khrone himself is known to use these same tactics on his own dark elven worshipers in some sadistic pattern of amusement. Khrone's true goals seem to be as unpredictable as the demon lord himself. One thing that is certain however is the constant state of change which his priesthood seems to foster and nourish throughout the Underworld of Manawyden. Khrone is said to possess the power to change his shape and appearance at will but his natural form is one that allows his mortal followers to commune with him without causing their minds to completely unravel. Khrone is a huge being of roughly humanoid shape standing eighteen feet in height. His skin is a shifting pattern of blood red to deep amythyst. His legs end in disproportionately large hooves the color of charcoal while his clawed hands are razor sharp. Great horns protrude from the demon's forehead curving upward at almost a 90 degree angle and his unkept mass of blackened hair hangs loosely and extends halfway down his back. Khrone is often dressed in antique bronze armor which covers his torso and carries a massive morningstar. |
| taradusis02-05-07, 11:42 PM | Where do you plan to have your party start?Any ideas on first adventure?I assume you only allow core races in your campaign? |
| Rhineglade02-06-07, 12:09 PM | That is a pretty good question. I generally like to ask the players ahead of time what they might be interested in but ultimately it is the DM's decision. Some players might want the dark and ominous Underworld as the starting point while others might be interested in the unusual "high" adventure of the Upperworld. When it all comes down to it, I look at the experience of the players. Players who have "been around the block before" can start wherever they want. For newbie players I tend to make them start on the Middleworld as that is more traditional and somewhat less difficult. My personal preference is starting at the Kingdom of Midewin. It is a decent size territory with nearby shoreline, ocean, mountains and forests for multiple environments. |
| Rhineglade02-07-07, 12:54 PM | First Person visit to the City of the Dark Elves As you leave the customs check point at the Great Gate into Cynith Anwn, you find yourself having to catch your breath from the overwhelming sights and sounds that flood your senses. Perhaps the fact that you were born on the Middleworld has much to do with it. You are used to steady change in sunlight from day to night as well as life under an endless and open sky. Here in the Underworld, it is always just a bit disconcerting that a heavy stone roof hangs just under a mile or so over your head. You can certainly sympathize with those folks who suffer from claustraphobia, the fear of inclosed places. But you try to push those fears to the back of your mind as you enter the dark elf city through the visitor's gatehouse. You immediately notice how truly crowded the city seems. Of course you are no stranger to city life having spent much of your early years in the city of Runegate, the capital of Midewin, but Cynith Anwn seems to put all surface cities to shame. Of course, the whole place is dark and dimly lit but as you have been in the Underworld for almost a week now, your eyes are well accustomed to the darkness and your magical darkvision spell of course also helps acclimate you to your surroundings. Many of the buildings are kept dark on purpose but there are some carefully placed continual flame spells and lines of faerie fire that help to illuminate the various shopkeepers' signs. Glowing mosses and even fire beetle cages hanging from overhead buildings add to this subtle illumination. You also can't help but notice how it is sometimes difficult to tell where the actual streets are located since the buildings are arranged in a careless fashion almost right on top of one another. Most of the buildings are several stories high with each successive story overhanging the one beneath. If this were a surface city, this would most liking blot out any sunlight in any case as you travel beneath the eaves. The few narrow streets that you can make out are crowded with activity from the native dark elves coming and going along with pack lizards, slaves, wooden carts, beasts of burden, visitors and heavily armored soldiers. Your keen eyes can not help but notice stealthy movements at your peripheral vision almost as if you might be watched. You certainly must stand out in any case as it is obvious you are not a dark elf. You have heard that the seedy underground of Cynith Anwn is almost legendary in its size and complexity. An active Thieve's Guild most likely keeps its eyes on all newcomers to the city. Subconsciously, you grasp your coin purse a bit tighter as you slowly move through the bustling streets. Perhaps a rare sight at the surface, here in the Underworld you notice the occasional walking undead roaming the streets. Most seem to be zombie servants or porters of some kind carrying jugs and heavy packages for their unknown masters. Sinister demonic creatures, an occasional night hag, bugbears, minotaurs and heavily cloaked figures are given a wide berth by not only the servants and slaves but you as well. Best not to tempt fate too often while visiting the world of the dark elves. You remember well stories your tutor told you in your youth of naive visitors who journey to Cynith Anwn searching for riches and glory only to never be heard from again. Forced conscription into the Underworld armies as well as wandering slave bands are not unheard of in any case. A quick check over your shoulder to make sure no one is following you and you are off on your tour... |
| Rhineglade02-08-07, 12:32 PM | Continuing the Dark Elven Tour Now you are certainly no wall flower, and you realize that Cynith Anwn is a city of chaotic evil, but you can not help but feel a bit off kilter as you notice some of the daily horrors that seem to surround you in the City of Twilight. Most cities you have been accustomed to on the Middleworld are centered along merchant trade and the crafts. Cynith Anwn has its financial centers as well but it appears that the majority of the operations that you have passed on your tour concern degenerate practices and addictions. Prostitution runs rampant with members of both sexes but creatures other than dark elves also seem to participate in this profitable enterprise. The Red Light District of Cynith Anwn would probably make even a surface-world sailor blush. Slavery is also widely accepted among the dark elves. It is commonly said that all streets in the city eventually lead to the Slave Market, a wide town square where slavetraders present their "goods" to all variety of potential masters. The crowd is often filled with dark elven representatives of the various noble families as well as the Royal House. Any free creature is permitted to own slaves however so it is not uncommon to also see visiting illithids, duergar and even surface worlders bidding on the daily offerings. Bloodsport is also a favorite pastime among the citizens of Cynith Anwn and so the Grand Arena would have been an interesting stop however it appears to be closed today. You have heard rumors that a minor slave revolt occurred there the day before resulting in the deaths of a great number of slaves as well as several of the event organizers. Cunning slaves are sometimes able to win their freedom at the Arena and so many slaves are willing to risk their lives at a chance to be rid of their chains. Truly cunning and capable slave fighters are often conscripted into the Mamluk units of the dark elven army. Even some of the store fronts reveal the decadance of the dark elves. Merchants selling clothing and rare silks can be found right alongside the neighborhood poisonmonger or the dealer of drug paraphenalia or torture implements. The various Euphoriums are just as popular among the locals as the Gaming Halls, Brothels and Taverns. Finally, in addition to the lucrative black market and thieving operations, Cynith Anwn is said to have a highly successful Assassin's Guild. It is well known that the dark elven city is a good place to come if you have the coin and the desire to dispose of an enemy as quickly and quietly as possible. Indeed, the Law Books of Cynith Anwn are mostly blank except for the one written law "The only crime is don't get caught." |
| Rhineglade02-09-07, 03:00 PM | Dark Elf City Random Encounter Chart 01-06 Beggar 07-30 Commoner 31 Demon 32-33 Gargoyle 34-45 Guard Patrol 45-60 Humanoid Servants 61 Hydra with handlers 62 Jermlaines 63 Madman 64-75 Merchants 76 Minotaur raiders 77-78 Noble party 79 Pack lizard 80-85 Prostitutes 86 Riot! 87-92 Slaves with master 93 Spy 94-96 Thieves 97 Undead 98-00 Visitor Encounter Summaries Beggar: wretched creature dressed in torn rags rests on the street asking for coin. 20% beggar has a random contagious disease. Beggars will generally be a commoner dark elf down on their luck but there is a 25% chance beggar is some other humanoid race. Commoner: 1d6 commoner dark elves, males and females (Com 1) on random errands, each carries 2d4 sp Demon: a demon prowls the streets engaged in random mischief, mayhem and death. There is a 60% the demon is 1d3 babau, 30% for a succubus and a 10% for a hezrou. The demons will never attack dark elves unless threatened but will likely approach visitors. Gargoyle: 1d3 gargoyles hunting for food, no treasure Guard Patrol: Dark elf city watch patrolling the streets. The watch generally does not care what city inhabitants are doing but keeps an eye out for major threats to the city security or for crowd control in case a noble party wishes to pass through the area. Guards will consist of four 2nd-level Fighters and one 4th-level leader. All guards will be wearing chain mail and helmet and armed with scimitar, handcrossbow with ten poisoned bolts and a halberd. Each 1st-level fighter will carry 2-8sp while the leader will have 2-8sp plus 1d6gp. Humanoid Servants: Varible races, 1d4 in numbers, servants will be either unarmed (50%) or carry a plain dagger (50%). Servants will be running errands for one of the noble houses or the royal house of the city. They will be carrying no treasure. There is an equal chance that the servants will be one of the following races: orc, half-orc, hobgoblin, gnoll, bugbear, goblin. Hydra: Hydras are used for special purposes by the dark elven elite and noble houses. Quite often they are used to hunt down and re-capture escaped slaves but can also be used for pure sport. Only the smaller versions with 5-7 heads are allowed within the city limits but beyond the city walls, some more powerful clans will have hydras with up to 10-12 heads. A hydra will always be accompanied by 1d3 dark elf handlers (each a 4th-level fighter) with skill levels in Handle Animal. The hydra will be controlled by the handlers with a chain attached to a heavy iron collar and will obey the commands of the dark elf handlers. Jermlaine: These mischievious dark fae have long been a plague in Cynith Anwn. They will be encountered in numbers 5-11 and are always up to no good. They prefer the protection of darker alleyways and will attempt to steal valuable objects if they think they can get away with it. If their chosen victim(s) appear too powerful, they will always make a hasty retreat. Madman: Dark elf male or female who has gone insane. They will appear similar to the beggars but are not necessarily panhandling. Madmen will generally mumble to themselves and make unusual jerking movements or appear to be looking at something which is not there. If approached too closely, the insane dark elf will attack to the death. They will be armed with a dagger, short sword, light mace or scimitar but carry no treasure and no armor. They should be treated as a 1st level-warrior. Merchant Party: Wandering merchants will include a master merchant (Com 4), 2-4 servants (Com 1), 2-6 bodyguards (Ftr 1) and a pack lizard carrying a number of goods for sale. The merchant will be armed with a short sword and handcrossbow. The servants will be unarmed. The bodyguards will be wearing chain mail and carry a light steel shield, scimitar and handcrossbow with ten poisoned bolts. The merchant will likewise have 3-18gp, 1d6 pp and 3-18sp along with 1d6 gems (10 gp each). The servants will have no treasure nor will the bodyguards. The pack lizard will no fight unless threatened. Minotaur Raiders: Noble Houses will often hire a number of minotaurs to engage in general mayhem, sabotage and raids against their enemies. This encounter will include 6-9 minotaurs all armed with throwing axe, glaive and battleaxe. They will carry no treasure. Such creatures enjoy killing and bloodlust and will attack any non-dark elves at a moments provocation. If the minotaurs should all be slain, nothing will come of it as their noble masters generally assume that these creatures will perish sooner or later all for the glory of Khrone. Noble Party: A noble encounter is rare but certainly not uncommon within the city limits. Such an encounter will include a 1-2 noble dark elf male priests of Khrone (Clr 5-8) or 2-4 noble dark elf female sorceresses (Sor 4-7) along with two slaves for each noble (random race, Com1), 1d3 bugbear slavemasters, 2-8 dark elf servants (Com 1) and 4-9 bodyguards (male or female dark elf, Ftr 3) with 1 guard commander (male or female dark elf, Ftr 7). Priests will wear scale mail and carry hand crossbows with ten poisoned bolts and +1 morningstar. Sorceresses will carry +1 scimitar and a random scroll or potion. Servants and slaves will be unarmed. The bugbears will each carry a whip and handaxe. Guards will wear chain mail and carry heavy steel shields, hand crossbows with ten poisoned bolts, scimitar and spear. The guard commander will be similarly armed and armored but with a magical suit of +1 chain mail and a +2 scimitar. Only the nobles will be carrying treasure consisting of 3-30pp, 3-18gp and 3-8 gems (50 gp each). Nobles will usually not be walking but rather be carried on a pallet carried by ten or twelve zombies (60%), riding a death mare (25%) or riding a nightmare (15%). To be continued... |
| Gilgalad02-11-07, 07:23 PM | Anything on the noble houses? Since you use a royal house, how is that related to the nobles? Do they have "ranks" of seniority? |
| Rhineglade02-12-07, 12:46 PM | There are noble houses in addition to the Royal House and they do all compete against one another for dominance as their chaotic deity decrees. I am actually still working on this part and am not completely satisfied with everything yet but I can post what I have done. The City of Cynith Anwn has a dark elf popution of 16,000. In addition to this standing population, there are anywhere from 30,000-35,000 slaves of various races as well as 1,000-3,000 visitors at any given time. Ruling over all of this is the powerful Royal House, currently the House of Nephilim. The Royal House is not heritary but rather chosen by consensus of the nobles. There are a number of powerful noble families in Cynith Anwn. The wealthiest and most prominent dwell in walled estates located south of the city on the Noble Fields. Each estate contains a palace-fortress, garrison for private armies, slave and servant quarters and private fungi fields and rothe pens. I have not chosen the exact number but I am thinking about having maybe 13 total noble houses of which one will be the Royal House. The royals and nobles of course enjoy not only lofty social standing but also control most all aspects of city life as well as a number of other luxuries. The selection of the royal house of course is an event unto itself. All the various heads of the noble households jockey for position bribing and blackmailing their peers to obtain enough votes. The conclave, said to be sanctioned by Khrone himself, can turn into a messy affair yet only one family can be declared 'King' or 'Queen.' Each noble house is controlled like its own semi-independent country by its head of household, either a male Patriarch or a female Matriarch. The nobles within the house only include the head of the house, their consort (there is no such thing as 'marriage' among the dark elves), their children and grandchildren. In addition to these nobles, each house will always maintain some form of private army composed of common soldiers and sometimes even slave warriors. At the bottom of this social ladder are the servants and below that are the slaves, seen as nothing more than chattel. Each Noble House receives one vote to select the royal house from among their number. There is always a royal house holding the premier rank and allowed to take up residence within the Palace of Spires within the city itself in addition to maintaining their private estate. The royal house is not hereditary however. The Death-King or the Witch-Queen's Firstborn child is not automatically heir to the throne. Once the reigning monarch dies (usually by murder), a new election is held to select the next Royal House. Of course, the same house can be re-elected any number of times provided they are capable of holding onto power. Each Noble House also corners the market, so to speak, on some aspect of government. This aspect is held by the house to do with as the Head of Household sees fit until the house should be defeated by a rival. These aspects include Military, Urban Renewal, External Affairs, Slaves, Logisitics, Judicial, Tax Collection, Farming and Animal Husbandry. In addition, each Patriarch or Matriarch is able to rule their personal House as they see fit, dealing out death and judgement. Only the Royal House however may officially declare "war" against an outside aggressor in which case each noble house is required to contribute a number of soldiers to the dark elven army. The Royal House also hears cases involving treason against the state, receives diplomatic ambassadors and appoints a number of influential civic officials. |
