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| #1Rhineglade_Mar 31, 2010 11:47:12 | Welcome to the World of Legends of Hyerune
This is a return to my "ancient" campaign world called Legends of Hyerune which I originally started back in the late 1980s. For years I had been taking notes in a massive note book and endless sheets of notebook paper. During the good ol days of 2nd and 3rd edition, I began to organize some of these notes and post them here online and on my personal website. After exploring the vast majority of the game world, I more or less put everything to the side thinking that I didn't have anything left to contribute. Now, with the advent of 4th Edition, I'd like to return to my original campaign and update it to the current 4th ed rules.
So without further ado, please read, enjoy and comment:
Theme A traditional yet widely encompassing game-world with a Medieval-fantasy focus where players assume any number of exotic character races and classes depending on their interest.
Character Throughout the evolving storylines, the main characters are you- the Player Character (PC)! PCs will assume the central roles in a chain of fantastic adventures while interacting with the world around them as well as the non-player characters (NPCs).
Motivation What drives the PCs? Each player is free to explore any number of motivations that might lead their character to begin a career as an adventurer. Most common, of course, are the higher valued motivations such as altruism, heroism, love, glory, devotion or faith to a deity or cause. They may also just be the naturally curious seeking out a world of excitement and thrilling adventure. On the negative side, characters could also be motivated by greed, anger, fear, hatred or revenge.
Setting The World of Hyerune is one of your traditional medieval culture with a kiss of magic and wonder. Characters will be drawn through regions both urban and rural, full of deadly dungeons, ominous castles, expansive wilderness and gloomy moors. Characters will be required to both act and react to this environment as they explore the imaginary world around them.
Style There will be an emphasis on story-telling and detail while painting a rich and colorfully vivid landscape through which the players are exposed to all manner of challenges, traps and creatures. |
| #2Rhineglade_Apr 06, 2010 12:06:27 | 1.0 General Information
Hyerune is a planet that revolves around a distant star and is orbited by two moons. The world is roughly the same size as our Earth about 8000 miles in diameter. The World of Hyerune completes one rotation around its sun every 366 days. The world is composed primarily of three main continents: Aldari, Dalwynia and Sahelia. Each of these major land masses encircle a massive body of water known as the Midland Ocean.
1.1 Calendar of Hyerune Most sentient races of Hyerune observe a simple 12-month calendar. Each month has exactly 30 days and in addition there are 2 festival periods each lasting 3 days. The months are known as:
Winterheart (January) Coldstead (February) Crophatch (March) Seedtime (April) Greenrise (May) Growfest (June) Summerfest Highsun (July) Brightfield (August) Fadefall (September) Harvestime (October) Barrenbrown (November) Snowdown (December) Candlefest
Some of the longer lived races, particularly the Sidhe and the Elves, observe an even more simple calendar consisting of only 4 months, each month corresponding with each of the four seasons. They call the months "Awakening," "Evergreen," "Retreating" and "Silversnow."
The 12-month calendar system is further divided into a 7-day period:
Sunday, day of the Sun Moonday, day of the Moon Twosday, 2nd day Holyday, day of the gods Therasday, day of the Earth-Mother Highday, day of the ancestors Starday, day of the Heavens
Holyday is commonly recognized as a day of rest and worship. Many businesses are closed on this day and commonfolk will spend the day in prayer and honoring the gods at the local shrine or temple.
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| #3jadiseroApr 06, 2010 13:48:43 | Seems very interesting! I would like to learn more! I'm writing my own campain world and maybe we can share ideas? Keep up the awesome work, I'm sure you're players will love it should you get it finished.  |
| #4Rhineglade_Apr 07, 2010 11:56:08 | 2.0 CHARACTER RACES
Deva Devas are the offspring of a human parent and a creature from the Upper Planes of Good. As a result, most devas follow a life path of truth and justice while rooting out evil and wickedness whenever possible. A number of devas become introspective and philosophical in pursuit of the meaning of life. Devas are very rare are rarely found save for the largest of metropolises. A deva will often pursue a career as a Cleric, Wizard, Avenger, Invoker, Monk or Paladin.
Dragonborn The dragonborn of Hyerune were one of the original races of the world having been created during the dawn of time as distant cousins to the Dragons themselves. Dragonborn are powerful creatures who made great advancements during their long years of existance founding one of the most powerful empires to have ever graced the world. With few true rivals to their dominance, the dragonborn became lustful for more power. In their pursuit for glory, the dragonborn were said to have angered the gods of Hyerune so greatly that their island Empire was sunk beneath the waves as punishment for their transgressions. An Age later, dragonborn are still found on Hyerune but in only a pale shadow to their once mighty culture. Dragonborn will often choose classes that allow them to unlock lost secrets or to perhaps recover some of their former glory such as Artificer, Bard, Sorcerer or even Warlord.
Dwarf Dwarves of Hyerune are ancient earth spirits known as "Children of the Mountain." They are said to have been created by the dwarf god Denethor who sought to bring life to the very rock itself. Dwarves are short, stout folk with powerful physical builds and stubborn natures to match. Like the earth itself, dwarves can be slow to act but once they have made up their mind can be difficult to influence. Being creatures of the earth, dwarves are naturally skilled at mining and metal work. They are known for their expert skills at smithing and arms making. Many dwarf communities in fact make their living as suppliers of weapons and armor to their often more violent and warmongering neighbors. As there seems to rarely be a shortage of conflict and violence, a need for reputable arms dealers are in large supply allowing most dwarves to grow wealthy in the process. Dwarves generally prefer more martial pursuits such as Fighter, Paladin and Warlord. However it is also not unheard of for them to become Clerics, Bards and even Rogues.
Elf The elves of Hyerune are the spirits of the natural world and in particular the verdant woodlands that cover much of the planet. Elves are connected to both the natural world and the Faerie Otherworld making them cousins of the Sidhe though elves tend to be more grounded in reality than their fey relatives. The race of elves were said to have been created from the trees by the elf creator goddess Namarie. As a result, they tend to express a great affinity to trees and often prefer living in rural environments often with some source of natural beauty which the elves view as a physical manifestation of their deities. Elves have a great interest in the arcane and as a result follow a path of magic though they are also just likely to practice the arts of more primal or martial classes. Common classes include Sorcerer, Wizard, Druid and Ranger.
Gnome Gnomes are spirits of myrth and nature created in the early days by the gnome creator god Gnarda. Gnomish mythology tells how the gnome god took clay from the hills of Hyerune to form the first gnomes. Each gnome was blessed with a mystical heart gem by the goddess Berylie thus granting them life and a innate magical talent. Gnomes seem to dwell in two worlds- a realm of underground burrows and one of rolling hills and lofty boughs. No other being matches their talent at gemcutting and jewelcraft. Gnomes value curiosity and exploration and thus they tend to favor the classes of Bard and Rogue. They also have been known to make excellent Wizards, particularly with an emphasis on illusionary magic. Gnomish Fighters tend to prefer combat at a distance relying on missile weapons.
Half-Elf Half-elves are the result of a union from a human parent and an elf parent. Such unions are uncommon on Hyerune but not necessarily rare as there are a number of elven communities that are located quite near a human settlement. Such proximity will often foster a common bond between the two races and the half-elves are the physical proof of such unions. Half-elves share traits from both genetic origins though they will often select one or the other in which to identify themselves. Half-elves preferring their elven blood will tend to dwell in elf-dominating communities. Half-elves preferring their human ancestry will tend to dwell in human-dominating communities. Often quite socialable in nature, half-elves will take advantage of classes that rely on interacting with others such as Bard, Shaman, Cleric, Argent, Rogue and Warlord.
Half-Orc Sadly, half-orcs are often a reflection of the often violent union of their human and orc parents. Such a union is rarely a positive or even long-lasting one and half-orcs are often abandoned, forced to rely on their own strengths in order to survive. With such a harsh background, the half-orcs that do survive to adulthood tend to be physically powerful otherwise they likely would never have survived their early years. Half-orcs, having been jaded by their experiences, will often adapt a more evil nature or at least a neutral attitude. Half-orcs favor the more primal classes such as Barbarian and Shamans but also Fighters and Rogues.
Halfling Halflings of Hyerune are a nomadic folk of river riders. Their culture is an ancient one rooted with rich folklore and tradition and as such halflings are a fiercely proud and independent people. Halflings have an innate curiousity that can often get them into trouble. It goes without saying that the halfling pantheon is more on the protective side to ensure the survivability of this diminuative race. Though halflings can be found throughout most of Hyerune, their numbers are concentrated within the Principality of Pheldore which controls one of the major waterways in Central Aldaria. Due to their adventurous nature, halflings favor cunning classes such as Rogue or Bard.
Human Perhaps the most adaptable of all races of Hyerune, humanity can be found on all three continents and is capable of flourishing in most any environment. Humankind views itself as the dominant species and can be viewed as quite overbearing at times. Other races, however, see humans as brutish and barbaric. Humanity seems to be the most susceptible to greed and conflict and so border skirmishes and open warfare are certainly not uncommon between human lands. Humanity are just as likely to choose any of the character classes though the most popular remain the standards: Cleric, Fighter, Rogue and Wizard.
Sidhe An ethereal and elusive race, the sidhe (pronounced: "shee") are a race of faerie creatures native to the Plane of Ardor, the Faerie Otherworld. They are thought to be cousins of the elves though the sidhe tend to be more stand-offish when it comes to interacting with other races. Though much more common in Ardor, pockets of Sidhe communities are known to exist throughout much of Hyerune though they tend to favor the lands of Central and Eastern Aldaria above others. Sidhe have a great love for magic, perhaps even more so than the elves, and thus many Sidhe prefer the Arcane classes above others. Their preferred classes include Sorcerer, Wizard and Bard. Some will pursue more martial interests as Fighters and Rangers as well.
Tiefling Tieflings are the result of a union between a human parent and a creature from the evil lower planes. As such, tieflings are not widely accepted or even trusted by other creatures of Hyerune. This by no means implies that all tieflings are evil though they certainly have a tendency toward that darker alignment. Tieflings are quite rare in Hyerune but are somewhat more common in more evil-dominated lands. Tieflings tend to prefer the classes of Sorcerer, Rogue, Warlock and Wizard. |
| #5ZaxonDMirApr 08, 2010 18:53:30 | It's about time you brought this back Rhineglade! Keep it coming! |
| #6Rhineglade_Apr 11, 2010 10:19:17 | A TASTE OF THE GODS
Anarya goddess of fire Portfolio: Fire, anger, wrath, power, volcanoes Alignment: Chaotic neutral Home Plane: Elemental Plane of Fire Symbol: phoenix Sacred Animal: salamander Sacred Color: Red Worshiper's Alignment: Any
Anu god of the sun Portfolio: Sun, light, protection, order Alignment: Lawful good Home Plane: Celestria Symbol: sun disk Sacred Animal: lion Sacred Color: yellow Worshiper's Alignment: Any non-evil
Jocasta goddess of war Portfolio: War, conflict, murder, assassins Alignment: Chaotic evl Home Plane: Infernia Symbol: Crossed battleaxes Sacred Animal: none Sacred Color: red Worshiper's Alignment: CE, LE, NE, CN
Kharon god of the dead Portfolio: Death, the dead, doom, fatalism, necromancy Alignment: Lawful evil Home Plane: Gloomrealm Symbol: horned skull Sacred Animal: vulture Sacred Color: black Worshiper's Alignment: Any non-good
Khorda god of fate Portfolio: Fate, prophecy, destiny, divination Alignment: Lawful neutral Home Plane: Twilight Lands Symbol: balance scales Sacred Animal: owl Sacred Color: gray Worshiper's Alignment: any
Mordagh goddess of evil Portfolio: Evil, nightmares, bad tidings, dark magic Alignment: Neutral evil Home Plane: Netherworld Symbol: face of the goddess Sacred Animal: none Sacred Color: black Worshiper's Alignment: Any evil
Oldred god of storms Portfolio: Air, storms, authority, wisdom, rulership, avians Alignment: Chaotic good Home Plane: Spectral Vale Symbol: lightning bolt Sacred Animal: eagle Sacred Color: sky blue Worshiper's Alignment: Any non-evil
Sharva god of time Portfolio: Time, cohesion Alignment: Neutral Home Plane: Eternal Crossroads Symbol: Hourglass Sacred animal: bull Sacred color: brown Worshiper's Alignment: Any
Shastra god of the sea Portfolio: Water, oceans, seas, purification, water travel Alignment: Chaotic Neutral Home Plane: Elemental Plane of Water Symbol: dolphin Sacred Animal: dolphin Sacred Color: blue-gray Worshiper's Alignment: any
Thera goddess of the earth Portfolio: Earth, creation, life, quakes, gravity Alignment: Neutral Home Plane: Eternal Crossroads Symbol: Sacred Animal: brown bear Sacred Color: brown Worshiper's Alignment: Any non-evil
Zhuran god of the heavens Portfolio: Heavens, civilization Alignment: Lawful good Home Plane: Celestria Symbol: City gate Sacred Animal: gold dragon Sacred Color: gold Worshiper's Alignment: Any non-evil
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| #7Rhineglade_Apr 12, 2010 11:55:37 | COSMOLOGY OF HYERUNE
The Inner Planes
Prime Material Plane Also known as "the Universe." The Prime Material is a plane composed of matter and energy and contains not only the campaign world of Hyerune but also countless other planetary bodies, stars and interstellar matter. The Prime Material Plane is believed to be infinite in size and is composed of energy from the four Elemental Planes.
Elemental Plane of Air The plane of air is composed of an seemingly infinite sky of open space, clouds and flocks of winged creatures of all manner of description. The plane itself has variable gravity which it generated by the floating pockets of elemental earth and drift through the "sea of sky." Visitors to the Air Plane without the ability to fly will find themselves merely hovering aimlessly at the point of entry. The Elemental Plane of Air is home to a variety of wind spirits, air elementals, sentient storms as well as the djinn.
Elemental Plane of Fire A harsh dimension of choking ash and soot which burns continuously with a roaring flame. Much of the plane is formless fire and energy. Native inhabitants to the plane dwell in burning seas of oil or pockets of obsidian and solidified magma. The air itself is difficult to breathe and is filled with smoke and poisonous gases. The plane is volcanically active and is thought to be divinely manipulated by the fire goddess Anarya. Besides this resident divinity, the Plane of Fire is home to smoke and fire elementals, magma spirits, fiery azer, salamanders and the wicked efreet.
Elemental Plane of Earth A solid plane of endless matter in the form of rock, stone and soil. The plane itself is formless yet has been slowly hollowed out by the native dragon-worms that continually burrow through the living rock. In their wake, the creatures leave infinite layers of tunnels, passageways, caverns and chasms. Most are filled with elemental air yet some also contain pockets of water or even flame. The Earth Plane is naturally dark and lightless yet phosporescent minerals and reflective metallic ores provide some illumination. The plane is well known to be a veritable treasure trove of precious metals and gemstones. It is home to a variety of creatures including earth elementals, stone spirits, galeb duhr, xorn, minotaurs, dwarves, gnomes and earth genies known as dao.
Elemental Plane of Water A formless plane of endless oceans, the plane of water is a seemingly infinite space filled with seas. Crystalline orbs of radiant energy provide both light and warmth throughout the plane and as one drifts farther from these sea-suns, the waters become a darkened abyss. Powerful currents continually move throughout the plane as the water is heated by the sea-suns and then cools as it moves out of orbit. Pockets of airy water and underwater earth islands gently drift through this infinite ocean, many of which become caught in the gravitational pull of the sea-suns. The plane is thought to be under the divine influence of the water god Shastra. In addition to this powerful native, the Plane of Water is also home to kuo-toa, water elementals, water wierds, water sprites, locathah, merfolk, sentient dolphins, sea spirits, tritons and the water genies known as marids. |
| #8Rhineglade_Apr 14, 2010 11:54:15 | The Outer Planes
The Outer Planes of Alignment are varying dimensions connected to the Inner Planes by the Astral Plane. When mortal creatures of the Prime Material Plane reach the end of their life, their soul or spirit passes through the Astral Plane ending up in one of these dimensions based on the life they lead as mortals. According to myth, each soul or spirit is judged by Cabel, the god of the afterlife, who decides to which Outer Plane the petitioner will spend eternity. Of course, the gods have some influence over this decision but even they tend to stay neutral and let the chips fall where they may.
Celestria The plane of Lawful Good. Sometimes known as "Heaven." The plane is one of law and order tempered with justice and right. Angelic beings abound in this realm. The enviornment is thought to be individual-specific. Each petitioner arriving in Celestria tends to "see" their surroundings similar to what they experienced in their mortal life. For example, a lawful good ranger who dies on the Material Plane may have his soul sent to Celestria as his eternal reward. The petitioner, as the ranger's soul would be called in the Outer Plane, will have no recall of his mortal life but may experience Celestria as an abundant woodland teeming with wildlife.
Dream Realm The plane of Neutral Good. Sometimes known as the plane of Pure Good, residents and petitioners of the Dream Realm are dedicated to the notion of "good" regardless of how one goes about to pursue this notion. Though perhaps at occasional odds between those who believe in the importance of the law versus those who believe in individual freedoms, the Dream Realm is generally one of peace and tranquility. The plane receives its name not because it has any influence on mortal dreaming but rather because the plane itself appears "dream-like" in many ways. Colors often appear subtle or muted and vision is often limited by a gentle fog that fills the horizon adding to this elusive appearance.
Eternal Crossroads The plane of true neutrality. Sometimes known as "Nirvana." The Eternal Crossroads is considered the portal to the outer planes. It is generally through this plane that planar travellers can pass through the dimensions. The Eternal Crossroads is connected to all other Outer Planes via Astral Conduits. Many powerful deities use portions of this dimension as their personal domain and through them the plane takes its general shape. In appearance, the Eternal Crossroads is similar to the Material world with a great variety of climates and geographical environments. The Eternal Crossroads is thought to be a land of perpetual peace. The divine emanations from the deities creates an atmosphere of non-aggression.
Ethyria The plane of Chaotic Neutral. Sometimes known as the "Savage Lands." Aptly named, the plane of Ethyria is one of animalistic behavior and savage creatures. Much of the plane is covered with thick jungle and heavy vegetation. Natives of the Savage Lands learn first hand the importance of the concept of survival of the fittest. In Ethyria, many of the natural laws are greatly magnified and the strongest will generally dominate the weak. Ethyria is home to the chaotic slaad race. It likewise serves as a battleground from time to time between demonic incursions from Infernia and the chaotic good creatures of the Spectral Vale.
Gloomrealm The plane of Lawful Evil. Sometimes known as "Hell." The Gloomrealm is the home plane of the race of devils. It is widely viewed as an overtly oppressive police state. The important of law is widely held yet secrecy and intrigue always trump justice. Hierarchical order is generally the norm for natives of the plane with the most powerful ruling over the greater numbers of weaker creatures. In addition to a handful of powerful devil lords, each controlling a region of the plane, the Gloomrealm is also home to a number of deities. Most notably, Kharon, the god of the dead, controls a vast section of the Gloomrealm the entrance to which is guarded by Gorgal, the Two-Headed devil giant.
Infernia The plane of Chaotic Evil. Sometimes known as the "Pit" or the "Abyss." Perhaps not the ideal vacation spot, Infernia is a plane of abject terror and madness. The powerful prey and devour the weak. Blood flows freely from the almost constant warfare that erupts throughout the plane. Infernia is likewise home to a variety of emensely powerful creatures who continue this atmosphere of hate, fear and mistrust. The war goddess Jocasta wages endless battle in her personal divine domain while spilling out into the realms of some of the less powerful demon lords and princes. The bat goddess of the drow likewise maintains a dark and secretive abode deep within the shadows of the Infernal Underworld. Spirits of the slain drow elves clamour through these dank-filled pits in a vain attempt to appease their patron goddess.
Netherworld The plane of Neutral Evil. Sometimes known as the "Shadow World" or the "Abode of the Undead." Just as the Dream Realm is a reflection of goodness the Netherworld is generally viewed as a plane of the purest evil. Native inhabitants of the Netherworld are free to obey the law or the more hedonistic pursuits of chaos as long as the overall outcome is evil. No other plane would therefore serve a better haunt for the goddess of evil, Mordagh, than this dread dimension. Much of the Netherworld is composed of shadow substance and takes on visions containing mere shades of gray. Vibrant colors are rare and are generally the property of only the most powerful or the most depraved.
Spectral Vale The plane of Chaotic Good. The Spectral Vale is one of greater freedoms and individual pursuits of pleasure. Few laws govern this domain save for the golden rule of do unto others as you would have them do unto you. Many of the native inhabitants and the soul petitioners dwell in smaller tribal units living a simple life of fellowship and mutual trust and affection. Very few large cities can be found within the Spectral Vale and the few that do exist are only very loosely governed. Several powerful deities dwell within the beautific realm most notably the Filani Pantheon and the Elven Pantheon.
Twilight Lands The plane of Lawful Neutral. Sometimes referred to as the "Gray Havens." The Twilight Lands are juxtiposed between the extremes of good and evil as portions of the plane become battle grounds between the angelic powers of Celestria and the diabolic devils of the Gloomrealm. |
| #9donatellodurosApr 15, 2010 0:15:29 | Are these your original notes, or are you modifying them to 4e as you post them? |
| #10Rhineglade_Apr 15, 2010 19:06:49 | These are modifications from the original. The campaign was actually originally just 1st edition which was adapted for 3.5. NOW it's being updated for 4 ed!
Stay tuned for more exciting updates. ;) |
| #11Rhineglade_Apr 16, 2010 12:18:30 | Deities & Demigods
It is not uncommon for the primitive people to create a mythology to explain some type of natural phemenona or other unknown. For example, the ancient Filani humans of the north explained lightning as the magic of their patron god Oldred, the god of storms. As each race of creature holds its own culture and ideology, it was not uncommon for racial pantheons to develop as each race tends to revere and honor different aspects of life.
Human mythology is divided along continental divides for the most part. Although human nations no longer recognize racial divisions amoung themselves after ages of intermarriage, the dominant divine pantheon of each race tends to be the most recognized forming 6 distinct panthons.
Here is a brief description of each pantheon:
Aldarian Pantheon Aersiline- lesser goddess of beauty Arcanus- lesser god of wizards Auralia- lesser goddess of the dawn Brenna- demigoddess of the Summer Celinia- lesser goddess of the moon Endorie- lesser goddess of nature Galadine- lesser god of chivalry Glacia- demigoddess of Winter Glanya- lesser goddess of healing Jocasta- greater goddess of war Kharon- greater god of death Mordagh- greater goddess of evil Nessa- demigoddess of the Spring Odana- demigoddess of Autumn Seralise- demigoddess of victory Shastra- greater god of the sea Thera- greater goddess of earth Vestra- lesser goddess of agriculture Zhinda- lesser god of intrigue Trinian- demigod of vigilantes
Filani Pantheon Dione- lesser goddess of women Galdor- lesser god of battle Hrungnir- lesser god of thought Oldred- greater god of storms Ostra- lesser goddess of music Suomi- lesser god of smithing Uino- lesser god of exploration Ulrik- lesser god of hunting
Jendi Pantheon Aeroz- lesser god of hospitality Hazalyn- lesser goddess of messengers Johvi- lesser god of gambling Khorda- greater god of fate Khorsa- lesser god of wind Nauru- lesser god of the sea
Huan Pantheon Henei- lesser goddess of happiness Jingdu- lesser god of law Niamye- lesser goddess of mercy Shu- lesser god of prosperity Zhuran- greater god of heaven
Sundari Pantheon Ishvar- lesser god of dreams Jaladhi- lesser goddess of vermin Radha- lesser goddess of pain Sharva- greater god of time Shirvan- lesser god of chaos Sursi- lesser goddess of plague
Zentradi Pantheon Anu- greater god of the sun Cabel- lesser god of the afterlife Jaro- lesser god of beasts Karnak- lesser god of deserts Maya- lesser goddess of magic Nazrine- lesser goddess of panic Nephele- lesser goddess of rain Sedna- lesser goddess of revenge Sobek- lesser god of hunger Thune- lesser god of knowledge Yoruba- lesser goddess of rivers |
| #12Rhineglade_Apr 18, 2010 13:23:41 | ICONIC CHARACTERS
It has always been my goal to include at least one iconic character in every game world that I have developed. The purpose of the character is not so much interact directly with the surrounding environment or even directly influence the world, though they may do so if they do desire. Rather, the iconic character serves as a symbol of the world. An ambassador if you like. I also use them on rare occasions to serve as the "muse" for the characters inspiring them to action and perhaps giving them subtle hints from time to time.