| Rhineglade02-12-07, 10:20 PM | House Volkhov 3rd House of Cynith Anwn Patriarch: Phaumyr Volkhov (Clr 14) Nobles: Current Consort: Female Sor 10 Firstborn: Male Clr 11 Female Sor 8 Male Clr 7 Male Ftr 7 Female Sor 6/Ftr 1 Female Sor 6 Male Clr 3/Ftr 2 Male Ftr 3/Clr 4 Female Ftr 5 Six Male Ftr 3 Two Female Wiz 1 Soldiers: 300 Slaves: 900 House Treasures: iron flask, figurine of wondrous power (ebony fly), staff of enchantment, portable hole House Volkhov is responsible for maintaining the slave population of the city. Their slave traders are well-travelled having journeyed throughout much of the Underworld as well as a number of small farmsteads and villages of the Middleworld. Successful slave operations have made the Third House quite wealthy. Patriarch Phaumyr has an alliance with the Matriarch of the Fifth House. |
| Rhineglade02-13-07, 12:35 PM | House Nephilim First House of Cynith Anwn, the Royal House Head of House: Erebys Nephilim, the Death-King (Clr 20/Hie 3) Nobles: Current Consort: Druzhina, the Witch-Queen (Wiz 19) Firstborn: male Clr 14 Male Ftr 8/Clr 5 Female Sor 12 Female Wiz 10 Male Clr 9 Female Wiz 7/Ftr 3 Male Ftr 6 Male Ftr 6 Male Ftr 3/Rog 3 Five Female Ftr 2 Five Male Ftr 2 Four Female Wiz 2 Three Female Sor 1 Soldiers: 800 Slaves: 400 House Treasures: amulet of the planes, fire elemental gem, incense of meditation, carpet of flying, staff of necromancy The First House, and the current Royal House, is one of the largest of the dark elf Houses of Cynith Anwn. It is therefore no wonder that they have been able to manage to maintain their position of power for a number of centuries. House Nephilim is also the noble house responsible for the military operations of the city. This mainly comes into play only if the city were ever attacked by outside forces. In such a case, the city militia is mustered and all the Noble Houses are required to submit a percentage of their private army to help in the defense of the city. The head of House Nephilim would take the position of Commander of the Armies though he or she would also rely on a number of military advisors and strategists. As the current Royal House, Nephilim dark elves reside within the Palace of Spires located within the city walls though they also maintain their own private noble estate located on the Noble Fields to the south if they wish to operate with less obtrusion for the various courtiers and sycophants common within the dark elf court. |
| Rhineglade02-14-07, 11:02 AM | TOADWORT NE Small Plant Init: +2 Senses: Darkvision 60 ft., low-light vision, Listen +3, Spot +3 Languages: Uncommon, Elven AC: 15 (+1 size, +2 natural, +2 Dex), touch 13, flat-footed 13 HD: 2d8+2 (15 hp) Immune: mind-affecting effects, poison, sleep, paralysis. polymorph, stunning, not subject to critical hits Fort: +4 Ref: +2 Will: +1 Speed: 20 ft (4 squares) Melee: +3 slam (1d3+2) or by weapon Ranged: +3 light crossbow (1d6, 19-20/x2) BA: +1 Grp: -1 Str: 14 Dex: 15 Con: 12 Int: 10 Wis: 13 Cha: 9 SQ: plant traits, spell-like abilities, darkvision Skills: Knowledge (nature) +2, Listen +3, Profession (farmer) +2, Spot +3, Survival +3 Feats: Simple Weapon Proficiency (light crossbow) Environment: Underground or temperate marshes Treasure: Standard Adv: - LA: - Spell-Like Abilities (Sp): At will- pass without trace; 1/day- speak with plants Toadworts, often called the 'people of the toadstools,' resemble humanoid bipeds similar in appearance to the poisonous fungi they are said to have evolved from. In actuality, the toadworts are a slave-race created by the dark elves to free their masters for more sinister pursuits. It is the role of the toadwort to farm and harvest the fungi crop, a staple food product of many of the creatures of the Underworld. Selfish and innately evil creatures, the toadwort cares little for other races and is content in their simple pleasure of working with mushrooms and fungal growths of all sorts. They tend to ignore most creatures unless threatened or their crops are in danger. Toadworts are proficient only in their natural attack form but have also managed to become self-sufficient in the use of the light crossbow which they use to protect the harvest from vandals and other threats. |
| Sir Loin of Beef02-14-07, 02:35 PM | Now there's something you don't see everyday- evil farming plant creatures. I detect some funny-themed storylines coming... :D |
| Gemini_the_Mage02-14-07, 05:25 PM | maybe you could have a battle royale- the toadworts vs. the myconids. Survival of the fittest. |
| Zaxon D'Mir02-14-07, 08:53 PM | Toadworts, often called the 'people of the toadstools,' resemble humanoid bipeds similar in appearance to the poisonous fungi they are said to have evolved from. In actuality, the toadworts are a slave-race created by the dark elves to free their masters for more sinister pursuits. It is the role of the toadwort to farm and harvest the fungi crop, a staple food product of many of the creatures of the Underworld. Selfish and innately evil creatures, the toadwort cares little for other races and is content in their simple pleasure of working with mushrooms and fungal growths of all sorts. They tend to ignore most creatures unless threatened or their crops are in danger. Toadworts are proficient only in their natural attack form but have also managed to become self-sufficient in the use of the light crossbow which they use to protect the harvest from vandals and other threats. Damn Rhineglade! I thought I had this one covered. Crap, there goes my "likeminded" concept ;) . Seriously, I have a similar race that I created from watching way too much Farscape. They dwell underground and are used by my version of the drow. Of course my drow are pretty much albinos,losing their beautiful hues by being "purged" from the life energy collective of the elven people. My "drow" also created their slave race as well. I guess it's like they always say - Great minds think alike. :P As usual this is superb stuff Rhineglade keep it up. Oh, and stay out of my head. |
| Rhineglade02-15-07, 02:07 PM | Thanks Zaxon. It is interesting where our inspiration comes from. I actually got my idea from a line in C.S. Lewis' "The Lion, the Witch and the Wardrobe." When the White Witch is assembling her followers she mentions "the people of the toadstools." I always thought that was kind of interesting and thought I'd make a creature up based on that. It was only at the spur of the moment that I threw them in with the dark elves kind of how the elves in Magic: The Gathering Fallen Empires created the Thallids. |
| Rhineglade02-15-07, 02:27 PM | UNDINE CG Medium Outsider (Native, Water) Init: +0 Senses: darkvision 60 ft., Listen +7, Spot +8 Languages: Common, Aquan AC: 15 (+5 natural), touch 10, flat-footed 15 HD: 4d8+4 (27 hp) (Endurance) Resist: fire 20 Immune: cold Fort: +5 Ref: +4 Will: +7 Speed: 30 ft (6 squares), swim 40 ft. Melee: +4 dagger (1d4, 19-20/x2) Ranged: +4 javelin (1d6, x2) BA: +4 Grp: +4 SA: spell-like abilities Str: 10 Dex: 11 Con: 12 Int: 14 Wis: 16 Cha: 13 SQ: darkvision, fire resistance 20, immune to cold, outsider traits, spell-like abilities Skills: Craft (basketweaving) +5, Handle Animal +6, Hide +4, Knowledge (nature) +9, Knowledge (the planes) +9, Diplomacy +7, Listen +7, Move Silently +5, Ride +2, Spellcraft +9, Spot +8, Suvival +7, Swim +7 Feats: Animal Affinity, Endurance Environment: Any coastal water, Elemental Plane of Water Organization: Solitary or band (5-10) CR: 4 Treasure: Standard Adv: By character class LA: +4 Spell-Like Abilities (Sp): At will- assume liquid form, create water, know direction, obscuring mist; 3/day- water breathing, gust of wind, charm person; 1/day- speak with animals, sleet storm; CL 4th; save DC 11 + spell level Undines are a species of free-willed elemental originating from the Elemental Plane of Water. They are not a true race as only females are said to exist for no males have ever been spotted. Many planar and religious scholars speculate that undines are the semi-divine daughters of the water god Urien. They are charged by their divine father to watch over and protect the water ways of Manawyden, in particular the shallow seas around islands. Undines live to be 300 years old and then return to their natural state of foam. An undine appears as a beautiful humanoid female with light blue skin, a shapely figure and dark hair. Her eyes sparkle like sea gold and she moves in smooth and fluid motions both on land and in the water. As a water spirit, undines can naturally breathe under water and possess the magical ability to grant the same ability to any being they choose using their spell-like powers. Undines will rarely venture onto land prefering the peace and tranquility of the watery homes. They often dwell in shallow kelp beds, undersea caves or coral castles. Undines are often on good terms with local dolphins and will sometimes recruit the creatures to guard their homes or carry messages. |
| Rhineglade02-15-07, 10:36 PM | Introduction to the Upperworld The aeriel domain of Manawyden known commonly as the 'Upperworld' is a distinct ecosystem composed of floating islands of elemental earth that revolve in set orbits across a windswept sky. How these islands came to be is unclear but the common theory is that they are the remnents of some small moon or other interstellar body that broke up upon entering the planet's atmosphere. The unique gravitational pull has captured the islands which have assumed a non-geosyncronus orbit. Pockets of these sky islands are found across the skies, each with its own fixed center. Each island grouping rotates clockwise around this center point as it likewise orbits the planet. The crust of each sky island is composed primarily of elemental earth, mainly rock with deposits of silicon, iron, calcium, sodium and other mineral deposits. The unique properties of these combined materials take on a refractory ability that renders the islands difficult to spot from the surface of the Middleworld. Oftentimes they merely appear to be some sort of visual anamoly drifting through the clouds. Above this elemental crust, the top of each island is very earth-like in appearance. Many islands are covered with forested regions, rocky elevations, depressions and groundcover. A few of the larger islands even support their own small bodies of water including ponds and lakelets. Each island generates its own form of gravity that allows creatures to remain on the sky island while maintaining a steady altitude above the surface of the Middleworld. A number of sentient creatures dwell upon these sky islands though the most numerous races are the High Elves and the Skraelings, a race of vulture-like humanoids. Other creatures include cloud and storm giants, air elementals, djinnis, giant eagles, dragons and even a few small pockets of humans. |
| Rhineglade02-16-07, 03:39 PM | SKRAELING (1st-level warrior) NE Medium Humanoid Init: +2 Senses: low-light vision, Listen -1, Spot +1 Languages: Common, Skraeling AC: 15 (+2 Dex, +3 studded leather armor), touch 12, flat-footed 13 HD: 1d8 (5 hp) Fort: +2 Ref: +2 Will: -1 Speed: 30 ft. (6 squares) Melee: +1 short sword (1d8, 19-20/x2) Ranged: +5 short bow (1d6, x3) BA: +1 Grp: +1 Atk Options: Point Blank Shot Str: 11 Dex: 14 Con: 11 Int: 10 Wis: 9 Cha: 8 SQ: low-light vision, skraeling traits Skills: Climb +2, Handle Animal +2, Jump +2, Spot +1 Feats: Point Blank Shot Environment: Upperworld islands or mountain elevations Organization: Gang (4-6), Flock (7-12) or Murder (20-100) Challenge Rating: 1/3 Treasure: Standard Adv: By character class LA: +0 Skraeling Racial Traits +2 Dex, -2 Str: Skraelings are agile creatures but their bone structure makes them less strong than human beings. - Medium: As medium creatures, skraelings have no special bonuses or penalties due to their size. - Skraeling base land speed is 30 feet. - Low-Light Vision: A skraeling 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. - Weapon Proficiency: A skraeling develops the ability to use any thrown weapon. - +1 racial bonus on attack rolls with missile weapons. A skraeling's keen vision and dexterity gives them an innate ability with missile weapons. - +2 racial bonus on Spot checks: Skraelings have exceptional vision. - +2 racial bonus on saves against all Spells and Spell-Like Abilities from the School of Necromancy. Skraelings have evolved in such a way as to become innately resistant to death magic. - +2 racial bonus on Bluff and Intimidate checks. Skraelings are inherantly domineering and mistrustful. - Automatic Languages: Common and Skraeling. Bonus Languages: Auran, Draconic, Elven, Giant, Goblin and Orc. - Favored Class: Ranger. A multiclass skraeling's ranger class does not count when detemining whether he takes an experience point penalty. Skraelings are vulture-like humanoids covered with small, dark feathers over most of their bodies except for their balding heads. Their skin tends to be ashen and gaunt giving them a somewhat deathly appearance. Skraelings have slightly hooked beaks and blunt claws on both their hands and feet. Skraelings are found throughout the Upperworld of Manawyden though oddly enough they do no longer possess the ability to fly. In fact, their vestigal wings are bearly noticable on their backs as most skraelings wear robes right over them. Like birds of prey, a female skraeling lays 1-3 eggs inside a nest often built by the male of the species. The eggs hatch within 3-4 weeks. A skraeling is tall compared to other races with an average height of 6-6.5 feet for males and 5.5-6 feet for females. Their long bone structure and thin musculature however grants them a thin build with an average weight of 100- 140 pounds. Skraelings live similar lifespans compared to humans. |
| Rhineglade02-19-07, 12:44 PM | High Elves of the Upperworld The High Elves, archenemies of the skraelings, are aerial spirits who inhabit the floating sky islands of the Upperworld of Manawyden. Distantly related to the wood elves of the Middleworld and the dark elves of the Underworld, the High Elves are an elitist and aloof race. It is not so much that high elves think other races are so inferior but rather that the high elves are so much more evolved. The high elves are great thinkers and philosophers who care very little about life on the Worlds Below. In fact, humans were once enslaved by the high elves many generations ago. Though the humans were rarely mistreated, their confinement was deeply resented even after their eventual freedom. A very small population of these former slaves estalished colonies in the Upperworld and lived apart from their brethren on the ground. As creatures of the air, the High Elves mainly pay homage to the god of air and much of their magic reflects this elemental focus. Rituals involving incense and wind instruments are very prevelant in the religious practices of the high elves. Politically, the high elves are ruled by a High-King who dwells in a luxurious sky palace. Each individual elven colony is located on a separate island and governed as a semi-autonomous fief by a powerful elven prince or duke. These colonies are often associated with the predominant noble House, of which there are twelve. |