In any case, the iconic character would always be epic-level and therefore generally out of the realm of the average PCs circle. Since I try to paint Hyerune with a rich hue of magic and myth, along with a number of "legendary" PCs and NPCS, I like to use wizards as my icon. We have Merlin. Middle Earth has Gandalf. Greyhawk has Mordenkainen. Hyerune has:
GLAMORGAN "The Dweomerkeeper" Medium Natural Humanoid Level 30 Wizard Initiative: +17 Senses: Perception +21 HP 138 Bloodied 69 Healing Surges 9 (34 hp) AC 39 Fort 29 Ref 34 Will 32 Speed 6 squares Resist necrotic 20
Demonsbane Longsword (std, at-will) Weapon +24 vs AC; 1d8+6 dmg; Crit: +6d8 (+6d12 vs demons); sword grants resist 6 against any dmg caused by demons; 1/day, gain +5 atk vs a demon ignoring any resistance demon may have
Magic Missile (std, at-will) Arcane, Force, Implement Ranged 20; +29 vs Ref; 4d4+14 force dmg Magic's Master (std, daily) Twice per day, you can perform any ritual you have mastered as a standard action Return of the Magister Once per day, when you drop to 0 hp or are about to take dmg that would kill you, you can spend 1 healing surge, teleport 16 sq as a free action, and roll saves against all effects on you that a save can end Magic's Flow Whenever you use an acane encounter or daily atk power, you gain +4 to defense(s) that power atks until end of your next turn :aburst: Closing Spell (std, daily) Arcane, Implement, Variable Area burst 5 within 20 squares; +29 vs Ref; 3d10+14 dmg of a chosen type (choose cold, fire, lightning or thunder); add 5d10 dmg of same type if you have no daily powers remaining; Miss: Half dmg Arcane Rejuvenation (immed. interrupt, daily) Arcane, Healing When you are reduced to 0 hp or fewer, you regain 38 hp as an immediate interrupt. :cburst: Forceful Retort (std, encounter) Arcane, Implement Close burst 1; +29 vs Fort; Each enemy hit in burst takes 3+8+14 force dmg and you push target(s) 1 square and they are knocked prone. Battle Edge (immed. interrupt, enc) Arcane, Variable When you 1st become bloodied in an encounter, you can use any at-will power you know as an immediate reaction. Arcane Riposte When a creature provokes an opportunity atk from you, make an opportunity atk with one of your hands +17 vs AC; 1d8+8 dmg in type of your choice; choose: cold, fire, force or lightning Battle Mage Action When you spend an action point to take an extra action, you also gain +4 atk bonus all your attack rolls until start of your next rurn :cburst: Legion's Hold (std, daily) Arcane, Charm, Implement, Psychic Close burst 20; +29 vs Will; 2d10+14 psychic dmg and target(s) are stunned (save ends); Miss: Half dmg and target is dazed (save ends) :range: Confusion (std, enc) Arcane, Charm, Implement, Psychic Ranged 20; +29 vs Will; 3d10+14 psychic dmg and on target's next turn, you control it's actions: you can move it 4 squares and it then makes a basic melee atk against its nearest ally :aburst: Necrotic Web (std, daily) Arcane, Implement, Necrotic, Zone Area burst 3 within 20 sq; +29 vs Ref; 4d6+14 necrotic dmg and target(s) are immobilized (save ends); Effect: Burst creates a zone of webs until end of encounter or 5 minutes; zone equals difficult terrain; any creature in web at start of its turn takes 4d6 necrotic dmg :range: Thunderclap (std, enc) Arcane, Implement, Thunder Ranged 20; +29 vs Fort; 3d6+14 thunder dmg and target is stunned until end of your next turn :cburst: Mass Fly (std, daily) Arcane Close burst 5; you and each ally in burst gain a speed of fly 8 until end of your next turn (sustain minor) :aburst: Evard's Black Tentacles (std, daily) Arcane, Implement, Necrotic, Zone Area burst 4 withtin 10 sq; +29 vs Ref; 2d10+14 necrotic dmg and target(s) immobilized (save ends); burst creates a zone of difficult terrain lasting until end of your next turn (sustain minor) :aburst: Combust (std, enc) Arcane, Fire, Implement Area burst 2 within 20 sq; +29 vs Ref; 5d6+17 fire dmg (ignore enemy fire resistance due to Irresistable Flame feat) Stoneskin (std, daily) Arcane You touch yourself or an ally granting resist 10 to all dmg until end of encouter or 5 minutes :range: Bigby's Grasping Hands (std, daily) Arcane, Conjuration, Force, Implement Ranged 10: You conjure forth 2 hands of force, each one occupying 1 sq within range; each hand atks one adj creature; a hand not grabbing a target can be moved and made to atk a new target within range as a move action; hands last until end of your next turn (sustain minor); +29 vs Ref; 2d10+14 force dmg and hand grabs target; if target attempts to escape, hand used your Fort or Ref defense; Special: If hands have each grabbed an enemy, you can slam the enemies into each other as a std action dealing 2d10+14 force dmg to each grabbed target; after atk, each hand returns to its original square with its grabbed target :range: Mesmeric Hold (std, enc) Arcane, Charm, Implement, Psychic Ranged 10; Target: 1, 2 or 3 creatures; +29 vs Will (+4 power bonus to atk if targeting only 1 creature); 2d6+14 psychic dmg and target is immobilized until end of your next turn Mirror Image (minor, daily) Arcane, Illusion You create 3 duplicate images of yourself each appearing in your space granting you +6 AC; each time an atk misses you, one of your duplicate images disappears and the bonus granted to AC decreases by 2; when bonus reaches 0, all your images are gone and power ends, otherwise the effect lasts for 1 hour :range: Dispel Magic (std, daily) Arcane Ranged 10; +29 vs Will defense of the creator of targeted conjuration or zone; Hit: conjuration or zone is destroyed. All effects end, including those that normally last until target saves :range: Arcane Gate (minor, daily) Arcane, Teleportation Ranged 21; you create a dimensional rift between two unoccupied squares in range that last until the end of your next turn (sustain minor); any creature can move from one square to the other as long as other square is unoccupied :range: Greater Invisibility (std, daily) Arcane, Illusion Ranged 20; you or 1 creature in range becomes invisible until end of your next turn (sustain minor); if target attacks, the power ends; you can only sustain power on another target if target remains in range :aburst: Wall of Fog (std, daily) Arcane, Conjuration Area wall 8 within 10 sq; you conjure a wall consisting of contiguous squares filled with arcane fog lasting until end of your next turn (sustain minor); wall can be up to 8 squares long and up to 4 squares high; fog grants concealment to creatures in its space (-2 atk penalty) and blocks line of sight Alignment Neutral good Languages Common, Draconic, Dwarven, Elven, Primordial Skills Arcana +28, Diplomacy +23, History +28, Insight +24, Nature +28 Str 11 (+0) Dex 15 (+2) Wis 19 (+4) Con 17 (+3) Int 26 (+8) Cha 16 (+3) Feats Action Surge, Alertness, Arcane Mastery, Arcane Reach, Action Recovery, Danger Sense, Dark Fury, Focused Wizardry, Human Perseverance, Irresistable Flame, Linguist, Psychic Lock, Quickened Spellcasting, Ritual Magic, Spell Accuracy, Spell Focus, Uncanny Dodge, Weapon Proficiency (longsword), Wizard Implement Expertise
Equipment: +6 demonsbane longsword, +6 displacer cloth armor, nullifying ring, ring of retreating, +6 flame wand, sash of regeneration, diamond bracers, crown of nature's rebellion, lucky charm, spell book
Ritual Spell Book: Contains copy of all arcane ritual spells
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| #13Rhineglade_Apr 19, 2010 11:57:02 | GEOGRAPHY OF HYERUNE
EAST ALDARIA
The region of East Aldaria is a major land mass braching eastward off the Central Aldarian Continent. The land itself receives its name from the native Aldarian humans who migrated throughout the region during the early years of humanity. The region of East Aldaria is dominated by the Rushwind Mountain Range which subdivides the region into two assymetrical portions. The land north of this mountain range tends to have less fertility with more temperature extremes between Summer and Winter.
Land to the south of the mountains enjoys a slightly more moderate climate throughout most of the year with moderate to heavy precipitation. Summers are longer and Winters are much milder than the northern lands. In addition, these lands are less rocky and therefore somewhat more fertile than other regions of East Aldaria.
Bediwyr The only major gnomish state in all of Hyerune, Bediwyr is a prosperous land settled along the southeast region of East Aldaria. The gnomes of this land are known not only for their expertise in gemcutting and jewelcraft but also quite knowledgable in archeology and artifice. The coastal regions of Bediwyr are known to have once served as dragonborn colonies during the Draconian Imperial heyday. Gnomish artificers scour the coast for all manner of ancient treasures.
Dunland A wealthy and powerful dwarven realm occupying the central midlands north of the Rushwind range. Dunland is an electoral monarchy ruled by a non-heriditary king. The king serves for life but is elected by Elector-nobles. The dwarven king, though without his perks and influence in court, has little control over the many noble fiefs that together form a convaluted patchwork kingdom.
Dunwyn Once united with the neighboring state of Galiwyn to the West, the Kingdom of Dunwyn gained its independence a few centuries ago following a brief civil war. Dunwyn was founded on the lofty principles of chivalrous causes and justice for all. The kingdom is populated by righteous paladins and clerics, many of whom are dedicated to the more lawfully good powers. Dunwyn recently established diplomatic relations with the elven lands to the north aften they came to the aid of the elves in repelling a horde of trolls and goblins from the Rushwinds.
Eileania Often considered the ancient home of the elves and sidhe of Hyerune, Eileania is an elven theocracy ruled by a powerful priestess of the elven creator goddess. The island nation is seen as holy and sacred to the fey race and has a tendency to hold such races apart from others. In fact, most non-fey are required to register with the local government and are mainly restricted to life along the southern coastline.
Fairdale The secondary elven nation of East Aldaria, Fairdale receives its name from the fact that it had a long history of general peace nestled within the temperate vale along the southern foothills of the Rushwind range. The ruling prince was deeply distrustful of non-elves to the point of xenophobia. Border skirmishes along the southern boundary was not uncommon as the elven border guards resisted any trade or diplomatic communication with the human lands to the south. This policy of isolation erupted into futility within the past two years as the ruinous hordes of goblins poured forth from their deep hovels in the higher elevations. Famine appeared to be the root of the hostile but this lead to a sense of despiration in the goblin forces and they appeared to overwhelm the elven defenders. Though the elf-prince refused any offering of human support from Dunwyn, the Dunwynian King, a just and noble paladin of the moon goddess, crossed the borders against the diplomatic stalemate and rushed to the elves defense. Though the Prince of Fairdale perished in the battle against the goblins, his heirs recognized the logic in forming ties with their once mistrusted neighbors.
Galiwyn The sister-kingdom of Dunwyn, Galiwyn gained its independence following a brief civil war. However, whereas its rival state of Dunwyn was founded on concepts of morality and justice, Galiwyn sought a more loosely organized state where the ideas of individual freedom and rights of the smaller communities obtained a higher role. The capital city of Sundell is known as a vast conglomeration of refugees from all over the planet of Hyerune.
Galorand A small island kingdom in the Midland Ocean just off the eastern shores of Pelinore. The natives of Galorand share close ties with the natural world around them and druidism remains an influential faith particularly in the smaller rural areas. In recent history, when the old King Cadfael passed away leaving a son in his minority, a regency was established to rule in the young king's name. The Queen Dowager, the young king's stepmother, was named Regent. Once granted the power she craved, the old Dowager rules out of intimidation and fear and is not likely to give up power once her stepson reaches his age of majority.
Hyland A vast northern country of rolling plains favored by the horse-loving humans who have grown to become excellent mounted archers and warriors. A large number of centaurs dwell in these lands, apart from the human government, though the two cultures share respected ties. It has been a long standing tradition to cross-foster children of ruling families so the heir to the human kingdom will often been reared by the ranking centaur chieftain. Young noble fowls will likewise be found in the human courts. Hyland serves as a crossroad of cultures since it occupies the northwestern most region of East Aldaria thus maintaining relations with not only the Aldarians but the Filani of the north as well.
Keridwen A militaristic matriarchy long ruled by a long line of fierce warrior-queens. Life in Keridwen developed along matrilineal lines with the women holding the authority in both the family unit and as heads of government. Though by tradition the eldest daughter of the reigning Queen is named heir-presumptive, she must prove herself a capable warrior in order to retain this title and one day inherit the crown. Keridwen is also the location where one of the most ancient of arcane leylines is found. Upon this spot was constructed an imposing citadel called Darkspire. Darkspire is said to contain vast historical treasures as well as libraries of ancient knowledge. Fortunately, it is likewise protected by the enigmatic sorority known as the Matriarchs of Darkspire.
Pelinore The westernmost Aldarian nation on the continent, Pelinore is a influential and politically ambitious kingdom with but with a weak central government. Throughout much of its history, the kings of Pelinore have been forced to cede greater amounts of authority to the various nobles thus creating a setting ripe with corruption. Most of the power-hungry nobles of Pelinore care little for the commonfolk under their rule and even less for their fellow countrymen. Though greedy and suspicious, most of the nobility is unlikely to easily surrender their influence and have been known to unite their individual armies to form a most impressrive military force to repel would-be invaders.