| aelryinth02-19-07, 03:59 PM | Two things: I suggest rewriting your 'core NPC' Gwydion as an Arcane heirophant, to keep his sorceror/druidic flavor intact, but able to up his power level somewhat to actually be a threat... To.. Your level 40 Demigod of Evil. Seriously, what is keeping this entity at bay? 20 Epic levels with default divine abilities to back him up...there's literally nothing to stop him on your game world that you've mentioned. If Gwydion could cast Epic spells, that right there would be something. If, for instance, this EPic personage was confined to his palace, or capital city, it would explain why he doesn't rule the world...otherwise, there's no individual on the planet even remotely safe from him. ===Aelryinth |
| Rhineglade02-20-07, 12:30 PM | Aelryinth, thanks very much for your suggestions and feedback. I really thought a lot about the power levels of those two characters when I was doing the initial write-ups. I do wonder "are they too weak?" "Are they too powerful?" After reading your comments, I revisited them both and thought about it again. Here are my thoughts: For Gwydion: I want to keep his character classes as they are for several reasons mostly based on his "role" in the world. Gwydion is not overtly religious and therefore I do not think levels in hierophant would be in tune with this personality. Second, I wanted to have a number of levels of rogue to account for his tendency for stealth and covert operations. In his efforts to maintain a healthy balance in the world, he is often required to spy on both the forces of good and evil. For Shardul: I realize that a 40th-level demigod is a tremendous opponent for even the most experienced adventurers. That is done on purpose as I do not want him easily killed if say his surrounding enemies try to gang up on him. Now with few mortals able to keep him in check, the obvious question is of course what keeps him from wiping out his enemies now and taking control? There are many reasons, first off not all characters are yet revealed. There may be a number of good-aligned potential challengers out there that have yet to reveal themselves. Second, fear of reprisal is also a powerful motivator even for demi-powers. Sure, he could unleash all of his godly might but what would stop one of the good- or neutral powers or even another evil rival from doing the same against him. Shardul is immortal so he can certainly take his time and move cautiously. But just because he is immortal, does not mean he is invulnerable and therefore can still be killed. Plus, since the material world is his native plane, if he should be slain on Manawyden, that would be it for him. |
| Ecthelion of the Fountain02-20-07, 04:43 PM | if my memory serves, didn't the World of Greyhawk setting have something that fell between the "epic character" and the demigod? They were the quasi-deity or the hero-deity. Some examples were Keoghtom and Murlynd from that world. If the stats of Shardul trouble you, maybe you could create a happy medium and call him a quasi-deity rather than a full-fledged demigod. That way you could shape the stats and abilities as you see fit. |
| Rhineglade02-21-07, 12:26 PM | Now that is not a bad idea. I kind of like that quasi-deity. I'll have to think about that one a bit more and maybe make some adjustments. |
| Rhineglade02-21-07, 09:29 PM | OK, here is one of the maps (still a work in progress): http://www.legendsofhyerune.com/Manawyden/Manawydenmap.JPG |
| Rhineglade02-22-07, 05:22 PM | Geography 101 Kingdom of Midewin: A large human kingdom along the sun-kissed coast of the Cerulean Sea, the Kingdom of Midewin is an excellent place to begin a campaign. The country has a stable monarchy, fair year-round weather and a good dichotomy of geographical features. The Kingdom is always on guard against the territorial aggressions of the Seralians to the East and the capitalistic ambitions of the Belegondians to the West. Kingdom of Merthyria Now a major threat to the peace and civility of the northern continent, Merthyria is ruled by the god-like Shadow King. An ambitious figure, said to be a unholy spawn of some fiendish power, the Shadow King gathers his forces and his followers as he expands his power base. County of Rhuthune A fallen land of humans once governed as an independent sovereign state, Rhuthune is now a puppet of Merthyria and controlled by a wicked and opportunistic noble house. The Counts of Rhuthune use their royal mandate to arouse terror and obedience among the peasant population. Duchy of Wyrms A powerful sovereign state govered by a long-line of draconic offspring. Wyrms has generally maintained a neutral stance in regards to foreign powers simply because the ruling line felt outsiders to be beneath them. Having grown quite wealthy over the centuries, the royal house of Wyrms relies on its lucrative mining of precious metals and gemstones from the mountains and highlands to the east. Kingdom of Seralia The Seralians are a militaristic state who tend to undergo imperialistic phases every few generations. During their more aggresive periods, the well armed and disciplined armies of Seralia emerge from their borders striking out into nearby lands in an attempt to annex fertile lands for an ever-burgeoning population. During times of peace, Seralia maintains trade relations with most of the surrounding nations. |
| Rhineglade02-23-07, 02:22 PM | Geography 201 Caliphate of Tritheria A land of ancient culture and faith but with poor farming conditions. In fact, as one moves further inland the landscape is mostly scrubland. Most of the human inhabitants live a semi-nomadic lifestyle herding sheep and goats though a small amount of farming is carried out along the coast. The scrub is controlled by a number of hostile gnoll clans so it would be best to remain in civilized territory. A number of small clans of jann are also said to dwell near the southern mountainous crest. Kingdom of Aeronne A kingdom of the wood elves who have learned to live in peace with their human neighbors. Much of the kingdom is forested and a large number of the population dwell in small rural villages scattered throughout the woods. The kingdom also harbors a large faerie population and even the very trees are said to possess a lifeforce of their own. Such supernatural creatures will rise in the defense of their home woodlands when the land is threatened. Principality of Eremon A small independent realm known for its large population of half-elves. Eremon is generally viewed as a peaceful realm and its citizenry is known for their acceptance of others. In the past, the armies of the prince were plagued by humanoid raiders from the mountains to the northwest but in recent years, the borders have been mostly inactive. Kingdom of Belegond A wealthy kingdom with a firm commitment to the idea of capitalism. The merchant class has become a formidable force within the kingdom and a major influence within the royal court. Moral issues are occasionally thrown to the side for the cause of profit. The Belegondians are also known to recruit communities of gnomes from the northern mountains to work the extensive veins of precious metals in the region. The gnomes generally keep to themselves and are not generally open to strangers. |
| Rhineglade02-23-07, 06:21 PM | Oliander Hathorian, High-King of Aenoria Lord of All High-Elves CG Medium Humanoid Male High Elf Ftr 12/Wiz 14 Init: +6 Senses: low-light vision, Listen +3, Spot +3 Languages: Common, Elven, Auran, Skraeling, Draconic, Giant AC: 24 (+2 Dex, +7 armor, +5 natural), touch 12, flat-footed 22 (Combat Expertise, Dodge) HD: 12d10 plus 14d4 (118 hp) Resist: +2 racial bonus against enchantments Immune: sleep Fort: +12 Ref: +10 Will: +14 Speed: 30 ft. (6 squares) Melee: +23/+18/+13 longsword (1d8+4, 18-20/x2) Ranged: +25/+20/+15 longbow (1d8+4, 19-20/x3) Ranged: +21 touch (spell) BA: +19 Grp: +21 Atk Options: Power Attack, Cleave, Great Cleave, Point Blank Shot, Far Shot, Combat Reflexes Wizard Spells Prepared (CL 14th) 7th- control weather, prismatic spray (DC 25), spell turning 6th- antimagic field, chain lightning (DC 24), Tenser's transformation, true seeing 5th- cone of cold (DC 23), extended fire shield, hold monster (DC 22), wall of force 4th- fear (DC 21), ice storm (DC 22), polymorph, scrying (DC 21), shout (DC 22) 3rd- detect thoughts (DC 20), dispel magic, fireball (DC 21), fly, hold person (DC 20), nondetection 2nd- alter self, bull's strength, gust of wind, levitate, mirror image, protection from arrows 1st- burning hands (DC 19), charm person (DC 18), feather fall, hypnotism (DC 18), magic missile, protection from evil 0- detect magic, light, open/close, read magic Str: 15 Dex: 15 Con: 11 Con: 19 (24) Wis: 13 Cha: 16 SQ: elf traits, low-light vision, spells Skills: Climb +14, Concentration +16, Craft (alchemy) +12, Craft (weaponsmithing) +16, Handle Animal +18, Intimidate +20, Jump +14, Knowledge (arcana) +19, Knowledge (nature) +12, Knowledge (nobility and royalty) +12, Listen +3, Ride (pegasus) +14, Search +6, Sense Motive +8, Spellcraft +19, Spot +3, Swim +14 Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Wand, Dodge, Extend Spell, Far Shot, Great Cleave, Greater Spell Penetration, Improved Critical (longbow), Improved Critical (longsword), Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Spell Focus (evocation), Spell Penetration. Possessions: +7 bracers of armor, +5 amulet of natural armor, +2 longsword, +4 shocking longbow, (20) arrows, wand of lightning (17 charges), +5 headband of intellect, boots of levitation, spellbooks. |
| Rhineglade02-26-07, 12:55 PM | GAULANT Official Name: Le Royaume de Gaulant Ruler: His Royal Majesty, King Guilliame of Gaulant (LG male human, Pal 11 of Niamh) Government: Independent feudal monarchy with hereditary rulership; Gallic Law prohibits women from inheriting the throne so the crown always passes to the first born male child and is patrilineal (followed through the male line); the king enjoys almost limitless powers but is generally bound by the Doctrine of Niamh, the patron goddess of the realm, and often consults with his Council of Paladins Rule of Law: Lawful good Notables: Sybelline Le Fée (LG female human, Wiz 15/Bard 4), Le Chavelier Spectral (CN male outsider), Sir Mouchard de Maléfique (LE male augmented human [wererat], Ftr 8/Rog 6), Duc Jean de Malford (LG male human, Pal 14 of Niamh) Population: 300,000 Capital: Genese (pop. 42,000) Major Towns: Bergere (pop. 26,700), Faucon (pop. 19,300), Maléfique (pop. 30,200), Parlais (pop. 14,300) Major Religions: Niamh, Solovar, Ceridwen, Brannoc, Jaufre, Melgwyn Major Resources: foodstuffs, silver, fish, wine, gemstones Military: 12,000 The Kingdom of Gaulant is often called 'La Fleur d'Humanité' or 'the Flower of Humanity' as it has been associated with the noble traits of chivalry, justice and honor. In fact, the Church of Niamh, the goddess of wisdom, has long held an important role in society and the Archclergy is often consulted by the reigning monarchs on matters of great importance. The Kingdom itself occupies an enviable location along the coastline of the Northern Continent bound by the Hrathgar Empire to the east and Tuireann to the South. The moist oceanic breezes the blow in from the west have made the country ideal for agriculture, particularly along the fertile plains to the south of the central mountainous region. The higher elevations along the northern duchies have lead the population to look more to the sea for their livelihood with the fishing industry becoming quite prominent. Royal Tradition generally dictates that the ruling house follow the precepts of paladinhood. Therefore, the king and his heir are usually paladins devoted to the goddess Niamh. In addition, the king himself is surrounded by his personal retinue of bodyguards known as the Council of Paladins. These virtuous warriors are dedicated to the cause of law and goodness and serve His Majesty as advisors and confidantes as well. Many courtly songs and tales center around the paladins' search for the legendary Questing Beast, an elusive creature said to symbolize the ultimate truth and glory. |
| Rhineglade02-27-07, 10:39 AM | Guilliame, King of Gaulant LG Medium Humanoid Male Human Paladin 11 of Niamh Init: +4 Senses: Listen +3, Spot +3 Languages: Common, Celestial AC: 31 (+11 armor, +5 shield, +5 deflection), touch 15, flat-footed 31 HD: 11d10+22 (92 hp) SR: 16 (with sword) Immune: fear, disease DR: 5/magic (in armor) Fort: +13 Ref: +11 Will: +14 Speed: 20 ft. (4 squares) Melee: +20/+15/+10 broadsword (1d10+9, 18-20/x2) Ranged: javelin of lightning (5d6 electricity dmg, Reflex DC 14 half) BA: +11 Grp: 15 Atk Options: Power Attack, Cleave SA: smite evil (3/day; +4 atk, +11 dmg), turn undead (7/day as an 8th level cleric) Paladin Spells Prepared (CL 5) 3rd- discern lies (DC 16) 2nd- remove paralysis, resist energy 1st- lesser restoration, protection from evil Str: 18 Dex: 10 Con: 15 Int: 12 Wis: 17 Cha: 18 SQ: aura of good, detect evil, divine grace, lay on hands (44 hp), aura of courage (+4 save bonus against fear for allies in 10-foot radius), divine health, turn undead, spells, special mount, remove disease (2/week) Skills: Concentration +7, Diplomacy +15, Handle Animal +11, Heal +8, Knowledge (nobility and royalty) +6, Knowledge (religion) +6, Ride (horse) +7, Sense Motive +14 Feats:Cleave, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Power Attack Possessions: +5 Holy Avenger cold iron bastard sword, (5) javelins of lightning, +5 invulnerability splint mail, +3 heavy steel shield, +5 ring of protection, crown of command (as per the breastplate) King Guilliame is a proud and courageous monarch having ruled the Kingdom of Gaulant for just under 10 years following the death of his father King Louis le Gros. |
| Rhineglade02-28-07, 12:44 PM | Le Chevalier Spectral "The Spectral Knight" is a ghostly apparition that appears throughout the Kingdom of Gaulant as a deathless protector of the sanctity of the land. It is commonly believed that the entity is some type of Outsider and quite possibly an emissary of the goddess Niamh. However, as the goddess is Lawful good and the Knight is a Chaotic neutral creature, it is asserted that the Spectral Knight is in fact some form of divine "residue" representing the more warlike nature of the goddess. No matter the truth of these legends, the Spectral Knight will appear out of no where on the field of battle whenever the country needs him the most. He appears as a ghostly incorporeal being dressed in heavy plate mail carrying a lance and shield riding a phantasmal steed. Both creatures have a very otherworldly appearance and inspire fear in lesser creatures that see them. As an incorporeal creature, the Spectral Knight and his mount are able to pass through any manner of terrain or move across water, marsh or brush as easily as an open field. At will, they can manifest in order to attack their enemies similar to the attack of a ghost (see PHB). Although the Spectral Knight fights to protect the landscape and the borders of the kingdom, he seems to more or less operate under his own volition. Noble commanders and even the King himself have made numerous attempts to control or command the being but always to no avail. The Spectral Knight is further known to be unpredictable as he does not always appear on every battlefield and may sometimes depart as quickly as he arrives. Some peasants believe his appearance is linked somehow with the phases of the moon though this is widely held as mere conjecture by the Royal Magi of Gaulant. |
| Morgana_Le_Fay02-28-07, 05:38 PM | Stop! The great ideas are coming so fast and furious now my head is starting to ache. :D Seriously, I really like your Spectral Knight idea. Do you have any game stats for that yet? |
| Rhineglade03-01-07, 12:35 PM | Hi Morgana, I am actually still working on the stats for the Spectral Knight. I will be happy to post that once it is complete though. Thanks for your comments. |
| Rhineglade03-01-07, 12:52 PM | Hrathgar Empire The Empire of Hrathgar is composed of hundreds of minor principalities all loosely governed by an Emperor elected to the position. The Emperor therefore does not inherit the crown and has few real powers serving more as a head of state. The true power lies within the seven Electors who choose each successor. These Electors are pulled from both the temporal and spiritual society with four nobles and three archclerics. When it comes time to name a successor, the chief of the Electors calls for a council. All seven are expected to appear with no more than 200 soldiers of whom only 50 can be armed. The council convenes in the city of Oldenburg with the city government paying for the ultimate security while the Electors are in session as well as providing room and board for the Electors and their retinues. The Electors may choose any candidate from the lay nobility. Religious leaders such as clerics and druids are not eligible. Once a noble candidate is elected, he receives the title of "King of Oldenburg" which serves as the implication that he is the heir-apparant to the Imperial Crown. The position of Electors are generally held by the same titled clergy and nobility save for unusual circumstances and then only by the majority decree of both the Electors and the Emperor. The current Electors include the Archbishop of Magdeburg (LG male human, Clr 17 of Solovar), the Archbishop of Rhomes (CG male human, Clr 14 of Brannoc), the Archbishop of Drakensward (NG female human, Drd 16 of Glorwynd), the King of Berengaria (LN male human, Ftr 9), the Elector Palatine (N female human, Ftr 11) and the Margrave of Reitersheim (LG male human, Pal 13). |
| Rhineglade03-02-07, 12:35 PM | Powers of the Emperor With most of the legislative powers of Hrathgar held by the Council of Electors and the Council of Princes, why would anyone want to be Emperor? Quite simply really- money! Reigning as Emperor is certainly not without its perks. The Emperor does in fact gain quite a bit of influence and personal power. Along with the title, the Emperor also gains land holdings held in Imperial Trust from which he is able to draw revenue and other resources. In addition, the Emperor enjoys a number powers held by a Federal Branch including creation and upkeep of public roads, tariffs, coining, the collection of punitive fees and the investiture of various office holders within the government. Since the Emperor is also one of the nobles of the Empire, he will still maintain control over his personal territory and army. Therefore, becoming Emperor is certainly an admirable position and a way to become wealthy and powerful within the State. |
| Rhineglade03-04-07, 09:34 AM | HRATHGAR Official Name: Holy Empire of Hrathgar Ruler: His Grand and Imperial Majesty, Emperor Hans-Adam of Hrathgar, Duke of Schwartzburg (N male human, Ftr 10/Brd 10) Government: Independent confederation of semi-autonomous territories bound under the rulership of an Emperor; rulership is through election by seven peers of the realm rather than heredity; legislative powers are controlled by the Council of Electors and the Council of Princes Rule of Law: Lawful neutral Notables: Archbiship Liesl of Drakenward (NG female human, Drd 14); Heinrich von Boden, Grand Master of the Knights of Golden Lion (LG male human, Pal 15) Population: 400,000 Capital: Oldenburg (pop. 33,300) Major Towns: Drakenward (pop. 15,400), Magdeburg (pop. 29,600), Reitersheim (pop. 13,900), Rhomes (pop. 28,200) Major Religions: Solovar, Brannoc, Glorwynd, Barathor, Jaufre, Oloron Major Resources: Timber, rare herbs, gold, silver, iron Military: 20,000 The Empire of Hrathgar is a collection of unified territories located along the central highlands of the Northern continent between the Norwind Sea and the Dawnshome Mountains. Although from outward appearances, Hrathgar would seem to be an imposing threat to its neighbors, in reality it is a fractious conglomeration of hundreds of minor states each ruled by its own noble or religious leader. The folk of Hrathgar are descendants of warlike barbarian tribes that came to the wooded lands and rolling hills of Hrathgar roughly 1500 years ago. Threatened by the military might of the orcs of the Dawnshome Mountains, the barbarian tribes were briefly united under the leadership of their most charismatic warrior, Baron Hrathgar, who lead the armies against the humanoids in defense of their newfound homeland. After a crushing victory, the tribal elders agreed that in order to maintain a relative position of peace and safety, the tribes would have to be united under a common rulership. However, since none of the more powerful nobles was willing to relinquish their right to govern, a simple electoral system was established and the creation of seven Electors was given the responsibility of chosing the Imperial Office thereby opening up the possibility of the crown passing from noble to noble. The Emperor serves a life-term with his successor holding the title of King of Oldenburg. The Emperor gains access to numerous Imperial land grants during his term in office as well as a number of other Federal powers. The majority of governmental control, however, remains in the hands of the various noble landowners and in particular the seven Electors. Each noble territory is in itself a semi-autonomous state with its own military, taxes and set of laws. All of them are bound however by common language and customs and are essentially answerable to the Imperial Authority. Each noble holds such illuminous titles as Grand Duke, Duke/Herzog, Prince/Furst, Count Palatine, Count/Graf, Margrave, Landgraf or Baron. A large number of territories are likewise controlled by several churches with their nobility holding comparable religious titles equivalent to any prince of the realm. Hrathgar is a land rich in abundant natural resources from its access to the northern seas, the twin forests which form the east and west marches and the southern elevations. Hrathgar is one of the leading producers of silver in the Middleworld and has a fair share in the mining of a number of other valuable metals and minerals. |
| Gilgalad03-04-07, 05:14 PM | very nice job with combining Germanic history with D&D. I assume that you used the Holy Roman Empire as your source for this. Am I correct? In any case, I like it a lot and may have to borrow a few ideas here. :P Anything else you have on Hrathgar would be most appreciated! |
| Rhineglade03-04-07, 11:42 PM | Emperor Hans-Adam of Hrathgar Duke of Schwartzburg N Medium Humanoid Male Human Ftr 10/Brd 10 Init: +6 Senses: Listen +7, Spot +2 Languages: Common, Elven, Dwarf, Orc AC: 26 (+2 Dex, +9 armor, +5 deflection), touch 17, flat-footed 24 (Dodge, Mobility, Combat Expertise) HD: 10d6 plus 10d10 (102 hp) Fort: +10 Ref: +12 Will: +12 Speed: 30 ft (6 squares) Melee: +26/+21/+16/+11 morningstar (1d8+10, 19-20/x2) Ranged: +20 light crossbow (1d8+2, 19-20/x2) BA: +17 Grp: +20 Atk Options: Power Attack, Cleave, Great Cleave, Improved Disarm, Spring Attack Bard Spells Known (CL 10th) 4th (1/day)- dimension door, hold monster (DC 18) 3rd (3/day)- cure serious wounds, daylight, dispel magic, speak with animals 2nd (4/day)- calm emotions, enthrall (DC 16), hold person (DC 16), scare (DC 16) 1st (4/day)- comprehend languages, cure light wounds, feather fall, remove fear 0 (3/day)- dancing lights, detect magic, know direction, mage hand, read magic, summon instrument Str: 17 Dex: 15 Con: 11 Int: 13 Wis: 15 Cha: 18 SQ: bardic music (10/day), bardic knowledge (+11), countersong, fascinate, inspire courage +2, inspire competence, suggestion (DC 19), inspire greatness, spells Skills: Appraise +3, Balance +4, Bluff +6, Climb +10, Concentrate +2, Decipher Script +3, Diplomacy +18, Escape Artist +4, Handle Animal +12, Hide +4, Intimidate +12, Knowledge (arcana) +5, Knowledge (engineering) +8, Knowledge (history of Hrathgar) +9, Knowledge (nobility and royalty) +4, Listen +7, Move Silently +11, Perform (acting) +6, Perform (oratory) +16, Perform (singing) +20, Ride (horse) +9, Sense Motive +4, Speak Languages (dwarf and orc), Spellcraft +7 Feats: Cleave, Combat Casting, Combat Expertise, Dodge, Great Cleave, Improved Critical (morningstar), Improved Disarm, Improved Initiative, Mobility, Mounted Combat, Power Attack, Spring Attack, Weapon Focus (morningstar), Weapon Specialization (morningstar) Possessions: +5 spell storing morningstar (usu. contains a fear spell), +5 chain shirt, ring of major fire resistance (20), +5 cloak of protection (as per the ring), masterwork light crossbow, (10) crossbow bolts, (10) +2 bolts Hans-Adam is truly a Renaissance man skilled in a number of intellectual pursuits as well as being an accomplished warrior and diplomat. The scion of the Ducal House of Schwartzburg, Hans-Adam was elected as Emperor of Hrathgar at the age of 42 and has served in this capacity for 6 years. The Emperor is blessed with a variety of gifts possessing both a strong body and handsome face. He is 6'2" and weighs 190 pounds. His hair is brown turning to gray to match his eyes. He often wears heavy velvet robes over his chain shirt but prefers loose fitting dress to allow better freedom of movement. |
| Rhineglade03-05-07, 12:37 PM | Magic Items of Hrathgar Sigil of Solovar An item of some religious significance, the Sigil of Solovar, god of the sun, is generally attributed to the Grand Patriarch Wilhelm the Transformed, one of the deity's earliest prophets. The Sigil is a rounded bronze medallian with a solar image that is worn around the neck. The item is believed to contain the very essence of the sun which is used to emboldened the user of the device. Once per day, the user can cast daylight with a CL 6th. In addition, if the wearer has the ability to turn the undead, the Sigil of Solovar will grant a sacred bonus of +1 to all turn checks. Ivory Bracers The Ivory Bracers are a pair of magical arm bands, worn over the wrists, and formed from an unknown substance that takes on the general appearance and feel of ivory. The bracers are engraved with holy images of the goddess of healing. The bracers are thought to have been first worn by the Princess Louisa, a swan may in the service of Ceridwen though they disappeared shortly after her burial almost a century ago. The Ivory Bracers are blessed with powerful magic and grant the wearer a +1 deflection bonus to AC. In addition to the defensive properties of the devices, the bracers also grant a sacred bonus of +1 to the caster level for all spells with the "good" descriptor. Gilded Shield This magical shield is made of heavy steel and counts as a +2 heavy steel shield. The shield is shaped to resemble a geometric pattern of two superimposed squares and its edges are highlighted with golden gilding. Altough the shield is an obvious piece of protective armor, its true value lies in its ability to further protect its user from dark magic. Given as the gift to the people of Hrathgar by the skilled gnome-smiths of the Black Hills, the user of the Gilded Shield gains a +2 sacred bonus against all spells with the "evil" descriptor. |
| Gemini_the_Mage03-05-07, 10:36 PM | cool items. They seem to inpart a sense of flavor on to the country in a way. My interpretation is that the Empire is a realm caught up on daily struggles of good and evil as well as multiple war skirmishes. |
| Rhineglade03-06-07, 09:29 PM | Imperial Arcanium The Arcanium is an ancient and proud institution that arose from the distant ashes of superstition that once held sway among the peasant barbarians of Hrathgar. The Arcanium was to become an advanced school of learning and in particular it was a school of magic and wizardry. Founded in the 8th century of the Fifth Age, the Arcanium has become a stablizing force within the Empire while supplying its Imperial Armies with powerful arcane spellcasters to both defend its borders and to shatter the minds and bodies of the enemy. To put it simply, the Arcanium specializes in war magic. The predominant fields of study include evocation, conjuration, abjuration, necromancy and transmutation. The Arcanium itself has taken on an almost legendary quality among the people of the land. To be accepted to its hallowed halls is considered a most auspicious gift indeed and its apprentices and students are looked upon with a certain degree of admiration. Move prominent then the students though are of course the Masters of the Arcanium, powerful wizards who have made a name for themselves in the service of the Emperor and have now retired to a life of study, research and the education of the next generation of wizards. The current head of the Imperial Arcanium is Chancellor Alrik Bergfried (LN male human, Wiz 14/Acm 5). The school is located within the Capital City of Oldenburg. |
| Rhineglade03-07-07, 09:13 AM | More Magic Items of Hrathgar Elemental Rods Crafted by a secretive cabal of elementalists, the devices known collectively as the "elemental rods" are potent magical items granting their wielders powers of both attack and defense. Designed to be used by the magi of air, water and flame, the elemental rods appear as slender bars of an opaque crystalline material with the equivalent hardness of diamond. The rods are 3 feet in length with a narrow handgrip and a bulbous opposing end. There are three Elemental Rods known to exist: Amber Rod- the Amber Rod is golden brown in color and entwined with a thin copper wire. The rod itself is attuned to Elemental Air and grants the wielder powers over electricity. Simply holding the Amber Rod grants a resistance of electricity 10. The Amber Rod can also be used as a weapon as a +1 shocking light mace. Finally, once per day, the Amber Rod can cast a lightning bolt as a spell-like ability as a 6th-level caster (Ref DC 14 half). Crimson Rod- the Crimson Rod, sometimes known as the rod of flame, is a deep red in color similar to a garnet. The handgrip is embedded in a rough, scaly material that appears similar to the epitheleal layer of a red dragon. Holding the Crimson Rod grants a resistance of fire 10. The Crimson Rod can also be used as a weapon as a +1 flaming light mace. Finally, once per day, the Crimson Rod can shoot forth a gout of flames as per the burning hands spell as a 5th-level caster (DC 14) as well as cast a light spell three times per day. Crystal Rod- the Crystal Rod is light blue in color and appears as if it were made from ice though it is not cool to the touch. Hold the Crystal Rod grants a resistance of cold 10. The Crystal Rod can also be used as a weapon as a +1 frost light mace. Finally, once per day, the Crystal Rod can cast a sleet storm as a 6th-level caster (DC 14). Cloak of the White Wolf This magical cloak is said to have been crafted by the Winter Druid as a gift to one of the first barbarian shamans to immigrate into the Hrathgar plains. The cloak appears as a cape of white fur with a silver chain clasp. Upon donning the cloak, the wearer gains cold resistance 5 and can use pass without trace at will as per the spell. Furthermore, if the wearer possesses the wild shape ability, the wearer receives the powerful to assume 1 extra wild shape per day but is limited to the form of a white wolf for this bonus transformation. |
| Ecthelion of the Fountain03-09-07, 08:42 PM | This is really quite good and quite creative. The map you posted though for the Middleworld, is that just a small portion of it I assume? How does the rest of the world figure into this portion of it? Is there a lot of interaction between the Upper, Middle and Underworlds? |
| taradusis03-09-07, 08:44 PM | I've subscribed to this thread for a while now and it all seems solid,what do you feel you need help/advice on? |
| Rhineglade03-11-07, 05:40 PM | Thanks for the comments guys. I am actually not looking for any help in particular. I do appreciate any type of feedback though. If there is something that stands out as interesting or something you don't think sounds right, I'd love to know. I mainly use this board as a forum to just type out my thoughts and then review them later. It really helps me in my creative process. As for the map, yes that is but a small portion of the Middleworld. I just call it the "Northern Continent" for now until I come up with a name I like. As you may or may not notice, it is similar to Europe in some ways but different in others. The Upperworld is more of an archepelago of islands while the Underworld is a vast mazework of winding tunnels and caverns. |