Peregrine The southernmost nation of East Aldaria, the island of Peregrine lies to the southeast in the Midland Ocean. It is a rocky and mountainous landscape dominated by the Weathercrest Range which runs the entire central expanse of the island. Though once volcanically active, the sole volcano has sat dorment for thousands of years. The adventurous folk of this island kingdom are known for their maritime skills and many turn to a life as privateeers. The island is also home to a small cabal of air elementalists who live a reclusive life high in the mountains. |
| #14Rhineglade_Apr 21, 2010 11:49:08 | DUNLAND
Official Name: The Kingdom of Dunland Ruler: His Steadfast Majesty, King Frandrik Graybeard of Dunland (LN male dwarf, Ftr 11) Government: Independent monarchy with elected rulership; kingdom is divided into five major duchies each with electoral powers; when king dies, his heir is elected by seven electors which includes two religious authorities and rules for life; guildmasters and the church hierarchy of Denethor also hold influence in the government Rule of Law: Lawful Neutral. Strongly ordered and regimented society with many written laws. Traditions and organization are greatly valued often wtih strict interpretation of the letter of law. The value of order often outweighs morality. Capital: Belegond (pop. 41,700) Major Towns: Deephall (pop. 13,100), Havenhill (pop. 22,500) Population: 240,000 Major Religions: Dwarf Pantheon, Thera, Endorie, Galadine, Seralise Major Resources: Iron, platinum, silver, gems, stone Military: 12,000 (includes mainly heavy infantry with auxillary contingents of light infantry, heavy cavalry and 7 warships) Allies: Hyland, Njordlin Enemies: Pelinore (sometimes), Spineheart (sometimes) Coinage: Platinum hammer, gold helmet, silver sword and copper gauntlet
The dwarven realm of Dunland has enjoyed a history of relative peace and prosperity for most of its existance save for the brief period of time known as the Troll Wars. The dwarves of the kingdom are rather introspective and tend to keep to their own affairs as opposed to dabbling into the realm of international politics. The hills and valleys of this rocky territory have always hosted a strong dwarven presence but early in the realm's history a number of barbarian invasions from the Filani lands to the North brought in waves of human immigrants. The humans live peacefully under the dwarven government.
Dunland is known for its political fragmentation. The kingdom is composed of roughly 200 major and minor fief territories. Only a small portion of this is directly controlled by the King himself. The remaining lands are ruled by the various Electors, dukes, princes, landgrafs, barons as well as princes of the church. Each noble and church official holds various degrees of autonomy over their land holdings and all of this is strictly detailing in the Golden Bull, an official government document detailing the powers of the king and the nobles.
Although ruled by a king, many other factions hold varying degrees of power and influence. The Five Ducal Houses are each responsible, along with two ecclesiastical leaders of the Church of Denethor, the dwarf creator god, for electing a new king whenever the current monarch dies. The Guildmasters of the various mining guilds likewise hold great political clout, particularly in the capital. The clergy of Denethor are major landholders and often advise the king on a fairly regular basis.
The economy of Dunland is driven almost exclusively by the mining industry. The great mining guilds tend to be a bit on the greedy side. The Guildmasters are known to lobby for what is best for themselves first, the country second and the outside world third if at all. |
| #15Rhineglade_Apr 22, 2010 11:52:09 | DUNWYN
Official Name: The Kingdom of Dunwyn Ruler: His Most Royal and Sublime Majesty, Kelverin the Just, King of Dunwyn, Duke of Somberlain, Count of Fordell, Protector of the Realm (LG male human, Pal 16 of Celinia) Government: Independent feudal monarchy with hereditary rulership Rule of Law: Neutral Good. Society dedicated to the greater good with some written laws and strong community values generally centered around smaller familiar clans. Social structure is generally not seen as the most important whereas helping others in times of need is highly valued. Laws may be overlooked if it serves the greater good. Capital: Falconcrest (pop. 41,500) Major Towns: Buckbridge (pop. 17,600), Fordell (pop. 22,100), Somberlain (pop. 39,100) Population: 310,700 Major Religions: Celinia, Auralia, Galadine, Vestra, Glanya Major Resources: Foodstuffs, textiles, silver, copper, gems Military: 15,500 (includes light and medium infantry, light and medium cavalry and a navy of 17 warships) Allies: Galiwyn, Fairdale, Bediwyr Enemies: Helicar, Peregrine (sometimes) Coinage: Platinum moon, gold falcon, silver owl, copper caravel
Dunwyn is the sister state of Galiwyn. Once these two countries were a single kingdom known as Galidun. In the later half of the 9th Century, a brief civil war split the two in half as separate claiments to the throne tried to seize power following the death of the childless king. The two lands have since resumed diplomatic relations but as Galwyn has begun a slide into chaos, Dunwyn has remained ever vigilant and a beacon of truth and goodness in a troubled world.
The elves of Fairdale to the north once greatly distrusted Dunwyn fearing that the more militaristic humans intended on annexing the elven lands. After years of isolation, however, the elven military became sorely pressed by a massive invasion of goblins and trolls from the Rushwind Mountains. Despite pleas for help, the elven Prince of Fairdale forebade allowing the human forces to cross the borders. King Kelverin knew that without his help, the elves would most surely fall and the land would be overrun by goblinoids. Risking diplomatic crisis, the Dunwyn King ordered his troops to the aid of Fairdale and it was this act that turned the tide of the war. The xenophobic elf-prince perished during the final battles thus ending any possible repercussions. The new elven government extended an olive branch and seek to heal past wounds between Dunwyn and Fairdale.
The majority of the human population of Dunwyn is centered around the kingdom's large inland freshwater lake in the southeastern portion of the realm. Lake Windesmere is a glittering jewel and remains a popular retreat for many of the locals. Fishing and sailing are profitable industries along the lakeshore and many of the kingdom's wealthier nobles maintain secondary estates along the shoreline. The lake is said to also be the home of a winsome water spirit that dwells toward the center of the lake where the waters are the deepest. |
| #16Rhineglade_Apr 24, 2010 8:41:16 | EILEANIA
Official Name: The Holy Kingdom of Eileania Ruler: Her Most Serene Majesty, Niniath, Queen of Eileania, Keeper of Dreams (NG female elf, Cleric 17 of Namarie) Government: Independent elvish theocracy with female dominant hereditary rulership; royalty and nobility are members of the elf and sidhe priestly classes; the eldest daughter of the Queen inherits the Chamomile Throne Rule of Law: Chaotic Good. Carefree and fun-loving society with very few written laws; freedom of the individual is the common goal. Generally the nation has a small central government with most members of society following their conscience rather than the law of the land. The pursuit of happiness is a common theme among the people. Capital: Highgrove (pop. 14,000) Major Towns: Andoras (pop. 11,900), Moonglade (7,600) Population: 175,000 Major Religions: Elven pantheon Major Resources: Foodstuffs, textiles, gems, fine wine, herbs, rare woods Military: 7,000 (includes light infantry consisting mainly of skilled elven archers, a medium cavalry and a navy of 9 warships) Allies: Galorand, Keralia, Filani Freeholds Enemies: Pelinore, Wyngard Coinage: Platinum swan, gold sun, silver harp, copper birch leaf
The island Kingdom of Eileania is an ancient elven realm devoted to the goddess Namarie and other members of the elvish pantheon. The elves of this nation follow a devout life of mysticism and meditation. Although technically a monarchy, the elven clergy hold great influence in the Royal Court making the isle a theocracy. Elvish mythology claims that the island is the original birthplace of the First Ones, the original elves of Hyerune. Therefore these lands hold a special and endearing relationship with most fey folk. The island itself enjoys quite pleasant and temperate weather throughout most of the year with moderate rainfall. Summers are generally warm and winters are short yet cold with only modest snowfall during the months of Winterheart and Coldstead. It is widely believed that numerous magic gates are located on Eileania connecting the plane of Hyerune with the Faerie Otherworld.
Eileania has historically been a matriarchy with a reigning female elf ruler taking the title of Queen of the Elves. The Queen will generally take a male consort during her reign who receives the title of Prince Consort. The consort holds no political power in government though he does serve as an ad hoc advisor to the queen. The island has long been home to the elves and the sidhe for so long that many of the laws tend to favor the fey above others. This has evolved into a form of social elitism among the elven populace. The non-elven inhabitants seem to just accept this notion as a fact of life. Non-elves are protected under the law but not free to own land and take noble titles. In fact, no person of non-fey blood may enter the Royal Capital of Highgrove since it is viewed as sacred ground by the priestesses of Namarie, the elven creator goddess.
The city walls and gates of Highgrove are magically warded and protected against intrusion. Petitioners to the queen must be presented during one of her trooping journeys around the island or in the sub-capital of Andoras where the majority of the non-fey dwell. |
| #17donatellodurosApr 26, 2010 0:06:36 | You do realize you're using the out-dated alignment system, right? Not exactly 4e-friendly if the gods, planes, and all NPCs have an non-4e alignment. |
| #18Rhineglade_Apr 26, 2010 15:19:27 | Oh I realize I am using the older alignment categories but they are not "out-dated" for my campaign. I use this system for Hyerune simply because I think it is far more informative and accurate than the "new" system.
To me, there is a big difference from being described as "Good" versus "Chaotic Good," "Neutral Good" or "Lawful Good." To accommodate this fact, the deities and Outer Planes of Hyerune likewise use this more elaborate alignment system.
Of course, DMs wishing to use this for their own games can feel free to just use whichever system they prefer. I simply prefer the "original." |
| #19Rhineglade_Apr 27, 2010 12:03:32 | FAIRDALE
Official Name: The Principality of Fairdale Ruler: His Royal Highness, Prince Elidrin, Duke of Westsong, Lord of the Dale (CG male elf, Rgr 6) Government: Independent principality with hereditary rulership; head of state is a prince from one of royal house; high ranking members of the government are mainly elves; prince is advised by the Council of Psions, a group of high-ranking elven psionicists with precognitive powers Rule of Law: Chaotic Neutral: Society is based on hedonistic pursuits of pleasure. Few written laws govern daily life which is considered quite barbaric. Survival of the fittest is the standard of the day with a general distrust of authority. Most of the population is neither good nor evil but also not terribly reliable. Capital: Summerside (pop. 11,300) Major Towns: Timberhall (pop, 5,900), Westsong (pop. 4,100) Population: 160,000 Major Religions: Elf pantheon, Endorie, Vestra Major Resources: Silver, iron, gems, textiles, fine wines Military: 6,900 (post-war estimates; includes light infantry and light and medium cavalry; supported by major contingents of elven archers) Allies: Bediwyr, Dunwyn, Galiwyn Enemies: Troll Kingdoms of the Rushwinds Coinage: Platinum sun, gold oaktree, silver fern, copper shield
Fairdale, a nation dominated by the elves for ages, has had a long history of isolationism. This policy proved to be the country's folly, however, when the northern borders along the Rushwind Mountain range became overrun by trolls and goblin horders. Having few political allies, the elven forces held out against the desperate enemy for a respectable time before becoming losing the upper hand. The elf valley would likely have been completely decimated by the evil humanoids if it weren't for the last minute support from the knights and paladins of Dunwyn.
During the final battle of the war, the former prince, Belwe of Westsong, lost his life to a troll hammer and the crown passed to his son, the new Prince Elidrin. Elidrin appears to be far more capable at ruling than his father, despite is relatively young age. After consulting with the Council of Nobles, the Prince of Fairdale ended the long-standing policy of isolation and opened diplomatic and trade ties to the human kingdoms to the south. Furthermore, a body of wise psionic elves was established to assist the Prince in making decisions to rule the country. Most of the psions are enlightened fey with a keen intellect and a insightful understanding of the outside world.
The elves of Fairdale arrived in this lush valley from the island of Eileania many centuries ago. They sought to establish a realm of their own thus allowing close ties to the natural world. Fairdale enjoys a rich and fertile countryside. It is particularly known for its vast grape orchards from which the elves produce some of the most exquisite wines in all of Hyerune. The weather in the region is also conducive to the grape harvest with its moderate rainfall, warm to hot summers and mild winters.
The Fairdale military suffered a loss of roughly 20% following the wars and seeks to rebuild from this loss. A number of the commonfolk likewise had escaped southward during the wars and are just now slowly returning to their former homes though the country has yet to return to its pre-war population. |
| #20Rhineglade_May 03, 2010 12:17:06 | GALORAND
Official Name: The Kingdom of Galorand Ruler: His Royal Highness, Prince Eadric (LG male human, Paladin 7) in name only; actual control lies with the regent- Bardha, the Queen Dowager (NE female human, Illusionist 13) Government: Independent feudal monarchy with hereditary rulership; heir must be 21 years of age in order to inherit the throne so government is currently under the control of the legally appointed regent who rules in the king's name until he reaches legal age; king is advised by Council of Nobles who are able to create laws for the king's approval Rule of Law: Currently in flux Capital: Havenfair (pop. 53,600) Major Towns: Castlerock (pop. 16,400), Northwild (pop. 23,500), Trowbridge (pop. 11,900) Population: 270,000 Major Religions: Auralia, Celinia, Endorie, Mordagh, Galadine, Vestra, Elven pantheon Major Resources: Gold, silver, gems, foodstuffs, iron, textiles Military: 13,500 (includes light, medium and heavy infantry; light and heavy cavalry and a navy of 21 warships) Allies: Brynthia, Bediwyr, Dunwyn, Eileania Enemies: Pelinore, Wyngard, Doomguard Coinage: Platinum crown, gold noble, silver castle, copper rook
Galorand is an island kingdom southeast of Pelinore across the Calerion Straight. The kingdom has a fierce spirit of independence and is well known for its variety of populations and cultures. Some call it the "adventurer's dream" since it also includes a variety of environments as well as numerous creatures such as giants, ogres, demons, werewolves, witches, fey and trolls. The island enjoys seasonal temperatures throughout most of the year with moderately warm summers and mild, cool winters.