| Rhineglade03-12-07, 05:56 PM | The party has taken the Old South Road out of the Hrathgar Empire up into the desolate Dawnscape Mountains. As the moon slowly crawls across the night sky, casting its eerie glow on the faded landscape, a cold wind begins to blow sending a chill down the spine. You have heard that these lands you now enter are the domain of Prince Karl von Helstadt, a wealthy and mysterious noble whose family has long dominated the simple peasants of the land. Known as a "cursed land," you can not help but see how this legend came to pass for even the moaning breeze howls like some lost soul over the moors. Perhaps during the daylight, this mountainous region might almost look quite majestic with its sturdy backdrop of rocky crags, lofty pines, rolling meadows and bubbling streams. At night, however, the landscape takes on a far more ominous tone. Even the animals of the wild make little to no noise save for the lone owl or the distant cry of a hungry wolf. The region is known as the Principality of Danubia. It is a wealthy land of gold, copper, iron and salt but also a land of untold horrors best left to the godforesaken peasant natives or some foolhardy band of adventurers. |
| Rhineglade03-13-07, 01:42 PM | DANUBIA Official Name: The Principality of Danubia Ruler: His Royal Highness, Prince Karl von Helstadt (CE male augmented humanoid (undead vampire), Wiz 19 (specialist necromancer)) Government: Independent feudal monarchy ruled by a sovereign prince with selective rulership; reigning prince selects his heir rather than having crown pass through heredity; prince enjoys autocratic rulership but allows boyars (nobles) some control over their individual fiefs Rule of Law: Chaotic evil Notables: Countess Irina Anghelescu (CE female augmented humanoid (undead vampire), Sor 13/Ftr 3), Chancellor Serghei Fieraru (NE male human, Clr 15 of Jharkel) Population: 150,700 Capital: Dragomir (pop. 14,600) Major Towns: Snagov (pop. 9,600) Major Religions: Jharkel, Tormac, Mordoc, Oloron, Melgwyn Major Resources: Iron, gold, copper, salt Military: 7,500 The Principality of Danubia has long struggled for its independence from the surrounding nations almost since its inception only fairly recently achieving its goal. With the powerful House of von Helstadt firmly in control, the nation has grown in both wealth and influence though certainly at the expense of the humble populace who are generally kept docile and ignorant of the outside world beyond the mountains. The country itself is located high in the eastern mountains of Dawnscape. Therefore, the land is not known for its fertility. Farming is generally quite minimal with most commoners raising only enough to feed their own family. The mining industry however is quite lucrative with most of it controlled by the Prince or one of his vassals. With its higher elevation, the weather is generally cool year round with heavy snowfall in the winter months. The majority of the local boyars have generally resented the degree of authority enjoyed by the reigning prince and have often rebelled against such regimented rulership. In recent years, however, the curse of vampirism has claimed a number of the more powerful members of the royal house and these figures have succeeded at crushing any attempts at independent thought from their lesser nobles. Now, the Principality of Danubia is thought of as more or less a 'cursed land.' Hope seems to have long abandoned the folk of these parts and most of the population seems to exist in a perpetual state of melancholy. Those rare individuals who do seem to exhibit any ability to stir up resistance or offer guidance are swiftly dealt with by the Prince's agents and are rarely heard from again. On a few occasions, such figures have reappeared after a long absence but only as shadows of their former selves. Rumors abound that the Prince Karl turns his most dangerous opposition into lesser forms of undead to serve as his new agents and spies. |
| Rhineglade03-14-07, 10:43 AM | Prince Karl von Helstadt CE Medium Undead (Augmented Humanoid) Male Vampire Wiz 19 (Necromancer) Init: +7 Senses: darkvision 60 ft., Listen +5, Spot +6 Languages: Common, Abyssal, Draconic, Dwarf, Giant, Orc AC: 24 (+3 Dex, +3 armor, +6 natural, +2 deflection), touch 15, flat-footed 21 HD: 19d12 (138 hp) DR: 10/ silver and magic Resist: cold 10 and electricitiy 10 Immune: mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects Fort: +6 Ref: +9 Will: +13 Speed: 30 ft. (6 squares) Melee: +12/+7 slam (1d6+4 plus energy drain) Melee: +12 touch (spell) Ranged: +12 touch (spell) BA: +9 Grp: +12 SA: blood drain, children of the night, create spawn, dominate (Will save DC 23), energy drain, spells Atk: Power Attack, Cleave Wizard Spells Prepared (CL 19) 9th- astral projection, Mordenkainen's disjunction, prismatic sphere, wail of the banshee (DC 26) 8th- dimensional lock, horrid wilting (DC 25), power word stun (DC 23), temporal stasis 7th- banishment (DC 22), finger of death (DC 24), greater scrying (DC 22), reverse gravity, spell turning 6th- create undead, disintegrate (DC 21), greater dispel magic, move earth, true seeing 5th- blight (DC 22), cloudkill (DC 20), hold monster (DC 20), magic jar (DC 22), wall of stone, waves of fatigue (DC 22) 4th- charm monster (DC 19), contagion (DC 21), detect scrying, Evard's black tentacles (DC 19), fear (DC 21), summon monster IV 3rd- dispel magic, halt undead (DC 20), hold person (x2) (DC 18), nondetection, slow (DC 18) 2nd- command undead (DC 19), detect thoughts (DC 17), protection from arrows, resist energy, scare (DC 19), whispering wind 1st- cause fear (DC 18), hold portal, obscuring mist, protection from good, ray of enfeeblement, reduce person (DC 16), sleep (DC 16) 0- acid splash, arcane mark, detect magic, read magic, touch of fatigue (Specialist Necromancer; Prohibited Schools: Evocation and Illusion) Str: 17 Dex: 16 Con: - Int: 20 Wis: 15 Cha: 19 SQ: alternate form (bat, dire bat, wolf or dire wolf), fast healing 5, gaseous form (at will), spider climb, turn resistance +4, undead traits, vampire weaknesses, spells. Skills: Appraise +12, Concentration +18, Craft (alchemy) +21, Decipher Script +10, Handle Animal +12, Knowledge (arcana) +27, Knowledge (architecture and engineering) +10, Knowledge (geography of Dawnscape Mountains) +10, Knowledge (history of Danubia) +11, Knowledge (nobility and royalty) +10, Listen +5, Search +10Spellcraft +27, Spot +6. Feats: Brew Potion, Cleave, Combat Casting, Eschew Materials, Greater Spell Focus (necromancy), Improved Initiative, Leadership, Power Attack, Scribe Scroll, Spell Focus (necromancy), Spell Mastery (cloudkill, dispel magic, fear, finger of death, protection from good). Possessions: +3 bracers of armor, Von Helstadt signet ring, pearl of power (4th level), scroll of fog cloud, scroll of teleport Von Helstadt Signet Ring: This family heirloom of the Von Helstadt family is a much treasured item by the Princes of Danubia. The ring is made of gold and is embellished with the family crest which is augmented with ground obsidian powder. The magic of the ring acts as a +2 ring of protection and a ring of fire resistance 10. The ring also stores a dimension door spell cast at the 19th level of ability. Once this spell is cast, the ring is "empty" save for its protective properties and will need to have the dimension door spell recast upon it in order to use that ability. The spell remains in the ring until called forth by the wearer. No other spell can be placed within the Signet Ring. For a "dead guy," the Prince of Danubia can actually be quite charming. Other than his pale features, he is appears as a normal and attractive human male with dark hair, thin dark moustache and blue-gray eyes that almost appear to shine in the moonlight. As long as he is not seriously threatened, Prince Karl can be engaging and friendly if he so chooses. This open and extroverted personality can be somewhat disarming for those who meet the Prince for the first time, especially if his true nature is not detected. |
| Rhineglade03-15-07, 12:48 PM | Magic Items of Danubia Bag of Bones This item resembles a simple burlap sack that is closed with a black ribbon woven through the open end of the bag. The bag is just slightly larger than a standard belt pouch and has no identifying images or markings. When the owner of the bag opens it and reaches within, they will be able to draw forth a number of small bones (2d4). By tossing these bones to the ground, they will magically grow in one round to a like number of animated skeletons under the control of the bag owner. The skeletons are the equivalent to 1st-level warriors each armed with a long sword and shield and can fight at command if desired. If the skeletons are reduced to 0hp, they crumble to dust. The bag of bones can be used but once per day with the skeletons remaining for 1 hour or until destroyed. Rod of Hellstorms A wicked looking device, the rod of hellstorms is a black iron bar three feet in length and 1.5 inches wide. The handle is wrapped in leather made from flayed demon skin while other end of the rod is tipped with a graven image carved from golden alloy to resemble a screaming face. The wielder of this magical rod is able to command the very fires of hell. The device acts as a +2 flaming unholy heavy mace. More importantly however are the spell-like abilities of the rod. The rod of hellstorms is able to cast scorching ray for 1 charge. The rod is also able to cast a fireball and fire shield either for 2 charges. These magical properties however are augmented with fiendish power with only half of its damage caused by "fire" while the other half is caused by "unholy fire." Creaures normally resistant or immune to fire damage are still subject to the unholy fire damage. All spell-like powers are at 9th caster level with a Ref save DC 16. |
| Rhineglade03-17-07, 05:43 PM | SOLOVAR god of the sun, light and order LG Large Outsider (Extraplanar, Lawful, Good) Male Deity Pal 20/Clr 20/Mage 20 (fire) Divine Rank: 19 Init: +11 Senses: divine sensing, darkvision 19 miles, Listen +15, Spot +15 Languages: All, telepathy, direct communication AC: 86 (-1 size, +11 Dex, +32 natural, +19 divine, +15 deflection), touch 54, flat-footed 75 (Combat Expertise) HD: 20d10+280 plus 20d8+280 plus 20d4+280 (1,280 hp) DR: 54/+4 SR: 51 Immunities: ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, fire, mind-affecting effects, paralysis, poison, sleep, stunning and transmutation Fort: +64 Ref: +52 Will: +64 Speed: 80 ft. (14 squares) Melee: +64/+59/+54/+49 morningstar (1d8+37, x2) Melee: +63/+58/+53/+48 longsword (1d8+37, 19-20/x2) BA: +45 Grp: +62 SA: smite evil (8/day, +15 atk, +20 dmg), turn undead (18/day, +2 on turn checks, +1d6 on turn damage) Atk Options: Power Attack, Cleave, Improved Disarm, Point Blank Shot, Far Shot, Precise Shot Cleric Spells Prepared (CL 20th) 9th- astral projection, etherealness, mass heal, miracle (DC 34), prismatic sphere* (DC 34), storm of vengeance (DC 34), true resurrection 8th- antimagic field, dimensional lock, fire storm (DC 33), mass cure critical wounds, mind blank*, shield of law, summon monster VIII 7th- control weather, dictum (DC 32), greater restoration, mass cure serious wounds, regenerate, refuge, repulsion (DC 32), sunbeam (DC 32) 6th- animate objects, banishment (DC 31), greater dispel magic, hold monster* (DC 31), mass bear's endurance, mass bull's strength, mass cure moderate wounds, wind walk 5th- atonement, break enchantment, dispel chaos (DC 30), dispel evil (DC 30), flame strike (DC 30), greater command (DC 30), hallow, mass cure light wounds, spell resistance* 4th- air walk, cure critical wounds, death ward, dimensional anchor, discern lies (DC 29), imbue with spell ability, neutralize poison, order's wrath* (DC 29), spell immunity 3rd- blindness/deafness (DC 28), continual flame, create food and water, daylight, helping hand, invisibility purge, remove blindness/deafness, remove curse, searing light*, summon monster III 2nd- align weapon, calm emotions, consecrate, cure moderate wounds, find traps, hold person (DC 27), remove paralysis, shield other*, status, zone of truth 1st- bless, bless water, cure light wounds, detect chaos, detect evil, detect undead, disrupt undead*, endure elements, magic weapon, sanctuary 0- create water, cure minor wounds, detect magic, light, purify food and drink, read magic *= indicates Domain Spell Mage Spells Prepared (CL 20th) 9th- dominate monster (DC 30), gate, mass hold monster (DC 30), meteor swarm (DC 31), Mordenkainen's disjunction, time stop 8th- antipathy (DC 29), incendiary cloud (DC 30), polymorph any object (DC 29), prismatic wall, sunburst (DC 30), temporal stasis (DC 29) 7th- banishment (DC 28), delayed blast fireball (DC 29), mass hold person (DC 28), sequester, spell turning, teleport object (DC 28) 6th- analyze dweomer, flesh to stone, greater dispel magic, greater heroism, mislead (DC 27), Otiluke's burning sphere (DC 28), summon monster VI 5th- animal growth, cone of fire (DC 27), feeblemind (DC 26), major creation, mirage arcana (DC 26), Mordenkainen's private sanctum, overland flight 4th- confusion (DC 25), fire shield (warm shield only), fire trap (DC 26), minor creation, rainbow pattern (DC 25), remove curse, wall of fire 3rd- deep slumber (DC 24), daylight, dispel magic, fireball (DC 25), flame arrow, magic circle against chaos, magic circle against evil, major image (DC 24) 2nd- continual flame, detect thoughts (DC 23), fog cloud, knock, levitate, protection from arrows, scorching ray, summon swarm[/i] 1st- alarm, burning hands (DC 23), mage armor, magic missile (x2), see invisibility, shield, unseen servant 0- detect magic, fire splash, light, mage hand, read magic (Fire mage; opposing element water and cold) Paladin Spells Prepared (CL 10th) 4th- cure serious wounds, dispel evil (DC 29), holy sword, mark of justice, neutralize poison, restoration 3rd- cure moderate wounds, daylight, discern lies (DC 28), dispel magic, greater magic weapon, heal mount, remove curse 2nd- bull's strength, owl's wisdom, remove paralysis, resist energy, shield other, undetectable alignment, zone of truth 1st- bless weapon, cure light wounds, detect poison, detect undead, lesser restoration, read magic, virture Str:36 Dex: 33 Con: 38 Int: 32 Wis: 40 Cha: 41 SQ: damage resistance, divine immunities, fire immunity, understand, speak and read all languages and speak directly to all beings within 19 miles, remote communication, godly realm (100 miles on home plane), teleport without error at will, plane shift at will, familiar (falcon), aura of good, spontaneous casting of divine spells, detect evil, divine grace, lay on hands (300 hp), aura of courage (+8 bonus), divine health, special mount, remove disease (5/week), SR 51, divine aura (19 miles, DC 44) Skills: Concentration +79, Craft (alchemy) +43, Decipher Script +43, Diplomacy +80, Handle Animal +67, Heal +80, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (history) +43, Knowledge (nature) +43, Knowledge (nobility and royalty) +63, Knowledge (religion) +76, Knowledge (the planes) +43, Profession (soldier) +67, Ride (horse) +63, Sense Motive +67, Spellcraft +47 Feats: Blind-Fight, Brew Potion, Cleave, Combat Expertise, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Enlarge Spell, Eschew Materials, Far Shot, Forge Ring, Improved Disarm, Point Blank Shot, Power Attack, Precise Shot, Scribe Scroll, Weapon Focus (morningstar), Widen Spell Salient Divine Abilities: Alter Form, Alter Reality, Alter Size, Avatar, Clearsight, Craft Artifact, Divine Paladin, Divine Radiance, Divine Shield (190 points), Divine Splendour, Extra Domain (glory), Extra Domain (healing), Extra Domain (protection), Extra Immunity (fire), Gift of Life, Lay Quest, Life and Death, Power of Nature, Shapechange. Possessions: +5 disruption morningstar, +5 flaming longsword Domains: Sun, Law, Good, Protection, Healing, Glory Domain Powers: Cast good, healing and law spells at +1 caster level, perform a greater turning (19/day), generate a protective ward (19/day, touch grants +20 resistance bonus to next save, 1 hour duration), +2 bonus on turn checks and +1d6 turn damage Spell-Like Abilities: Solovar uses these abilities as a 29th level caster except for good, healing and law spells which are at the 30th caster level. The save DCs are 44 + spell level. Aid, antimagic field, blade barrier, bless weapon, bolt of glory, calm emotions, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, crown of glory, dictum, dispel chaos, dispel evil, disrupt undead, endure elements, fire seeds, fire shield, flame strike, gate, heal, heat metal, hold monster, holy aura, holy smite, holy sword, holy word, magic circle against chaos, magic circle against evil, mass cure critical wounds, mass cure light wounds, mass heal, mind blank, order's wrath, prismatic sphere, protection from chaos, protection from energy, protection from evil, regenerate, repulsion, sanctuary, searing light, shield of law, shield other, spell immunity, spell resistance, summon monster IX (good or law creatures only), sunbeam, sunburst. AVATAR As a greater deity, Solovar may create up to 20 avatars of himself while on his home plane and send them forth to other planes and serve as his alter ego. Avatars are condensed forces of divine energy and are therefore not as powerful as the deity himself. Treat each avatar as Solovar himself except with the following differences: Divine Rank 9; AC 66 (touch 44, flat-footed 55); +54/+49/+44/+39 morningstar (1d8+27); +53/+48/+43/+38 longsword (1d8+27, 19-20/x2); SQ DR 44/+4, SR 41, divine aura (900 ft., DC 34); SV Fort +54, Ref 42, Will +54; all skill modifiers reduced by 10. Salient Divine Abilities: Alter Form Alter Size, Clearsight, Divine Radiance, Divine Shield (90 points), Extra Domin (healing), Extra Domain (protection), Extra Immunity (fire). Spell-Like Abilities: Caster level 19th (healing, protection and law spells at 20th caster level); saving throw DC 34 + spell level. (NOTE: Solovar's avatars do not have access to the "Glory" domain and therefore can not cast those spells as spell-like abilities. |