Politically, there is great rivally between Galorand and Pelinore. The two nations constantly try to outdo one another. Several major wars have been fought, at both land and sea, over the centuries. The spoils of war rarely seem to last very long. In any case, many of the major cities of Galorand are well fortified communities. The greatest of these, of course, is the majestic capital of Havenfair, the ancient City of Kings. The capital is a thickly walled citadel along the picturesque Andurine river valley. The river itself is a popular retreat for many of the locals and is itself a subject of many local legends.
The current heir to the throne, Prince Eadric, is the future king but can not ascent the throne due to his age. In circumstances such as this, the government will appoint a regent who rules in the name of the king and relinquishes power once the heir reaches his age of majority. The prince's step-mother, the evil Queen Dowager, uses deceit and bribery successful lead a campaign to have herself declared Regent. Of course, she has no intention of surrending her authority and continually plots to do away with her step-son.
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| #21Rhineglade_May 05, 2010 11:53:38 | GALIWYN
Official Name: The Kingdom of Galiwyn Ruler: His Righteous Majesty, King Belfar Hearthwind of Galiwyn (CN male human, Sor/Rog 14) Government: Independent monarchy with hereditary rulership; central government holds only limited powers with the most authority centered around the family and community Notable Figures: Deryth Andante (CG male human, Bard 13), Hildir Onyxstone, King of Brightvale (LG male gnome, Ranger 8), Solvar Ashwind, Lord Commander of the Vale Knights (CG male human, Ftr 11), Rogue-Lord of Sundell (NE male human, Rog 21) Rule of Law: Chaotic Neutral. Society based on hedonistic pursuits of pleasure. Few written laws govern daily life which is considered quite barbaric. Survival of the fittest is the standard of the day with a general distrust of authority. Most of the population is neither good nor evil but also not terribly reliable. Capital: Sundell (pop. 47,500) Major Towns: Angelfaire (pop. 6,500), Bell Harbor (pop. 7,200), Freeport (pop. 10,100), Midwich (pop. 5,100), Norwood (pop. 16,800), Sedgefield (pop. 11,200), Wickcliff (pop. 3,560) Population: 290,000 Major Religions: Anarya, Mordagh, Thera, Galadine, Jocasta, Arvandil Major Resources: Timber, shipbuilding materials, silver and gems Military: 14,000 (includes light and medium infantry, light and medium cavalry and a navy of 14 warships) Allies: Dunwyn, Keridwen. Fairdale, Hyland Enemies: Helacar, Eidolon Coinage: Platinum crown, gold galleon, silver sail, copper common
Following a brief civil war, the fledgling Kingdom of Galiwyn split from its sister-state of Dunwyn more than 300 years ago upon the death of the childless King of Galidun. Relations between the sister kingdoms have since resumed but Galiwyn maintains a far more independent spirit. The folk of this realm are hospitable and open-minded for it is a land that highly values individual freedoms. This freedom, however, also has a dark side since evil has been given a foothold on a number of occasions. The capital city of Sundell in particular is known for its powerful Thieve's Guild and a numberof underground cults dedicated to evil deities.
The king of the land is more of national figurehead than anything else with very little political power. This is especially true as one moves farther from the capital city and outside of the Royal Demesne. Most of the control of the realm belongs to individual clans and communities. This spirit of freedom did not come at a low price however. A number of bloody revolts known as the Peasant Wars forced the kings of old to concede more control to the local officials as a means to combat rife corruption at the national level. Many common folk were killed during this period of history and the peasants today honor these glorious dead martyrs with a number of national holidays. |
| #22Rhineglade_May 09, 2010 9:28:33 | King Belfar Hearthwind of Galiwyn Medium natural humanoid Level 14 Sorcerer/Rogue Initiative +12 Senses Perception +9 HP 90 Bloodied 45 Healing Surges 8 (22 hp) AC 26 Fort 23 Ref 27 Will 28 Speed 6
Dread Shortsword (standard, at-will) Weapon +15 vs AC; 1d6+5 dmg; Critical: +3d6 and target takes -3 penalty to defenses and checks until end of your next turn; 1/day: target takes -3 penalty to defenses and checks until end of your next turn
Incisive Dagger (standard, at-will) Weapon +15 vs AC; 1d4+5 dmg; Critical: +3d6; When dagger is used as a focus when performing a travel ritual that involves creating and moving through portals, add +3 to any skill checks related to ritual's performance; when you use a teleportation power, at +3 squares to the distance travelled (already figured into stats); 1/day: As a minor action, you teleport 5 squares; NOTE: Belfar uses the Incisive Dagger as his implement when casting sorcerer powers
Acid Orb (standard, at-will) Acid, Arcane, Implement Ranged 20; +16 vs Ref; 1d10+9 acid dmg Jaws of the Earth (standard, encounter) Arcane, Implement Ranged 10; +16 vs Ref; 3d6+8 dmg and target is immobilized until end of your next turn; while target is immobilized, you and your allies can move through target's space without provoking an attack of opportunity Invert Resistance (minor, daily) Arcane Close burst 5; each enemy in burst loses its resistances and gains vulnerability 5 to that dmg type instead (save ends both) Knockout (standard, daily) Martial, Weapon +15 vs Fort; 2d6+8 dmg and target knocked unconscious (save ends); if unconscious target takes dmg, it's no longer unconscious; Miss: Half dmg and target dazed until end of your next turn Rogue's Luck (standard, encounter) * Martial, Weapon +15 vs AC; 2d6+8 dmg; Miss: Make a secondary atk: +15 vs AC; 1d6+8 dmg Slippery Mind (immediate interrupt, encounter) * Martial When you are hit by an atk against your Will defense, youi gain +2 Will against this attack Reeling Torment (standard, daily) * Arcane, Charm, Implement, Psychic Ranged 10; +16 vs Will; 3d8+9 psychic dmg; at start of each of the target's turns, you can slide target 3 squares as a free action (save ends); Miss: Half dmg, at start of each of the target's turns, you can slide target 1 square as a free action (save ends) Dancing Lightning (standard, encounter) * Arcane, Implement, Lightning, Thunder Ranged 10; +16 vs Ref; 2d10+9 lightning dmg and each creature adjacent to target takes 9 thunder dmg Unseen Aid (minor, encounter) * Arcane You gain +2 bonus to skill check you make this turn. Dragonfang Bolt (standard, daily) * Arcane, Implement, Poison Ranged 10; Target: 1 or 2 creatures; +16 vs Fort; 2d8+9 dmg and ongoing 5 poison dmg (save ends); Miss: 2d8+9 dmg King's Castle (standard, encounter) * Martial, Weapon +15 vs Ref; 2d6+8 dmg and you switch places with a willing adjacent ally Sneak Attack 1/round, when using a Rogue attack power, and you have combat advantage against target, you cause additional +3d6 dmg Sorcerous Power +7 dmg on sorcerer powers and sorcerer paragon power Alignment Chaotic Neutral Languages Common, Goblin Skills Arcana +15, Bluff +18, Diplomacy +18, Stealth +17, Thievery +17 STR 15 (+2) DEX 21 (+5) WIS 11 CON 14 (+2) INT 17 (+3) CHA 22 (+6) Feats Alertness, Combat Reflexes, Defensive Advantage, Hybrid Talent (artful dodger), Hybrid Talent (dragon soul), Light Blade Precision, Ritual Caster, Seize the Moment, Two-Weapon Defense, Two-Weapon Fighting
Equipment +3 dread shortsword, +3 incisive dagger, +3 bloodthread cloth armor, +3 absense amulet
King Belfar of Galiwyn, of the Royal House of Hearthwind, has ruled the kingdom since the death of his father King Anowyn just over 13 years ago. The King has a forceful and dynamic personality and is generally liked and respected by the commonfolk of the land. Belfar is a firm believer in freedom and fate and believes that things happen regardless of one's actions. With this as a guiding principle, he appears as an ineffectual as he allows the kingdom to more or less govern itself. Belfar Hearthwind is a human male. He is 5'11" tall and weighs 170 pounds. He has dark curly hair, thick dark moustache and a light brown complexion. Belfar is 45 years old. |
| #23Rhineglade_May 12, 2010 14:02:56 | The Rogue-Lord of Sundell Medium Natural Humanoid Level 21 Rogue Aura 5: Allies in aura gain +2 bonus to Stealth and Thievery checks Init: +17 Senses: Perception +16 HP 122 Bloodied 61 Healing Surges 7 (30 hp) AC 34 Fort 31 Ref 35 Will 31 Speed 9 (with boots) Resist 15 psychic (in armor) Saves +2 vs charm, fear and psychic (in armor)
Assassin's Shortsword (standard, at-will) * Weapon +20 vs AC; 1d6+7 dmg; plus poison power 1/day
Poisoned Hand Crossbow (standard, at-will) * Weapon Ranged 15; +23 vs AC; 1d6+11 dmg; plus poison power 1/day Sly Fortune's Favor 3/day you may re-roll a d20 as a free action and take the new result
Biting Repositioning (standard, daily) * Martial, Weapon Ranged 15; +23 vs AC; 4d6+11 dmg and you and each ally in 5 squares of you can shift 4 squares; Miss: Half dmg and you OR 1 ally in 5 squares of you can shift 4 squares Shifty Direction (immediate reaction, encounter) * Martial Close burst 5; When an ally within 5 squares of you is missed by an attack, that ally can shift 3 squares
Guild Beatdown (standard, encounter) * Martial, Weapon Ranged 15; +23 vs AC; 2d6+11 dmg and 1 ally adjacent to the target can make a melee basic atk as a free action; if ally hits and has combat advantage against the target, the atk deals +1d6 dmg Thick as Thieves Any ally flanking with you gains a bonus of +2 dmg
Snake's Retreat (standard, daily) * Martial, Weapon +24 vs AC; 6d6+11 dmg; when target makes a melee or ranged atk against you, you can shift 1 square as an immediate interrupt (save ends)
Hounding Strike (standard, encounter) * Martial, Weapon +24 vs Will; 3d6+11 dmg; until the end of your next turn, you gain combat advantage and +3 bonus to your defenses against attacks from target Foil the Lock (minor, daily) * Martial On your next action, gain +10 power bonus to Thievery check to open a lock. If check succeeds, lock opens at once.
Slaying Strike (standard, daily) * Martial, Weapon +24 vs AC; 3d6+11 dmg; Miss: Half dmg; Special: If target is bloodied, atk does 5d6+14 dmg (half dmg on a miss) and scores a critical hit on 17-20.
Tornado Strike (standard, encounter) * Martial, Weapon +24 vs AC (vs 1 or 2 creatures); 2d6+11 dmg and slide target(s) 4 squares; you can move 3 squares after making the attack Gap in the Armor (minor, daily) * Martial Choose an enemy within 5 squares of you. You gain +2 atk bonus against this enemy until the end of the encounter.
Vexing Sting (standard, daily) * Martial, Reliable, Weapon Ranged 15; +23 vs Ref; 3d6+11 dmg and target suffers -2 atk (save ends)
Cloud of Steel (standard, encounter) * Martial, Weapon Close blast 5; +24 vs AC against each enemy in blast you can see; 1d6+11 dmg Slippery Mind (immediate interrupt, encounter) * Martial If you're hit by an attack that targets your Will save, you gain +2 Will bonus against this attack Alignment Neutral Evil Languages Common, Goblin Skills Bluff +18, Insight +16, Perception +16, Stealth +27, Streewise +18, Thievery +22 STR 17 (+3) DEX 24 (+7) WIS 13 (+1) CON 13 (+1) INT 14 (+2) CHA 17 (+3) Feats Blind-Fight, Danger Sense, Dirty Fighting, Distant Shot, Evasive Footwork, Far Shot, Fleet-Footed*, Great Fortitude*, Iron Will*, Martial Alacrity, Nimble Blade, Reckless Scramble, Trap Sense, Two-Fisted Shooter *= When next to a Feat, indicates the benefit has already been included in the stat block
Equipment: +4 assassin's shortsword, +4 poisoned hand crossbow, +5 nightmare ward leather armor, greater ring of invisibility, +5 absense amulet, boots of speed, map of unseen lands
Though the city of Sundell is the Royal Capital of the Kingdom of Galiwyn and thus under the control of the King himself, most natives to the city and its surroundings know that it is not King Belfar but rather the Rogue-Lord who is the real power behind the throne. The Royal Family is proud and head strong but even they seem to realize that this influential crime boss is not one to be triffled with. The Rogue-Lord is vain and arrogant and knows he holds a powerful position of authority within Sundell, and perhaps even the world beyond, yet fortunately he has no true political ambitions. He is content in running his criminal syndicate from a variety of hide-outs scattered throughout the city and allowing the Royal Family to govern the civilized society at large.
Few folk know the Rogue-Lord's true name but he is believed to be a male human standing 6 feet in height and weighing 185 pounds. He prefers dressing in simple outfits so as not to draw attention to himself and he will always be wearing his magical +5 absense amulet in order for him to move about without the threat of magical scrying. His physical appearance is perhaps his greatest asset as he appears to be a somewhat good-natured and kind individual. Underneath his handsome visage and warm smile lies the heart of a merciless killer and the soul of a true sociopath. |
| #24Rhineglade_May 14, 2010 11:51:27 | HYLAND
Official Name: The Kingdom of Hyland Ruler: His Resolute Majesty, King Roald the Just, Duke of Dunstable (N male human, Ranger 11) Government: Indepedent feudal monarchy with hereditary rulership; king is advised by the council of nobles on major affairs of state Notable Figures: Gerard, Count of Glacimyr; Raedwulf, Druid Lord (NG male centaur, Druid 14) Rule of Law: Neutral Good. Society dedicated to the greater good with some written laws and strong community values generally centered around smaller family clans. Social structure is generally not seen as the most important whereas helping others in times of need is highly valued. Laws may be overlooked if it serves the greater good. Capital: Dunstable (pop. 35,900) Major Towns: Glacimyr (pop, 16,100), Hardriding (pop 15,400), Saddlegap (pop. 26,700) Population: 215,000 Major Religions: Oldred, Thera, Aersiline, Celinia, Endorie, Galdor, Uino, Vestra, Ostra, Ulrik Major Resources: Horses, leather goods, silver, gems Military: 10,750 (includes exceptionally well-trained medium and heavy cavalry with multiple contingents of centaur lancers supported by longbowmen and light and medium infantry) Allies: Dunland, Uldania Enemies: Aerona Coinage: Platinum stallion, gold spur, silver saddle, copper horseshoe
Hyland is unique in that it is a harmonious blend of two distinct cultures: human and centaur. Although centaurs have always been a minority in the region and dwell in remote pastures and woodlands in the southcentral provinces, the horse-loving human majority of Hyland hold great respect for their equine countrymen. The centaur chieftains are often deferred to as wise advisors and a numberof them have potent druidic skills. The centaur elders have been involved in the education of human children for the more wealthy families for generations. Having a noble child tutored by one of the prominent centaur-sages is considered a mark of high esteem in these lands.
The nation as a whole tends to be rather introspective almost to the point of isolationism. They generally prefer to involve themselves in world affairs only if it affects them directly. The humans of the realm, of course, have great skill in horsemanship. It is not surprising that Hyland is well defended by a powerful cavalry of both human riders and centaur chargers who are arguably without equal in all of Hyerune.
The cult of Endorie, the nature goddess, is often associated with the horse. Therefore, her clergy and followers hold a significant role in this rustic kingdom. The clerics of the "Lady of the Evergreens" are heavily involved in raising and breeding herds of prized stallions. Some of the more skilled clerics are attempting to breed a more sturdy and faster breed. The size of one's herd is a major indicator of wealth in the kingdom and even King Roald maintains his own private herd.
The Kingdom is roughly divided into four major provinces known as the North, West, East and South Marks. The majority of the human population dwell in the North, West and East. The centaurs are given broad discretion within the South Mark along the Springwater Lake. The central provinces are known for their rolling hills of vast grassland- a perfect environment for herding and grazing. |
| #25Rhineglade_May 18, 2010 12:13:10 | CASTLE FALKENSWARD
Located high in the lofty peeks of the Rushwind Mountains along the southern borders of the Kingdom of Dunland, Castle Falkensward is but a shadow of its former glory. Once it was the center of royal society during the early years of the dwarven kingdom. It served as the principle residence to the Mad King Ranulf. The castle played a major role during the Troll Wars and greatly aided in the defense of the kingdom. It was the ultimate strength and courage of the dwarven forces at Falkensward that lead to the defeat of the troll hordes under the command of Troll-King Sherakai, the greatest of their kind.
Now Castle Falkensward lies in ruin and has been long since abandoned by the dwarves and their ilk as any regional mining operations in the region have run dry. The castle itself is laid out in a hexagonal pattern with a crumbling outer curtain wall and a demolished gatehouse. The six towers along the perimeter remain largely intact as is a small portion of the central keep. The castle's focal point, even during its peak in history, remains the expansive Under Wards.
The "Under Wards" are a series of natural and dwarf-made underground halls and catacombs. No matter what seige warfare the trolls would bring against the Dunlander Dwarves, they could never reach the security of the Under Wards.
Rumors of long lost treasures and powerful magic still pervade the Dwarf Court. Adventurers have been attracted to the castle for ages though very few ever make it out alive. Those that have managed to successfully plunder a portion of the castle have claimed that Falkensward now serves as a home to a wide variety of creatures.
Castle Falkensward is said to be haunted by the spirits of the many dwarven warriors who died defending its walls. The ghost of the Mad King himself is even said to prowl the drafty halls of the central keep. Ironically, the Under Wards are now the domain of the very creatures the castle was built to repel. A small clan of trolls now reside in the dungeon levels closer to the surface level along with a number of other humanoid creatures. Deeper still it is widely believed that drow haunt the lower levels of the Under Wards. Perhaps even a demon to two. With its relative proximity to their ancestral homeland, it is certainly not unreasonable to believe that a number of deeps tunnels branch out and reach all the way down to the very heart of Cynith Annwn, the capital of the drow. |
| #26Rhineglade_May 19, 2010 11:56:46 | KERIDWEN
Official Name: The Kingdom of Keridwen Ruler: Her Most Gracious Majesty, Queen Elidyr of Keridwen, Duchess of Highcrest, Countess of Penmark (N female human, Ftr 11) Government: Independent feudal matriarchy with hereditary rulership; government is controlled by women with the highest ranking woman holding the title of Queen; most powerful nobles are women with men holding only secondary titles; only women can own land; rulership is passed on to the eldest daughter Important Figures: Aspirim Serpentide, General of the Royal Legions (LN female human, Ftr 16); the Grand Matriarch of Darkspire (NG female human, Wiz 19); Princess Royal (N female human, Ftr/Rog 8) Rule of Law: Chaotic Good. Carefree and fun-loving society with very few written laws where the freedom of the individual is the common goal. Generally the nation has a small central government with most members of society folloing their conscience rather than the law of the land. Pursuit of happiness is a common theme among the people. Capital: Highcrest (pop. 33,400) Major Towns: Middleton (pop. 17,600), Penmark (pop. 9,800), Portwick (pop. 27,500) Population: 330,000 Major Religions: Aersiline, Auralia, Celinia, Endorie, Jocasta, Vestra, Glanya, Seralise Major Resources: Gold, silver, copper, textiles, some gems Military: 16,500 (includes light, medium and heavy infanty; light, medium and heavy cavalry and a minor navy of 7 warships) Allies: Pheldore, Arcania, Hyland, Galiwyn Enemies: Eidolon, Helacar Coinage: Platinum matron, gold crown, silver shield, copper cauldron
The ancient Kingdom of Keridwen is a powerful matriarchy ruled by a long line of powerful warrior-queens. Nestled along the Gladden River valley, Upper Keridwen is a rocky countryside between the major woodlands of Glenhaven and the Whispering Wood. Lower Keridwen is known for its more fertile and rolling landscape. It is dominated by numerous castles and strongholds. Some of the structures date to the dawning of the New Age. The climate is seasonal with warm summers and cool winters. Lower Keridwen tends to be more mild with less temperature extremes due to the prevailing winds that blow in from the bay to the South.
The folk of Keridwen have always believed in the equality of the genders. The female role has always taken a more dominant position in government, landownership and family dynamics. To the Keridwenian, this is just the most logical way of organizing things. Although many men do fill the ranks of the infantry, it is the women that hold the positions of officers, cavalry and aristocratic nobility. Physical fitness and athleticism have also been long prized attributes in this society. The land is also known for a unique order of female warriors that form a military sisterhood with close ties to the monarchy.
The dominating feature of this powerful kingdom however is the ancient stronghold known as Darkspire. This enigmatic castle is said to possess great secrets from the time of the Draconic Age. This castle is protected by the Matriarchs of Darkspire, a magical sorority of witches and sorceresses. These lands were once the site of numerous invasions from the former Meridian Empire. The Southern Provinces of Keridwen are said to have been built upon the bones of those warriors that fell defending their Motherland. |
| #27Rhineglade_May 21, 2010 12:00:53 | ROYAL VALE OF SUNDELL
Though the Kingdom of Galiwyn is ruled by a king, in truth the king directly controls only a sheltered valley along the coastline immediately surrounding the Royal Capital of Sundell. The land itself is often referred to as the Royal Vale as it nesteled between the Windstone Hills and the Mourning Mounds. The nobles and landowners of this region generally owe fealty directly to the King of Galiwyn. Each landholder controls a variety of towns, villages and small cities along with the surrounding farms. Each is as varied as its owner.
The Village of High Hedge High Hedge is a halfling dominated community north of the Royal City located along the banks of the River Skerne. It has been a haven of these dominuative humanoids for countless years and is therefore well-known as an agricultural paradise. High Hedge receives its name from the great plant wall that lines much of the outer perimeter of the village. This hedge wall serves as defensive barrier against outside trouble. This shrub is 7-10 feet high and roughly 5 feet thick. It has been tended and nurtured by halfling druids for generations. The hedge wall is composed primarily of thorny, deciduous shrub that retains its color year round.
The village of High Hedge is home to some 550 folk. The land itself was the domain of a halfling noble who passed away leaving no heirs. The land is now controlled by the noble's wife, the Dowager Lady Hanna Butterbean (LG female halfling, Rog 4). Though Lady Butterbean is the wealthiest landowner in High Hedge, the original town charter forbids spouses of nobility from governing. Therefore much of the political power lies in the hand of Sheriff Brandir Wisehope (NG male halfling, Ftr 6)
The majority of the villages of High Hedge dwell in simple 1- or 2-room cottages. Only the wealthy dwell in the traditional burrow homes. The forested hills north of the village contain a number of these abandoned burrows known locally as the "Hiding Holes." The Hiding Holes serve the halflings as a safe haven in times of danger. This region was well utilized during the Galidun Civil War a few centuries past which resulting in the formation of the sister states of Galiwyn and Dunwyn.
High Hedge has 2 main temples. One is dedicated to Periwinkle, the halfling garden goddess. The other is devoted to Phandel, the halfling god of safety. The clergy of each temple serve as active members of the community though the Phandelites have a tendency to be far more outspoken on matters affecting the community as a whole. |
| #28Rhineglade_May 26, 2010 12:04:48 | PELINORE
Official Name: Le Royaume de Pelinore Ruler: His Glorious Majesty, King Gilliaume VI, Duc de Bonfort (N male human, Ftr 11) Government: Independent feudal monarchy witih hereditary rulership; only males allowed to ascend the thone; king only holds direct authority over the "Domaine Royale" covering the regions around the national capital and long the River Marais Rule of Law: Lawful Neutral. Capital: Rivoire (pop. 51,400) Major Towns: Bonfort (pop. 30,100), Frambroise (pop. 17,400), Les Herons (pop. 22,900), La Fourche (pop. 14,000), Montclair (pop. 16,600) Population: 420,000 Major Religions: Thera, Endorie, Oldred, Galdor, Jocasta, Vestra Major Resources: Foodstuffs, gold, silver, textiles, timber Military: 18,500 (includes primarily light and medium peasant infantry and aristocratic heavy cavalry along with a navy of 11 warships) Allies: Dunland, Keralia, Njordlin Enemies: Galorand, Eileania, Bediwyr (sometimes) Coinage: Platinum tower, gold crown, silver banner, copper common
Pelinore is an ancient kingdom with a weak monarchy and a powerful, yet corrupt, nobility. The King controls only the small territory of land around the capital city known as the Domaine Royale. The remaining fief provinces of Pelinore are held by various Ducs, Marquises, Comtes, Vicomtes and Barons with roughly 7% held by a number of religious orders. Most of these fiefs are semi-autonomous at the least and controlled by powerful and influential nobles. With a weak central government, crime is often an issue, particularly as one moves farther from the capital city.