| Rhineglade03-18-07, 08:35 AM | Solovar is the omnipresent and highly reverred god of the sun and as such he also represents aspects of light, life and order. It is he who set the heavens in motion and began the spark of life in the early First Age. As the god of the sun, Solovar is likewise associated with the seasons and the natural cycle of renewal, growth and death. Solovar appears as a handsome middle-aged male with tanned skin and dark hair. His eyes however are often a golden yellow or bright silver in color and his form often towers over most of his worshippers standing at 10 feet in height. He generally disdains the use of armor and will often be arrained in robes of rich red and bright gold while carrying either a glowing morningstar or a flaming longsword. As a solar divinity, Solovar shines with the light of the daystar shedding light in a 190-foot radius from his body. This light counters and dispels all forms of darkness and shadow and likewise causes pain to the undead who suffer 2d8 points of damage per round while within this divine light (no save). In addition to this, Solovar can also Shapechange at will, affect the weather within a 19-mile radius and restore life to any previously living mortal creature just as he is responsible to restoring "life" to the day with each coming dawn. In many respects, Solovar is seen as a beneficent deity as well as a caring protector and compassionate healer. These aspects help to increase the number of his followers in many of the human-dominated lands throughout Manawyden and his faith is one of the more dominate throughout the Middleworld. His followers often look to the sun as an indication of their god's current moods. Certain solar eclipses and other phenomena are given special attention by his priests and priestesses. Solovite clerics are seen as charismatic and energetic who preach their god's desire for a life of simple reflection, harmony and order. As a divine protector, Solovar is viewed as a defender of the meek and the poor and therefore his followers are often greatest among the peasant population. Clerics of the sun god are known to be gentle healers who dispense their cures as a sign of the awesome power of their god. Solovar is known as a dynamic enemy against all those who represent death or the destruction of creation. As such, he and his followers are primary opponents of the undead as well as the fiendish creatures of the Lower Planes. |
| Rhineglade03-19-07, 02:32 PM | NIAMH goddess of wisdom, combat skill, strategy and chivalry LG Medium Outsider (Extraplanar, Good) Female Deity Pal 20/Clr 15/Druid 9/Wizard 16 Divine Rank: 15 Init: +14 Senses: divine sensing, darkvision 15 miles, Listen +17, Spot +44 Languages: All, telepathy, direct communication AC: 76 (+10 Dex, +28 natural, +15 divine, +13 deflection), touch 48, flat-footed 76 (Dodge, Mobility, Combat Expertise) HD: 20d10+220 plus 15d8+165 plus 9d8+99 plus 16d4+176 (1,116 hp) DR: 50/+4 SR: 67 Resist: fire 45 Immunities: ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning and transmutation Fort: +71 Ref: +57 Will: +76 Speed: 60 ft. (12 squares) Melee: +76/+71/+66/+61 spear (1d8+30, 19-20/x3) Ranged: +76 spear (1d8+20, 19-20/x3) BA: +60 Grp: +70 Atk Options: Power Attack, Cleave, Great Cleave, Point Blank Shot, Combat Reflexes, Spring Attack, Whirlwind Attack SA: smite evil (5/day, +13 atk, +20 dmg), turn undead (16/day) Cleric Spells Prepared (CL 15th) 8th- greater planar ally, holy aura, mass cure critical wounds, mass heal*, shield of law 7th- control weather, dictum (DC 34), mass cure serious wounds, power word blind (DC 34), regenerate, symbol of stunning (DC 34) 6th- antilife shell, banishment (DC 33), blade barrier*, forbiddance (DC 33), greater glyph of warding (DC 33), mass bull's strength, symbol of fear (DC 33) 5th- atonement, break enchantment, dispel chaos (DC 32), dispel evil (DC 32), flame strike* (DC 32), greater command (DC 32), mass cure light wounds, mass inflict light wounds, raise dead 4th- air walk, control water, cure critical wounds, death ward, divine power, freedom of movement, greater magic weapon*, neutralize poison, sending 3rd- bestow curse (DC 30), continual flame, create food and water, cure serious wounds, dispel magic, locate object, prayer*, remove blindness/deafness, remove curse, speak with dead 2nd- bear's endurance, bull's strength, consecrate, cure moderate wounds, darkness, gentle repose, hold person (DC 29), remove paralysis, shield other*, silence, zone of truth (DC 29) 1st- bless, cause fear (DC 28), command (DC 28), detect chaos, doom (DC 28), obscuring mist, protection from evil, remove fear, sanctuary, summon monster I 0- create water, cure minor wounds, detect magic, light, purify food and drink, read magic *= indicates Domain Spell Druid Spells Prepared (CL 9th) 5th- animal growth, awaken, baleful polymorph (DC 32), insect plague, wall of fire 4th- cure serious wounds, dispel magic (x2), ice storm, rusting grasp, spike stones 3rd- call lightning (DC 30), daylight, dominate animal (DC 30), greater magic fang, quench, sleet storm, water breathing 2nd- animal messenger, barkskin, flame blade, fog cloud, gust of wind, heat metal (DC 29), tree shape, warp wood 1st- calm animals, charm animal (DC 28), cure light wounds, entangle, faerie fire[/i] (x2), goodberry, hide from animals, pass without trace[/i] 0- create water, detect magic, flare (DC 27), light, read magic, virtue Paladin Spells Prepared (CL 10th) 4th- break enchantment, cure serious wounds, death ward, dispel chaos (DC 31), dispel evil (DC 31), holy sword, restoration 3rd- cure moderate wounds, dispel magic, discern lies (DC 30), greater magic weapon, heal mount, magic circle against evil, remove curse 2nd- bull's strength, eagle's splendor, owl's wisdom, remove paralysis, shield other, undetectable alignment, zone of truth 1st- bless, bless water, bless weapon, cure light wounds, detect undead, divine favor, read magic, resistance Wizard Spells Prepared (CL 16th) 8th- dimensional lock, mass charm monster (DC 32), prismatic wall (DC 32) 7th- banishment (DC 31), mass hold person (DC 31), spell turning, teleport object (DC 31) 6th- chain lightning (DC 30), greater dispel magic, guards and wards, move earth, summon monster VI, wall of iron 5th- dream, fabricate, feeblemind (DC 29), overland flight, permanency, telekinesis (DC 29), wall of force 4th- confusion (DC 28), dimensional anchor, greater invisibility, hallucinatory terrain (DC 28), ice storm, locate creature, remove curse 3rd- deep slumber (DC 27), hold person (x2) (DC 27), lightning bolt (DC 27), nondetection, phantom steed, slow (DC 27) 2nd- arcane lock, glitterdust (DC 26), knock, magic mouth, Melf's acid arrow, mirror image, scorching ray, shatter (DC 26) 1st- alarm, color spray (DC 25), detect secret doors, erase, feather fall, hold portal, mage armor, reduce person (DC 25) 0- detect magic, mage hand, prestidigitation, read magic Str:30 Dex: 31 Con: 33 Int: 38 Wis: 45 Cha: 37 SQ: damage resistance, divine immunities, understand, speak and read all languages and speak directly to all beings within 15 miles, remote communication, godly realm (10 miles on home plane), teleport without error at will, plane shift at will, familiar (owl), aura of good, spontaneous casting of divine spells, detect evil, divine grace, lay on hands (260 hp), aura of courage (+8 bonus), divine health, special mount, remove disease (5/week), animal companion, nature sense, wild empathy, woodland stride, trackless step, wild shape (3/day, S-L animals), SR 67, divine aura (15 miles, DC 38), Skills: Climb +50, Concentration +51, Craft (alchemy) +61, Craft (armorsmithing) +54, Craft (basketmaking) +54, Craft (pottery) +54, Craft (weaponsmithing) +54, Craft (weaving) +55, Decipher Script +61, Diplomacy +53, Handle Animal +40, Heal +57, Intimidate +53, Jump +50, Knowledge (arcana) +61, Knowledge (architecture and engineering) +61, Knowledge (geography) +61, Knowledge (history) +61, Knowledge (nature) +43, Knowledge (religion) +54, Knowledge (the planes) +54, Ride (horse) +37, Spellcraft +74, Spot +44, Survival +46, Swim +37 Feats: Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Craft Magic Arms & Armor, Dodge, Great Cleave, Improved Critical (spear), Improved Initiative, Mobility, Natural Spell, Point Blank Shot, Power Attack, Scribe Scroll, Shot on the Run, Silent Spell, Spring Attack, Still Spell, Weapon Focus (spear), Whirlwind Attack Salient Divine Abilities: Alter Form, Alter Shape, Avatar, Battlesense, Create Object, Divine Blast (16/day, 28d12 damage), Divine Blessing (wisdom), Divine Celerity, Divine Paladin, Divine Shield (150 points), Extra Domain (retribution), Increased Spell Resistance, Irresistible Blows (spear), Shapechange, Speak with Creatures (animals). Possessions: +5 returning holy spear, helmet of true seeing Domains: War, Protection, Retribution, Community Domain Powers: Generate a protective ward (15/day, touch grants +20 resistance bonus to next save, 1 hour duration), free Martial Weapon Proficiency (spear) and Weapon Focus (spear), use calm emotions as a spell-like ability (15/day), +2 competence bonus on Diplomacy checks Spell-Like Abilities: Niamh uses these abilities as a 25th level caster. The save DCs are 38 + spell level. Antimagic field, blade barrier, bless, divine power, flame strike, heroes' feast, magic vestment, magic weapon, mass heal, mind blank, miracle, power word blind, power word kill, power word stun, prayer, prismatic sphere, protection from energy, Rary's telepathic bond, refuge, repulsion, sanctuary, shield other, spell immunity, spell resistance, spiritual weapon, status. AVATAR As a greater deity, Niamh may create up to 10 avatars of herself while on her home plane and send them forth to other planes and serve as her alter ego. Avatars are condensed forces of divine energy and are therefore not as powerful as the deity herself. Treat each avatar as Niamh himself except with the following differences: Divine Rank 7; AC 50 (touch 30, flat-footed 50); +68/+63/+58/+53 spear melee (1d8+22, 19-20/x3); +68 spear ranged(1d8+12, 19-20/x3); SQ DR 36/+4, SR 53, divine aura (700 ft., DC 26); SV Fort +63, Ref +49, Will +68; all skill modifiers reduced by 8. Salient Divine Abilities: Alter Size, Battlesense, Divine Blessing (wisdom), Divine Celerity, Extra Domain (retribution), Increased Spell Resistance, Irresistible Blows (spear). Spell-Like Abilities: Caster level 17th ; saving throw DC 26 + spell level. |
| Rhineglade03-20-07, 02:38 PM | Niamh is the beautiful virgin goddess of cities and civilizations. In particular, she is the patroness of the aspects necessary for civilized society including combat, crafts and wisdom. Contrary to Tormac, the god of war, who represents mindless bloodlust and the joy of killing, Niamh is a more indirect war divinity who represents excellence in battle skill and strategic planning. Consequently, Niamh's clerics actively oppose those of Tormac at every opportunity. Niamh is traditionally viewed in Manawyden myth as being a virgin goddess as she is viewed as being "married" to all of mankind. She expects no less obedience from his clergy and her priests and priestesses are expected to remain pure of both body and mind, completely removed from the pleasures of the flesh. Her clergy is also known to be vigilant in their duties as they are expected to keep safe civilized society from the threat of anarchy and chaos. The goddess Niamh is sort of a Renaissance deity in that she excels in skills of arms and the arts, being both wise and intelligent. She appears as a maidenly woman dressed in white robes wearing a helmet and carrying a spear. Her main attribute is the ability to shapechange at will. The goddess can also bestow a divine blessing upon her followers in the form of a increase in Wisdom. As a consumate warrior, Niamh fights with a magical spear that returns to her hand after it is thrown. In battle, she is hasted and she can not be flanked or flat-footed. |
| Rhineglade03-21-07, 11:51 AM | Ordre de La Dame Blanche Founded in the later 7th-century of the Fifth Age by the noble paladin Betrand de Bouillon, the "Order of the White Lady" is a military-monastic order of knighthood dedicated to the goddess Niamh, patroness of the Kingdom of Gaulant. The Knights of the White Lady are called by their charter to protect the kingdom from the threat of evil, in particular from the humanoids the prowl the nearby wilds of the Forest of Sylvaire and the Dawnscape Mountains. Most of the knights of the order are paladins though a few fighters are also included but all must by Lawful Good in nature and followers of the goddess of wisdom. The Knights will generally wear a strip of white satin somewhere on their person as a symbol of their order, often it is drapped on the corner of their shield or heraldic device. The symbol of the order is a silouhette of a statuesque woman in reverse white wearing a long gown with a hand outstretched holding a small owl. The current Knight Grand-Master of the Order is Baron Jacques de Malvoisin (LG male human, Pal 15). |
| Ecthelion of the Fountain03-21-07, 06:02 PM | I like it. You should check out the stories of Charlemagne and his Paladins if you want some additional information on the French knights. The "Song of Roland" in particular is a well known Medieval story which really fits into your overall theme I think. |
| Rhineglade03-22-07, 12:36 PM | Thanks for the information Ecthelion. I have actually done a bit of research on what you have mentioned, particularly about Charlemagne. As far as the "Song of Roland" I know of it but have not actually read it. I do believe there are a number of online versions of it so maybe one of these moons I will have to check it out. I know of several French legends and stories that might prove helpful. Thanks again for reading! |
| Rhineglade03-22-07, 12:53 PM | Roland de Bergere Knight of the White Lady LG Medium Humanoid Male Human Paladin 1 Init: +0 Senses: Listen +1, Spot +1 Languages: Common AC: 16 (+4 armor, +2 shield), touch 10, flat-footed 16 HD:m 1d10 (10 hp) Immune: - Fort: +2 Ref: +0 Will: +3 Speed: 15 ft (3 squares) (in armor and gear) Melee: +3 longsword (1d8+1, 19-20/x2) Ranged: +1 light crossbow (1d8, 19-20/x2) BA: +1 Grp: +2 SA: smite evil (1/day, +2 atk, +1 dmg) Str: 12 Dex: 11 Con: 10 Int: 9 Wis: 13 Cha: 15 SQ: aura of good, detect evil at will, smite evil Skills: Diplomacy +3, Handle Animal +4, Knowledge (religion) +1 Feats: Weapon Focus (longsword), Iron Will Possessions: longsword, light crossbow, (20) crossbow bolts, scale mail armor, heavy wooden shield, belt with (2) pouches, backpack, blanket, waterskin, oil flask Roland is a young paladin newly initiated into the faith of the knights devoted to the glory of Niamh, goddess of wisdom. Born and raised in the bustling metropolis of Bergere in the Kingdom of Gaulant, Roland has experienced life to the fullest but always felt he had a calling for something more. A chance meeting with a band of armored knights coming to the defense of a band of pilgrims was all he needed to lead him to the service of his goddess and his country. Roland is a young, male human with fair skin, light brown hair and light blue eyes. He is clean shaven and wears well-tended scale mail armor, iron helmet and a heavy wooden shield bound with iron. He is skilled in a number of weapons but has grown accustomed to the use of the longsword and light crossbow. Roland is 6' in height and weighs 180 pounds. He is 19 years of age. |
| Rhineglade03-23-07, 09:24 AM | Madeleine "Maddie" LG Medium Humanoid Female Human Wizard 1 Init: +1 Senses: Listen +2, Spot +1 Languages: Common, Draconic, Elven, Goblin AC: 11 (+1 Dex), touch 11, flat-footed 10 HD: 1d4+2 (9 hp) Fort: +2 Ref: +1 Will: +2 Speed: 30 ft. (6 squares) Melee: -2 quarterstaff (1d6/1d6-2, x2) Ranged: +1 light crossbow (1d8, 19-20/x2) BA: +0 Grp: -2 Wizard Spells Prepared (CL 1) 1st- protection from evil, sleep (DC 15) 0- detect magic, light, read magic Str: 7 Dex: 13 Con: 14 Int: 16 Wis: 11 Cha: 9 Skills: Concentration +4, Decipher Script +5, Knowledge (arcana) +7, Knowledge (the planes) +5, Listen +2, Spellcraft +7, Spot +1, Search +5 Feats: Scribe Scroll, Spell Focus (enchantment), Toughness Possessions: quarterstaff, light crossbow, (20) crossbow bolts, bedroll, (5) candles, (2) oil flasks, tinderbox with flint and steel, hooded lantern, waterskin, travelling spellbook. Spellbook: Maddie's spellbook contains all of the cantrips plus charm person, obscuring mist, protection from evil, sleep. Madeleine was born in the town of Clemance, the daughter of a humble hedge wizard and his wife. Both of her parents died shortly aftered she entered her mid-teens but not before her father imparted some of his magical knowledge to his beloved daughter. Madeleine discovered she had a natural talent for arcane study and took a quick fascination to the subject. A ravenous reader, Maddie absorbed information like a sponge from any book she get her hands on. She was taken on by a local wizard on sabatical at the nearby Temple of Melgwyn as an apprentice and "gopher." It was here that she took on an appreciation for studious research and a love of books. Maddie is an introvert. She is highly intelligent but not very adept at the some of the social graces. Though quiet and observant, she is by nature kind-hearted and appreciates many of the good things that life has to offer. She does has trouble expressing herself at times though and therefore often likes to let her magic do the talking for her. Maddie has plain yet becoming features with a light complexion, straight brown hair that she wears in a ponytail and brown eyes. Her high cheekbones are sprinkled with a dusting of freckles. She is 5'7" and weighs 120 pounds. She is 22 years of age. |
| Rhineglade03-23-07, 01:20 PM | Gaston le Petit NG Medium Humanoid Male HUman Rogue 1 Init: +3 Senses: Listen +2, Spot +2 Languages: Common, Goblin, Orc AC: 16 (+3 Dex, +3 armor), touch 13, flat-footed 13 (Dodge) HD: 1d6 (6 hp) Fort: +0 Ref: +5 Will: +0 Speed: 30 ft. (6 squares) Melee: +2 short sword (1d6+2, 19-20/x2) Ranged: +3 short bow (1d6, x3) BA: +0 Grp: +2 SA: sneak attack +1d6 Str: 15 Dex: 16 Con: 11 Int: 14 Wis: 11 Cha: 12 SQ: sneak attack, trapfinding Skills: Balance +6*, Bluff +4, Climb +5*, Diplomacy +5, Disable Device +9, Hide +6*, Jump +3*, Knowledge (dungeoneering) +4, Listen +2, Move Silently +4*, Open Lock +9, Search +6, Spot +2 *= armor penalty already applied to these numbers Feats: Dodge, Nimble Fingers Equipment: short sword, short bow, (20) arrows, studded leather armor, Thieve's tools, 50' silk rope, small mirror, small sack, adventurer's outfit, small belt pouch Gaston, known as "Le Petit" because of his slight stature, is an orphan from the city of Bergere. Although raised on the streets and running with a number of unsavory characters during his childhood, Gaston had sort of a "spiritual awakening" when he met and befriended Roland, a daring paladin in the service of the goddess. Gaston is a good-natured rogue with skills that make him a valuable ally in the field. Much of his experience was due to the "school of hard knocks," particularly from the sewerways below the city of his birth. Gaston remains positive and is likewise a practical joker. Although he usually pretends to be aloof and unfeeling, Gaston is actually a concerned individual in matters of justice and the rights of the commonfolk. He just often prefers to keep his feelings to himself. Gaston is a slight young man with dark hair and brown eyes. He is quite attractive in a "rebel" sort of way and wears dark clothing. Gaston is 5'7" but weighs 160 pounds with a trim, muscular build. He is young and new to the adventuring life at only 16 years of age. |
| Rhineglade03-23-07, 04:52 PM | Lucien LG Medium Humanoid Male Human Cleric 1 of Niamh Init: +0 Senses: Listen +2, Spot +2 Languages: Common AC: 16 (+4 armor, +2 shield), touch 10, flat-footed 16 HD: 1d8 (8 hp) Fort: +2 Ref: +0 Will: +4 Speed: 15 ft (3 squares) (in armor) Melee: +2 spear (1d8+1, x3) Ranged: +0 light crossbow (1d8, 19-20/x2) BA: +0 Grp: +1 SA: Turn undead (5/day) Atk Options: Point Blank Shot, Rapid Reload Cleric Spells Prepared (CL 1) 1st- cause fear (DC 13), cure light wounds, magic weapon* 0- cure minor wounds, light, read magic Domains: War and Community Str: 13 Dex: 10 Con: 11 Int: 10 Wis: 15 Cha: 14 SQ: aura of good, spontaneous casting of divine spells Skills: Concentration +1, Diplomacy +6, Heal +3, Knowledge (religion) +4, Spellcraft +4 Feats: Point Blank Shot, Rapid Reload, Weapon Focus (spear) Equipment: spear, light crossbow, (20) crossbow bolts, scale mail armor, heavy wooden shield, carved wooden owl holy symbol, backpack, flask of holy water, belt with small pouch, waterskin, (4) sunrods Spell-Like Ability (Sp): 1/day- calm emotions Domain Powers: Gain Weapon Focus as a bonus feat, calm emotions spell-like ability 1/day, +2 bonus to diplomacy checks |
| Rhineglade03-24-07, 06:54 PM | EPISODE ONE As our heroes leave the relative security of the city for the more inhospitable dangers of the wild countryside, they can't help but feel an equal sense of exhilaration and excitement. There is a certain anxiety and mystery about venturing into the great unknown but all members of the party feel they are not only up to the task but welcome it. Leading the group, we have the heart of the party, a brave and stalwart paladin known as Roland de Bergere (LG Pal 1). Dedicated to the principles of justice and right, Roland's strength of arms as well as his purity will most likely prove invaluable to all. If Roland is the "heart," then surely his friend Madeleine (LG Wiz 1) can be considered the "brains." Highly intelligent, "Maddie," as she likes to be called, is a novice wizard. Though still unlocking the secrets of the arcane, her magical powers will certainly come to benefit her friends when they are most needed. Of course, no party is complete without its resident burglar. And Gaston le Petit (NG Rog 1) more than fits the bill. A wily rogue who lives by not only his wits but also the speed of his blade, Gaston was raised in the unforgiving streets of Bergere. Now he seeks to uncover the treasures that the adventuring world has to offer using his thieving skills to the best of their ability. Finally, we come to the backbone of the party, the humble priest Lucien (LG Clr 1). Having completed his noviciate at the Church of Wisdom, Father Lucien is a devout follower of the goddess of the wise, patroness of the Kingdom of Gaulant. Lucien brings to the party a certain dichotomy of abilities as he is both skilled in arms and diplomacy. And let's not forget his valuable healing abilities which will surely pure useful out in the field. Our four heroes head now to the west, toward the coast of Gaulant in search of the small village of Brauvant. Recently, the citizens of the village have noticed strange goings-on in the marshes that surround their normally peaceful community. Though the marshes were once known as a haven of an evil cult, their former headquarters known as the "Sunken Temple" have long since been abandoned and cleansed of its taint. Though the villagers of Brauvant have always kept a wide berth from the Sunken Temple due to its sinister reputation, they have never had concrete reason to fear its unhallowed halls. That is until recently. Some of the local frog hunters returned late one evening from their nightly jaunt into the marsh in a state of severe panic. They claim to have seen a body of a human woman impaled upon a wooden spear not too far from the marsh temple. When the militia followed the hunters early the next morning to confirm their story, they found no body though did learn that one of the village women has been reported missing. To prevent fear from spreading throughout the village, the elder declared the marsh off-limits until further notice. He and the members of the village council decided to send out a small band of armed militiamen to investigate further and uncover the whereabouts of the missing woman and perhaps locate those responsible for her disappearance and possible death. When the militia likewise failed to return, the village elder knew someone or something must have returned to the Sunken Temple and that the poor village was in no way capable of handling such a danger on its own. And so a call for help was immediately dispatched in a plea for worthy adventurers to come to the aid of the village and uncover whatever evil may lurk once more within the Sunken Temple. |
| Morgana_Le_Fay03-25-07, 11:58 AM | Nice beginning. |
| Rhineglade03-26-07, 12:33 PM | EPISODE TWO As our heroes approach the village of Brauvant, they notice that from outward appearances, it looks like any other village. Surrounded by the traditional patchwork farmland, the village is bisected by a narrow stream that flows out on its journey to the sea. The village itself is composed of a number of farm houses with the thatch roofs as well as a few other businesses. After checking in to the Inn of the Bouncing Bugbear, the heroes seek out the village elder to get the initial briefing. The mood of course is very somber as the elder and the other villagers are deeply concerned not only at the likely death of the missing woman but also the disappearance of the militiamen. The elder had dispatched 6 able-bodied men armed with knife, shield and spear and dressed in leather armor to investigate the initial finding of the frog hunters and has no idea what could have happened. He informs the party that they headed west toward the deeper part of the nearby marsh in the general direction of the Sunken Temple. They were instructed to return long before sunset in order to avoid any danger but have never reported back. The village lacks the necessary resources or manpower to send out additional men and so have called in the party to provide what aid they can and perhaps uncover what became of the militia. The elder offers the party free room and board for the duration of their stay as well as necessary supplies and 500 gp upon completion of their adventure. Of course, they may keep whatever treasure they may or may not uncover from the temple. With last minute directions and instructions, the party return to the inn to rest up before beginning their expedition into the marsh. |
| Rhineglade03-27-07, 01:06 PM | EPISODE THREE The party leaves the comfort of their room just after first light and head toward the marshes to the west of the village. It was decided the previous evening that they would march single file with Gaston taking the lead followed by Roland, Madeleine and Lucien taking up the rear. This single file line would make it more difficult for anyone trying to track them by hiding their numbers. Roland had procured a rough map of the area from the village elder that would help guide them toward the location of the Sunken Temple. After just under an hour travel, Gaston alerts the others that he has spotted movement just south of their location. The party immediately squats down while all eyes turn to the left. Are they being followed? Perhaps it is just one of the native creatures of the marsh. Soon, however, they spy a small band of lizardfolk each armed with spear and shield heading in their general direction. "Perhaps these are the creatures that killed the missing village woman," Gaston whispers. "Take a look at their spears. Perfect impaling implements if ever I saw one." "Don't be too quick to jump to any conclusions Gaston," Lucien asserts. "Lizardfolk are normally not bloodlusty murders. In fact, they generally prefer to be left alone." "Perhaps we should reveal our location," Madeleine recommends. "Maybe they could offer us some information. If they live in the marshes, they might have seen or heard something that could prove valuable." "I tend to agree with the others Gaston," Roland says. "I think we should try to speak with these creatures first. We can't just assume they're guilty. We must exercise some caution however. I don't want to just jump out at them. Lizardfolk are usually peaceful but can be aggressive if they feel threatened. Gaston, tie a white cloth to one of those reeds and wave it high in the air so they are aware of our presense before we stand up and reveal ourselves. Madeleine, you speak Draconic don't you? We will need you to translate for us." |
| Rhineglade03-29-07, 11:42 AM | EPISODE FOUR As Gaston slowly raised his white flag and began to wave it in the air, the party noticed the lizardfolks' surprised reaction as they appeared to be caught flat-footed. "Maybe this wasn't such a good idea after all," Maddie thought to herself as she cleared her throat and prepared to speak to the creatures before them in the gutteral draconic tongue. <Greetings, friends!> she called out. <We mean you no harm but did not wish to startle you.> <Who calls out to us?> asked the large lizardman in the front of the party carrying a wicked looking spear decorated with numerous feathers from indigenous water fowl. With Maddie's translation, she, Gaston and Lucien looked to Roland for leadership. Roland indicated for the four of them to slowly stand up and reveal themselves. <We are from the nearby human village,> Maddie stated as she wiped dirt from her skirt. <And what business brings four armed humans to the marsh this day?> the lizardman leader inquired looking suspiciously at the party. Maddie translated for Roland and he answered "My name is Roland, the leader of this group. We have come to investigate the disappearance of some of our friends who were last seen around the abandoned temple that lies not too far from this location." <I know nothing of any human disappearances,> the lizardman replied after hearing Maddie provide the translation once more. <I am Semanaya, a druid in the service of the wilds. We too investigate the death of two of our comrades not far from this location.> "Do you know what might have happened?" Roland asked. <I do not. We do suspect the frog-men. Shomaron says he saw a number of them while on patrol two days past. They intrude upon our ancestral hunting grounds and are therefore a threat to our people.> "Frog-men? I do not understand?" Roland asked, looking to Maddie for any elaboration. "Does he mean the frog hunters from the village?" Maddie shrugged her shoulders and turned to Semanaya <We do not understand Semanaya. Who are the "frog-men?"> <I do not know what they are called in the human language, but they are evil creatures shaped like a lizardman but with warty skin and bulbous eyes. We know them to be creatures of evil who bring pain wherever they are found.> Madeleine explained to Roland and the others. "If these creatures are indeed responsible for the deaths of your fellows, "Roland asserted, "then perhaps they are also the reason for our missing friends as well. Such a threat to this area must be handled quickly. Perhaps we could pool our resources and work together?" <We are lizardfolk. Creatures of the marsh. We prefer to live and work in solitude as that is our way. However, we won't interfere with your investigation. Our tribe is small and left almost unprotected while we are away. We would prefer to return to our home. I however can offer you three bottles of a magical healing potion that I have brewed for this journey. I will give these to you in exchange for information as to what you uncover.> |