The Pelinorese are a very suspicious folk. They tend to be distrustful of strangers to their land. The nobles have had a history of corruption and mismanagement with the low born peasants required to take up most of the burden of daily life. High taxes, religious conflicts and a recent plague have all taken their toll on the populace at large. The king is truly worried that his country is ripe for civil war and uses political deception to keep his enemies from uncovering his weaknesses. The island Kingdom of Galorand has long been a rival to Pelinore.
In Pelinore, females are excluded by custom and tradition from the throne. Conversely, all male descendants of the king, no matter how distant, are eligible to succeed. As a consequence, all male agnates of the Pelinorese King have a special rank of "prince du sang" or "prince of the blood." Among these, however, those closest to the monarch held even higher rank.
Sons and daughters of the sovereign are known as the enfants de Pelinore and styled filius regis if male and filia regis if female on official seals and state documents. Their high rank is similar to royal princes of other lands though officially no such title of "prince" exists in Pelinore. In addition, the eldest male and eldest female childen of the sovereign receive additional honorary titles. The eldest male child, as heir apparent to the throne, is known as Grand-fils de Pelinore. The eldest female is granted a title of Madame Royale though this is more of an honorary style than that of her brother.
The Royal Family is also expanded to include the children of the younger sons of a sovereign who are entitled to the rank of petits-enfants de Pelinore: petit-fils for males and petit-fille for females. In Pelinore, aside from a few exceptions, "prince" is not a title but rather a rank that denotes dynasts- individuals with an eventual succession right to the throne. In theory, they are all descendents in legitimate male line of a Pelinorese sovereign outside the royal family itself. The princes of the blood all have a seat at the Conseil du Roi, or Royal Council. |
| #29Rhineglade_May 31, 2010 9:12:00 | 
Map of the Kingdom of Pelinore, Eastern Aldarian Continent, World of Hyerune |
| #30Rhineglade_Jun 01, 2010 11:53:49 | MAJOR NOBLE FIEFS OF PELINORE
Domaine Royale The lands belonging directly to the king occupying the stretch of territory along the Niviele River between the central highlands and the Midland Ocean. The Royal Demesne is a fertile river valley dotted by a large number of impressive chateaux.
See de Poisson One of three ecclesiastical fiefs in Pelinore, the city of Poisson, along the mouth of the Niviele River has long been controlled by the Church of Shastra, the god of waters. The Grande Patriarche of Shastra (CN male human, Clr 16) is an influential figure with the Royal Navy which is headquartered within the city. The Temple of the Rising Tide is a massive structure directly facing the waterfront.
See de Falaise Falaise is an ecclesiastical fief located within the sheltered valley northwest of the woods of Sylvaire. The valley is controlled by the Theran priesthood. The Matriarche of Thera (N female human, Clr 14) is the ranking priestess of the cult and governs her land from her fortress-temple at the town of Montclair. These lands are known to be somewhat ethereal in nature and the clerics of Thera are known to be both mystical and wise.
Duché de Perileux A powerful fief along the eastern shores of the kingdom, the Duc de Perileux (LE male human, Warlord 15) remains one of the chief rivals of the Royal House. He has long held political ambitions but is no fool when it comes to playing his hand. The duchy is both wealthy and powerful. The Duke maintains a well-trained private army.
Duché de Narloise Part of the Crown Lands, this fertile southern fief located along the coastline southeast of the Pinnacle Hills, is the traditional land of the sovereign's eldest son. Historically, the heir apparant of the Pelinorean Throne is granted to the courtesy title of Duc de Narloise which he retains until his eventual acension. Much of the revenue generated by this agrarian land is sent to the King, the Duc and the Comte de Narloise. |
| #31Rhineglade_Jun 02, 2010 11:52:02 | Baronie de Mouchon Located just north of the central highlands of Pelinore, the small yet influential Baron de Mouchon is likely one of the most evil and corrupted nobles within the Kingdom. Truly the "bottom of the barrel," le Baron (NE human male, Rogue 17) runs his fief like a personal crime syndicate. The fief is home to all manner of low lifes and degenerates. Orcs are known to inhabit the southern hills of the fief, many of whom are allied with the Baron.
Comté de Sanguine This gloomy county along the northern ridge of the Pinnacle Hills is the personal demesne of the Comte de Sanguine, a Pelinorean noble long cursed with vampirism (CE male undead). The Comte is thought to possess some arcane might and controls his fief with militaristic oppression. Only a small numberof humans dwell in these lands and most are either enslaved or too depressed to resist their liege lord. Seigneur Sanguine heads a noble house consisting of a number of adopted relations, all of whom are vampires as well. The fief is well defended by a powerful army of both undead and mortal soldiers.
Marquis de Gastonne Gastonne is the southwesternmost march territory of Pelinore controlled most land traffic from southern Aldaria. Numerous battles have been fought along these borders between the knights of Pelinore and the gnomish forces of Bediwyr to the South. The Marquis (N male human, Warlord 9) is well disciplined and likewise quite ambitious. He defends his fief admirably and seeks to increase his reputation and influence within the Royal Court. The march is much supported by a number of prosperous mines along the southern Pinnacle Hills. The provincial capital of Bonfort is a fortified city that includes a few of the king's war galleons in its port.
Comté de Framboise A rugged and rural fief near the headwaters of the Niviele River, the atmosphere of this region is semi-frontier. The laws of the king are enforced to some extent but due to the comtés close proximity to Sanguine and the Malinbois Wood, many of the peasants have been forced to develop aggressive styles simply to survive. The noble Comte de Framboise (N male human, Rog 6) is commonly viewed as foppish and ineffectual. |
| #32Rhineglade_Jun 03, 2010 11:44:34 | ROYAL REGALIA OF PELINORE
The Royal Regalia is the official collection of crown jewels used during the coronation ceremony when a new king is annointed as sovereign of the land. The pieces are all exquisitely crafted. However, they belong to the "office" of the monarch rather than the individual king. Each king therefore may use these pieces as they see fit during their reign. They may not bequeth the Royal Regalia to any heir other than the next in line to the throne and may not sell any part of the collection. In effect, the Royal Regalia belongs to the state and passes down the line from one monarch to the next.
Coronation Sword, "Joyuese" A well crafted heavy blade of steel with gilding and encrusted with lapis and pearls. The scabbard is equally ornamental with the lower half wrapped in purple velvet. Weapon: The coronation sword is a +3 longsword. It is considered a heavy blade Enchancement: Attack rolls and Damage rolls Critical: +1d6 damage per plus Property: You gain Damange Resistance equal to your Constitution modifier while you hold this weapon. Power (Daily): Free Action. Use this power when you hit with the weapon. The target becomes slowed (save ends).
Royal Rod, "Le Main de Justice" This rod is enamelled in gold and capped with an ivory finial in the shape of the hand of fate positioned in a gesture of blessing. The rod is encrusted with rubies, sapphires and crystals. Implement: Rod. The Royal Rod functions as a +3 rod. Enchancement: Attack rolls and Damage rolls. Property: You gain a +2 item bonus to History and Insight skill checks. Power (Daily): Standard Action. Use this power to project divine energy in a close burst 10. You and each ally in burst gain +1 power bonus to attack rolls until end of the encounter.
Royal Sceptre The sceptre is 3 feet in length and wrapped in gold topped with a stylized lily of gold and embedded with silver, pearls, rubies and crystals. Implement: Rod. The Royal Sceptre functions as a +3 rod. Enhancement: Attack rolls and Damage rolls. Critical: +1d6 radiant damage per plus. Property: You gain a +3 item bonus to Diplomacy and Intimidate skill checks. Power (Encounter): Standard Action. You can touch an ally with this sceptre. Target is allowed to make a saving throw against any affects a save can end. Add a +3 item bonus to this save roll.
Crown of Gaillard Named after the first King of Pelinore, the crown is a simple circlet of four curved gold rectangular plates encrusted with jewels. Each is topped with a large jewelled fleur-de-lis. Item Slot: Head Property: You gain a +2 item bonus to all defenses.
Royal Ring of the Ancestors The ring is made of gold with a sapphire center stone surrounded by pearls and gems. Item Slot: Ring Property: You are immune to all Charm powers. Property: You gain a +2 item bonus to all Arcana, Nature and Religion skill checks.
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| #33Rhineglade_Jun 06, 2010 16:30:28 | Map of Northern Aldaria
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| #34Rhineglade_Jun 07, 2010 12:00:15 | NORTH CENTRAL ALDARIA
The North Central regions of the Aldarian Continent are characterized by one common theme: open conflict. Despite the cause, whether it be good versus evil, law versus chaos, monsters versus humanity or even religious differences, the result is always the same. The majority of these conflicts tend to occur within the vast plains between the Withering Wood and the Mystic Mountains.
North Central Aldaria covers the land mass as fas east as the Springwater Lake to the western shores of the Sunset Ocean. Depending on the cartographer, the North Central mass likewise runs from the Zephyrwind Sea in the north to the Brightwater Lake or the Ironhorn Mountains in the south. Some geographers will therefore include the lands of the Deepdale as part of North Central Aldaria.
Fell Empire of Aeronna This foul and despotic domain is a relative newcomer to Hyerunian history. Founded by a degenerate minor princeling of some back-woods fief north of the Withering Wood, the prince amassed incredible wealth and power even assuming the status of lich. It is widely rumored that the Lich-Lord likely has received some unholy aid from one of the demonic lords of Infernia. In any case, his armies of humanoids, fiends and undead easily overran the borders of the Duchy of Norgale and assumed control of this former northernmost fief of Rendore. In addition, with careful words, bribes, threats and even assassination, the hobgoblins realms of Argonak and Fenmarch likewise fell under the influence of the Lich-Lord.
Kingdom of Rendore A nation of battle-hardened veterans, most Aldarians recognize Rendore as perhaps the last bastion of good left in the central lands as only it stands between the human-centered lands to the south and the foul denizens of the Fell Empire in the north. With this knowledge, many of the surrounding lands openly support the cause of Rendore by sending much needed supplies, foodstuffs and weapons over the borders on a fairly routine basis. Perhaps most importantly, the fabled Indigo Order has chosen the stoic capital of Solovar as their new base of operations and aid the Rendorean Royal House with vital magical assistance. Even the Rendorean Sorcerer-General welcomes such service during these uncertain times.
Archclericy of Glorwenia A former religious fief of Rendore granted autonomy centuries ago, the Archclericy of Glorwenia has long been the province of the Holy Church of the Rising Sun, dedicated to Auralia, the goddess of the dawn. With the advent of the Aeronna Empire to the north, Glorwenia is becoming a far more active player on the world stage.
Principality of Pheldore Known as the doorway between East and West, Pheldore is the sole halfling controlled nation on Hyerune occupying a strategic position along the major waterway that connects the Brightwater Sea with the Midland Ocean. Its capital city is located right along the riverbank and controls boat and barge traffic collecting significant trade tarrifs in the process. The Pheldorian halflings typically adapt a policy of neutrality when dealing with sovereign nations.
Shield March The last major fief of the Kingdom of Rendore. The March-Lord of the Shield is charged by his feudal liege to defend the western frontiers of the kingdom from hobgoblin incursions. A great many fortified strongholds and towers are regularly manned and maintained along the northern borders between the Shield March and Argonak.
Kingdom of Valoria A powerful kingdom nestled along the fertile valleys of the Andunie River, Valoria is known for its stunning landscape, stalwart knights and semi-paranoid central government. The kings of old have always relied heavily on premonitions and magical divination to avoid major disasters. It has always seemed to be fortuitous as the history of Valoria is been one of peace and prosperity. Valorian past has also gone through several imperialistic phases causing some amount of suspicion in the neighboring nation-states. The King of Valoria is, to his credit, one of the major contributors to the coffers of the Shield March. Valoria is the first to realize that it is only the Shield March and its defenses that stand between the Kingdom and the hostile forces to the north.
Duchy of Orlandie A major fief of Valoria, Orlandie has been granted autonomy in years past due to valued service to the crown. The nation is now governed by a Duke though he rules with some amount of respect to those he rules going so far as to create a parliament for the creation of legislation and taxation. The duchy controls a number of profitable mining operations along the southern foothills of the Mystic Mountains.
Kingdom of Ancaire The eldest and arguably the most powerful of the dwarven realms of Hyerune, Ancaire occupies the peninsula at the southwestern tip of the Mystic Mountains. The dwarves of this ancient kingdom are known for their love of not only metalworking and craftsmanship but in the thrill of sale. Perhaps instinctively greedy, the Ancairian dwarves are skilled salesmen and profiteers plying their trade across much of the continent using their expansive merchant marine fleet.
Golrune A barbaric and backwoods region in the far northwest of Aldaria, Golrune is known for its volatility and its fierce idea of independence. Though former allies of Argonak, Golrune has become greatly resistant to any interference by the new Fell Emperor and his forces. In addition, the folk of Golrune have begun to increase trade with the nomadic tribes to the north perhaps more so out of necessity than anything else. Of course, relying on a potential ally does not hurt as well.