| Rhineglade03-29-07, 05:14 PM | Semanaya N Medium Humanoid (Reptilian) Male Lizardfolk Druid 7 Init: +0 Senses: Listen +4, Spot +4 Lanuages: Common, Draconic AC: 17 (+5 natural, +2 deflection), touch 12, flat-footed 17 HD: 2d8+4 plus 7d8+14 (66 hp) Fort: +7 Ref: +5 Will: +9 Speed: 30 ft (6 squares) Melee: +10/+10 2 claws (1d4+4) and +3 bite (1d4+6) Melee: +11/+6 spear (1d6+6, x2) BA: +6 Grp: +10 Druid Spells Prepared (CL 7) 4th- control water, spike stones (DC 18) 3rd- call lightning (DC 17), cure moderate wounds, protection from energy 2nd- cat's grace, flame blade, heat metal (DC 16), summon swarm 1st- charm animal (DC 15), cure light wounds, entangle (DC 15), magic fang, speak with animals 0- create water, detect magic, flare (DC 14), light, purify food and drink, resistance Str: 19 Dex: 10 Con: 15 Int: 11 Wis: 18 Cha: 15 SQ: spontaneous casting of divine spells, lizardfolk traits, hold breath, animal companion, nature sense, wild empathy (+9), woodland stride, trackless step, resist nature's lure, wild shape (3/day, S or M animals) Skills: Balance +4, Concentration +6, Craft (trapmaking) +4, Handle Animal +6, Jump +8, Knowledge (nature) +8, Spellcraft +6, Survival +10, Swim +8 Feats: Brew Potion, Multiattack, Natural Spell Equipment: +2 short spear, +2 ring of protection, scroll of flame strike |
| Rhineglade03-30-07, 06:00 PM | EPISODE FIVE "Maddie, tell Semanaya that we agree to his proposal," Roland said as he offered a slight bow in reverence to the powerful lizardfolk druid. The lizardman offered the three potions of cure light wounds to the wizardess as he motioned to his comrades to return to their lair. <Our village is but a half days journey due south as the crow flies. May the spirits of the marsh protect you and your party,> Semanaya offered. Maddie offered the druid her thanks as well as the thanks of all the party as she stuffed one of the potion bottles into her belt pouch and gave the other two to Roland. "My fee for the translation services," Maddie winked as she caught Roland's eye. "I suppose that is a fair trade," Roland joked. He handed one of the potions to Gaston and the other to Lucien. "Well, let's be off then. We have a job to do but we best keep an eye open for these "frog-men" whatever they may be." The party once more began to move along the marsh path westward toward the location of the Sunken Temple. |
| Sir Loin of Beef04-01-07, 08:54 AM | I like this Rhine. Any maps? |
| Rhineglade04-02-07, 12:46 PM | EPISODE SIX When last we left our heroes, they had just negotiated with a small armed band of lizardfolk to investigate on their behalf as well the nearby ruins known as the Sunken Temple. Warned of some fiercesome enemy known as "frog-men," our party proceeds through the marshes on their way to their final destination- the cursed site of some ancient evil. "Gaston," Roland spoke up. "Scout ahead a bit and keep an eye open for any possible traps that might lie along the main path. And of course I don't have to tell you to keep out of sight." "Roger, captain," Gaston replied as he gestured a hand salute. The rogue always enjoyed teasing the young paladin in order to keep his friend humble. "The three of us will remain here until we hear back from you. Report back in fifteen minutes," Roland ordered. No sooner had he left the party did Gaston seem to almost vanish in the underbrush that grew along both sides of the path. Skilled at moving about unseen, Gaston could blend in with his surroundings and hide from view if he chose to do so. While their comrade ventured out to examine the wilds ahead, Roland turned to his friends. "Maddie, what do you make of what Semanaya told us?" Roland asked. "About the 'frog-men' you mean?" Maddie replied. "It seems a bit odd I must say. Still, Semanaya is skilled at the ways of the natural world." "You don't think that the frog hunters from Brauvant had anything to do with it, do you?" Lucien asked somewhat alarmed. "I doubt it," Roland replied. "What possible reason could they have to commit such acts of cruelty. Besides, I don't think they would be able to dispatch an entire group of armed militiamen in any case. More likely, we are probably facing some new creature we simply haven't experienced before." "Ah, the great unknown," Maddie stated somewhat calmly. "Creatures with frog-like qualities. Must be a handsome bunch I would gather." "Well Maddie, if you are lucky maybe we can arrange a blind date for you if any of them fancy you," Roland teased. "In any case, I think we need to proceed with caution until we have a greater idea of what we are up against. Hopefully our resident rogue will be able to uncover something of use." |
| Rhineglade04-05-07, 11:44 AM | EPISODE SEVEN Almost within a quarter of an hour, Gaston suddenly appeared as if from nowhere out of the brush giving Maddie a slight start of surprise. "Gaston!" she repremanded. "Would you stop doing that? Kindly announce yourself before you pop out of the woodwork like that. Otherwise I might start blasting with my spellcraft and ask questions later." "Sorry, cherie" Gaston apologized. "What did you find out, Gaston?" Roland asked. "The way is clear ahead as far as I detected," he replied. "No traps lie in the path which ends just about 100 yards and no sign of movement." "Good," Lucien chimed in. "Roland, you don't detect anything nasty do you?" "Nothing yet," Roland replied. "Of course my sensory range is somewhat limited. I have been concentrating on it every half hour or so to be on safe side. Especially as we close in on the temple's location." "Well, should we get moving?" Maddie asked. "If we continue on, perhaps we can make it there without much incident and before sunset." The party gathered their belongings and continued on their way. As Gaston had mentioned, the marsh path ended up ahead forcing the group to move through rougher territory thus slowing their pace somewhat. Other than a few marsh birds, our heroes came across no other creatures that afternoon. As the sun began to slowly dip below the horizon, the party approached what appeared to be their destination- the "Sunken Temple." The structure seemed to be appropriately named as the whole building was partially submerged below the surface of the marsh. Heavy rainfall and the marshes inherant properties proved to get the better of the heavy stone building. The Sunken Temple had a strong "antebellum" appearance to it. It was a solid square shape made from dull, gray stone likely brought in from some nearby quarry as no such rock could be gathered within the marsh. Thick, stone columns lined the four sides supporting the slated roof which darkened the entry into the temple. Although the front portion of the temple still appeared to be intact, the rear portion was mostly crumbled with age and partially collapsed. Its baseline now submerged beneath the marsh floor. With the last light of the dying sun, the four party members carefully observed the surrounding landscape and the entryway into the ominous structure for any signs of life. Not noticing any movement or light, they seemed to breathe a sigh of relief when their silence was interrupted by the paladin Roland. "Evil." |
| Rhineglade04-06-07, 03:57 PM | What mysterious events lie ahead in the dreaded Sunken Temple? And what is this "evil" force that Roland has detected? Who are the "frog-men" as described by the friendly lizardfolk druid? Will the party meet their end or uncover untold riches? Only time will tell.... |
| Rhineglade04-12-07, 06:20 PM | TUIREANN Official Name: High Kingdom of Tuireann Ruler: His Mjaesty, Dougal the Red, High King of Tuireann (N male human, Ftr/Drd/Bard) Government: Independent feudal monarchy with hereditary rulership; kingdom is loosely governed by a "high king" who holds fealty over a number of lesser kings and chieftains each of whom govern their own semi-autonomous feif, town or territory Rule of Law: Chaotic good Population: 195,000 Capital: Coleraine (pop. 9,510) Major Towns: Armagh (pop, 4,100), Doncaster (pop. 7,200), Portrush (pop. 11,000) Major Religions: Regional goddesses Major Resources: wool, gemstones, some silver Military: 6,000 The High Kingdom of Tuireann is a verdant land located on the peninsula south of the Kingdom of Gaulant. The kingdom is druidic in nature and druids hold great authority within society often serving as not only spiritual leaders but also civic leaders and judges. Bards likewise are held in high asteem particularly since much of the peasant population remains illiterate and relies on story and song for news and information. The people of Tuireann are closely tied to the land on which they are born and rarely move much farther from that location throughout their entire life existing on a humble agricultural or shepard style. The population is bound by a clan society and various social customs with the "family" serving as the most basic social unit composed of a father, mother, children and possibly unwed or widowed in-laws. On occasion, a number of families will unite for purposes of defense or trade forming a "tuatha." The Tuathas settle a large territory of land and are ruled by a chieftain or some petty king. There are roughly 150 tuathas throughout much of Tuireann. As mentioned previously, the majority of the population follows the Old Faith of Druidism but unlike other nations of Manawyden, the folk of Tuireann primarily worship a trinity of local goddesses known as Banba, Fodla and Tuiru. These three ancient beings are goddesses of the land, sovereignty and battle though their actual position in the pantheon of the other Manawyden deities is unclear. |
| Rhineglade04-13-07, 01:04 PM | Dougal the Red High King of Tuireann N Medium Humanoid Male Human Bard 4/Druid 5/Fighter 4 Init: +6 Senses: Listen +3, Spot +3 Languages: Common, Elven, Sylvan, Druidic AC: 21 (+2 Dex, +5 armor, +4 shield), touch 12, flat-footed 19 (Dodge, Mobility) HD: 4d6+4 plus 5d8+5 plus 4d10+4 (80 hp) Resist: +2 vs fey spells, electricity 10 Fort: +10 Ref: +8 Will: 12 Speed: 30 ft (6 squares) Melee: +17/+17/+12 short spear (1d6+8, 19-20/x2) Melee: +13/+8 shortsword (1d6+2, 19-20/x2) Ranged: +14/+9 longbow (1d8, 19-20/x3) BA: +10 Grp: +12 Atk Options: Blind-Fight Bard Spells Known (CL 4) 2nd (1/day)- heroism, invisibility 1st (3/day)- cause fear (DC 14), disguise self, remove fear 0 (3/day)- detect magic, flare (DC 13), light, message, read magic, summon instrument Druid Spells Prepared (CL 5) 3rd- cure moderate wounds, neutralize poison 2nd- bull's strength, heat metal (DC 15), resist energy 1st- cure light wounds, faerie fire, magic fang, speak with animals 0- create water, cure minor wounds, detect poison, guidance, know direction, purify food & drink Str: 14 Dex: 15 Con: 13 Int: 11 Wis: 17 Cha: 16 SQ: bardic music (4/day), bardic knowledge (+4), countersong, fascinate, inspire courage +1, inspire competence, animal companion (wolf hound), nature sense, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape (1/day, S or M animal), spontaneous casting of druidic spells Skills: Appraise +3, Bluff +6, Climb +3, Concentrate +4, Craft (weaponsmithing) +4, Diplomacy +6, Gather Information +6, Handle Animal +6, Heal +6, Hide +3, Intimidate +7, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (nature) +5, Move Silently +3, Perform (sing) +6, Perform (stringed instruments) +9, Ride +6, Speak Languages (Elven and Sylvan), Spellcraft +7, Survival +8 Feats: Blind-Fight, Dodge, Improved Critical (longbow), Improved Critical (short spear), Improved Initiative, Mobility, Scribe Scroll, Weapon Focus (short spear), Weapon Specialization (short spear) Possessions: +4 speed short spear, +3 electrical resistance leather armor (10), +2 heavy wooden shield, scroll of dispel magic, masterwork short sword, masterwork longbow, quiver with (20) arrows |
| Rhineglade04-15-07, 12:31 PM | The Druids of Tuireann In a certain sense, the druids of Tuireann live outside of the standard social hierarchy. At the top of this rank is the warrior-aristocracy followed by the Fianna warriors, then the lowborn landowners and lastly the lowborn non-landowners. The druids serve as spiritual leaders and attendants, sometimes to a specific aristocrat and others to the community as a whole. The druids of Tuireann are similar to the druids in other lands in that they serve to protect the natural balance. Most dwell in remote wilderness tending to the flora and fauna of their respective territory. However, the druids of Tuireann worship their local trinity of goddesses rather than the goddess of the woodlands or other natural deities. Through this devotion, the druids help to regulate the triple aspect of society in terms of strength, power and fertility and are more closely involved in Tuireann way of life. The druids of Tuireann belong to a social elite. They are generally not held to the same laws of society and can only be punished or reprimanded by members of their own class. This would seem to imply that the Great Druid of Tuireann is therefore above reproach and not bound by the laws of humankind. Of course, this being is always held by the dogma of the three goddesses of the land. The druids of Tuireann are the keepers of knowledge. They serve as a mortal conduit between the natural and the supernatural world. They are masters of rituals as well as mediation and law. It is the druids that control all sacrifices to the goddesses as well as authority over religious questions. In this regard, druids also serve as judges in criminal cases and in disputes over boundaries and inheritances. To enforce their judgements, they are able to exclude anyone from participation in sacrificial rituals and in doing so cut off the individual from the goddesses. An individual excluded in such a way is viewed as "unclean" to the rest of the community and therefore denied all forms of social interaction until restitution is made and the presiding druid lifts the injunction. Druids of Tuireann also enjoy other benefits. They are exempt from taxes and are not required to offer military service. Such privileges no doubt attract many novices to the faith who must spend many years studying the doctrine of the faith and committing this lore to memory. Druids of Tuireann may take any of the "Knowledge" skills as class skills. |
| Rhineglade04-16-07, 05:59 PM | The Fianna Warriors of Tuireann Based on the "Fianna" Legends of Irish Mythology The Fianna are a group of Tuireann hunter-warriors who serve the High King of Tuireann and protect the shores of their homeland. The Fianna were founded in the later part of the 3rd Century of the 5th Age by the first High King. The Fianna are a militaristic band composed primarily of young aristocrats (both male and female) who have not yet come into their inheritance of land or who do not stand to gain any inheritance due to secondary birth. The Fianna, therefore, live very much apart from the rest of Tuireann society often living in the wilds as mercenaries, bandits and hunters. Of course, they can be called upon by the High King during times of war. The requirements of the Fianna warriors include a number of tests in order to be admitted into the band. The tests can vary but generally include some form of woodlore and survival techniques. A common test includes running through a large woodland without breaking a branch or having the braids of one's hair disturbed by the low-hanging tree branches. He or she might also be required to leap over a tree branch the height of the forehand and also pass under one as low as the knee. The vast majority of the Fianna are naturally skilled in the ways of the ranger class though this is not necessarily a requirement. Ranger skills make it more likely to pass the entrance requirement. Many Fianna also have a number of skill levels of Bard and are excellent poets, singers and musicians. A very small minority also may hold skills as rogues, fighters, barbarians or wizard/sorcerers. The actual total number of Fianna is unknown and is said to vary greatly over the course of years. It is believed that their number can be as low as a few hundred to as high as a thousand or more. The leader of the Fianna is always a great warrior and sometimes even holds a kingly title in his own right. The current Fianna-Lord is Conan Ua Duibhne (CG male human, Rgr 11/Brd 4). The Fianna are thought to have a hidden stronghold somewhere near the Argon Woods in the East. The stronghold is a mystical place located on powerful ley lines that touch the Otherworld of the Faerie Folk. |
| Ecthelion of the Fountain04-17-07, 12:25 AM | I really like your take on the druids having them take on a more judicial role in society. Makes it more interesting of a class I think since they are not necessarily always bound to the middle of a wilderness. I assume that is a Celtic influence. Is that correct? Interesting about the Fianna as well. I'll have to read more about them and perhaps use something similar in my campaign. :) Thanks again for your efforts! |