Duchy of Argonak A former independent kingdom and powerhouse within the region, Argonak is home to a number of hostile human barbaric tribes, hobgoblins and other humanoids. Before the rising of the Fell Empire, Argonak was ruled by the most powerful among them who held the title of Tyrant-Lord. Now, these lands are held in fief by the Fell-Emperor of Aeronna who utilizes the warlike nature of the inhabitants with cunning precision.
Fenmarch A minor march territory along the northern fringes just south of the Spineridge Mountains, Fenmarch was once the possession of Argonak. Now it is frontier fief of Aeronna used primarily as training grounds as well as agriculture.
Ravaged Nomads The northwesternmost corner of the Aldarian continent is home to the desperate and often destitute humanoid nomads driven to this wild steppe territory by the most aggressive tribes who in turn claimed the more richly fertile lands of the central heartland. Most of the clans of the Ravaged Nomads live a meager existance raising goats and yak while trading with one another. With the recent changes in Argonak, the clan and tribal leaders of the Ravaged Nomads have begun to establish trade and diplomatic ties with the barbarians of Golrune to the south.
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| #35Rhineglade_Jun 09, 2010 16:55:42 | FAMOUS CITIES OF NORTHERN ALDARIA
Arcania The City of the Magi Founded centuries ago by political refugees from Glorwenia, the City of the Magi soon became a haven for all manner of arcane spellcasters. Nestled along the southern shores of the Springwater Lake, the city is governed by the wise Council of Magelords, each a powerful arcanist in their own right. Arcania is defended by a noble knightly order known as the Order of the Pentagram, martial characters dedicated to the goddess Maya, the Queen of the Magi. The city is known for its many ancient libraries and other depositories of knowledge. Most significant of these institutions is perhaps the School of the Arcane, one of the greatest colleges of wizardry in all of Hyerune.
Glorisol Capital City of Valoria The peaceful capital of the Kingdom of Valoria is situated in the tranquil Andelie River Valley. Due to its prime location, the city experiences high volumes of river traffic on a daily basis. The city itself was founded many centuries ago by the human barbaric tribe known as the Andels who first settled in this area. What began as a humble trading post eventually blossomed into a burgeoning urban center. The King himself is a great patron of the arts. The cultural life of the city greatly benefits from this royal patronage. The Royal Bardic College of Glorisol is also well known throughout the region. In fact, this bard school was founded by the present king's great-grandmother. In addition to this music school, the Lore College and the Royal Observatory of the Astromancers are dominent features in the city skyline along with the Royal Palace.
Highwall The City of Healing A pseudo-theocratic urban outpost founded by pilgrims and clerics of Glanya, the goddess of healing. The city itself is located on the once barren peninsula along the western shores of the Brightwater Sea. It is sheltered along its western frontier by the Highwall Hills. The appearance of seven fresh water fountains a number of years past under mysterious and perhaps divine intervention has turned the landscape into a fertile haven. The famed 'Healers of Highwall' are known throughout Hyerune for their restorative abilities. Though strictly neutral regarding other nations, the Free-City of Highwall is protected by a wall fifty feet high made of stone and marble toppwed by a series of regularly spaced spires. The city is governed by the Council of Speakers, many of whom are prominent Glanyite clerics and heirophants.
Nimrodel The City of Knaves Founded in the mid 7th century from outcasts of the City of Arcania, Nimrodel has long stood in the shadow of its magical neighbor to the southeast. The city itself is located along the western shores of the Springwater Lake between the lake and the Withering Wood. It is home to a great number of rogues, mercenaries and cutthroats which give the city its unofficial moniker of "The City of Knaves." Scattered throughout the city are various antimagic traps and much of the region is blanketed with powerful charms against divination and other scrying magicks. Sites to see include the Palace of the Prefect and the fortified Hall of the Myrmidons. The myrmidons are the "police force" of the ruling body of the city though in truth are little more than a well-organized band of bullies and ruffians.
Solovar The City of Battle The heavily fortified Fotress-City of the war torn Kingdom of Rendore lies within the southern provinces of the kingdom and thus out of reach of most of the battles fought in this region over the many years of its history. The capital is sometimes referred to as more of living fotress than a city. The whole complex is defended by a massively thick outer wall augmented by guard towers placed every fifty feet. The ancient Royal Stronghold of the kings of Rendore dominates the city skyline from all directions. In its shadow can also be found the Royal College of Battle Magic where the fabled War Mages of Rendore receive their arcane training in the service of their homeland. It is whispered that a powerful cult of the evil war goddess Jocasta has gained a foothold within the capital in recent months. Furthermore, the powerful Indigo Order recently relocated to Solovar in an attempt to stave off the influence of the Fell-Emperor and his minions. |
| #36Rhineglade_Jun 10, 2010 12:08:06 | DWARF LORE
Dwarves of the world of Hyerune are prideful of their noble heritage and their strong work ethic. They are known for not only their great skill at metalwork and smithing but also song, runecraft and commerce. During the ancient days of the world known as the Dim Time, dwarf lore acknowledges the existence of the First Lords of Dwarvenkind. According to this myth, the dwarf creator-god Denethor crafted the seven brothers out of the very foundation of the world using rock and stone to grant his creation a solid base, sturdy frame and connection to elemental earth. It was from these seven dwarf lords that all dwarves are said to have descended leading to the Seven Houses of Dwarvendom. Members of each House are believed to be descendents of these first great leaders, either by direct bloodline or through close association and spiritual adoption.
House of Durnin The First House Seen as the first and greatest of the houses, Durnin dwarves are descended from Durnin the First, the first High King of the Dwarves. Most of its folk are concentrated around the regions of the Mystic Mountains and the dwarf Kingdom of Ancaire. Many are powerful fighters and skillful craftsmen and miners.
House of Brimir The Second House Descended from the dwarf-lord Brimir the Wise, this clan is known for its faith, piety and sense of spirituality. Brimir the Wise was a great and knowledgable king of old who also served as the first High Priest of the Dwarven Faith. Many members of this House become clerics or other divine practitioneers. The House migrated northward to the Spineridge Mountains and dominate the legendary dwarf City-State of Thorandor.
House of Bildur The Third House A clan of mighty fighters and barbarians that chose to dwell in the northern vastness of the Jotunheim Mountains. Drwarves of the Third House are descended from Bildur the Daring, a great Master of Arms and skilled wielder of the sword and axe. Ages of sharing living space with violent giants and trolls have made the clan members a very heartry lot also known for their great love of strong drink. Ale and sweet mead are popular potables.
House of Fjalar The Fourth House Descended from Fjalar the Crafty, a known Master of Stealth and Secrecy, this early king lead his followers eastward across the seas to the Dragonspire Mountains and the great Longrift. Fjalar dwarves are the dominate clan within the wealthy mining city of Craghold. The Fourth House is known for its skilled rogues, thieves, scouts and spies. Regions controlled by this house are often well protected by ingenious traps. Dwarves of Fjalar also have a great love of puzzles and games.
House of Frarin The Fifth House Dwarves of this noble house claim descent from Frarin the Bold. Frarin served the early dwarves as a Master of Strategy. He was said to be a skilled soldier and excelled in battle tactics and strategy rather than pure brute force. Dwarves of the Fifth House often follow the path of the warrior becoming great fighters, warlords and paladins. The Fifth House dominates the region north of the Rushwind Mountains in the Kingdom of Dunland.
House of Grimir The Sixth House Descended from the dwarf-lord Grimir the Bravehearted, many members of the jovial house are known their their skill in music and song. Many become bards and mirthmakers like their noble ancestor. Grimir differed from his brothers due to his joyous demeanor. He was rarely seen without a smile on his face and a twinkle in his eye. Many of his descendents seem to share this charismatic trait. The Sixth House is the dominate clan around the Dawnstar Mountains and controls the lands of Coronar. Grimir dwarves are known for their great wealth as well as the discovery of a rare metal called "luminite."
House of Haenir The Seventh House, "The Lost House" Haenir the Pious was the youngest of the seven dwarf brothers and he served his people as the Master of Devotions. His skill, knowledge and wisdom were legendary. The house is known as the Lost House as there are no known living descendants on Hyerune. The House of Haenir was a mystical clan devoted to the arcane arts. Its members were great wizards and monks. Dwarf legends mention tales of a great lost city somewhere on Hyerune where the descendents of the Seventh House are thought to thrive and flourish in secret unknown to all of the outside world. |
| #37Rhineglade_Jun 10, 2010 21:17:54 | MY BBG
MALIKAR, THE FELL-EMPEROR Medium Natural Tiefling Level 30 Warlock (Hellbringer Paragon Path, Archlich Epic Destiny) Shroud of Life and Death Aura 3; any living enemy in aura or starting their turn in aura takes 5 necrotic dmg; any undead enemy in aura or starting turn in aura takes 5 radiant dmg Initiative +16 Senses low-light vision, Perception +16 HP 171 Bloodied 85 Healing Surges 14 (42 hp) AC 39 Fort 38 Ref 35 Will 34 Speed 7 Resist fire 20, necrotic 20, poison 20, radiant 15 Basic Attacks
Dread Mace (standard, at-will) * Weapon +25 vs AC; 1d8+8 dmg; Critical: +6d6 and target takes -6 penalty to defenses and checks until end of your next turn; Power: 1/day: As a free action, use this power when you hit with this weapon. As a fear effect, target takes -6 penalty to defenses and checks until end of your next turn
Eldritch Blast (standard, at-will) * Arcane, Implement Ranged 10; +29 vs Ref; 2d10+14 dmg; Crit: 19-20 with implement
Standard Actions Hellish Rebuke (at-will) * Arcane, Fire, Implement Ranged 10; +30 vs Ref; 2d6+15 fire dmg; if you take dmg before the end of your next turn, the target takes an extra 2d6+14 fire dmg; Crit: 19-20 with implement Unleash the Inferno (daily) * Arcane, Fire, Implement Close burst 10; +30 vs Fort; Each enemy in burst takes 2d10+15 fire dmg and is knocked prone; Miss: Half damage; Crit: 19-20 with implement Pillar of Power (encounter) * Arcane, Fire, Implement Ranged 10; +30 vs Ref; 2d8+15 fire dmg and each creature adjacent to target takes half fire dmg; Crit: 19-20 with implement Hurl through Hell (daily) * Arcane, Fear, Fire, Implement, Teleport Ranged 10; +30 vs Will; 7d10+15 fire dmg and target disappears into the Gloomrealm until end of your next turn (sustain minor); you can only sustain this power a maximum of 3 times; target returns to the same square or nearest unoccupied square but is prone and stunned; Miss: Half fire dmg and target does not disappear; Crit: 19-20 with implement Hellfire Curse (encounter) * Arcane, Fire, Implement Ranged 10; +30 vs Fort; 5d10+21 fire dmg; Miss: Half dmg (Trusted Spell Casting feat); Crit: 19-20 with implement Tartarean Tomb (daily) * Arcane, Implement Ranged 10; +29 vs Ref; 5d10+14 dmg and target is entombed (save ends); an entombed target is immobilized and lacks line of sight and line of effect to any space other than its own; all creatures other than you cannot gain line of sight or line of effect to the target; Miss: Half dmg and target is immobilized (save ends); Crit: 19-20 with implement Spiteful Darts (encounter) * Arcane, Implement Close blast 5; +29 vs Ref; Each creature hit in blast takes 4d8+14 dmg and you push target 9 squares; Crit: 19-20 with implement Minions of Malbolge (daily) * Arcane, Conjuration, Fire, Implement You conjure flames in the shape of diabolic imps that appear at your feet; you gain 25 temporary hp; any enemy that enters a square adjacent to you takes 2d10 +1 fire dmg and is pushed 3 squares; this effect applies once per creature per round; it ends when you have no temporary hp remaining Warlock's Bargain (encounter) * Arcane, Implement Ranged 5; +29 vs Fort; You take 23 dmg and the target takes 3d10+29 dmg Thirsting Maw (daily) * Arcane, Implement Ranged 5; +29 vs Fort; 4d8+14 dmg and you regain hp equal to half the amount of dmg dealt; Sustain Minor: target takes 2d8 dmg (save ends) and you regain hp equal to half the dmg dealt Soul Flaying (encounter) * Arcane, Implement, Necrotic Ranged 10; +29 vs Will; 2d8+20 necrotic dmg and target is weakened until end of your next turn
Minor Actions Archlich Potency (daily) * Arcane You regain 1 arcane fear or necrotic encounter or daily power you have already used; you gain dmg resist 20 until the end of the encounter Gates of the Gloomrealm (daily) * Arcane, Fire Ranged 10; You create a dimensional rift between 2 unoccupied squares in ranged; any creature can more from 1 to another as long as the other square is unoccupied; each enemy using the gate takes 1d10+9 fire dmg; sustain the gate as a minor action Wings of the Fiend (daily) * Arcane, Polymorph You grow wings and gain a fly speed 7 until end of the encounter or for 5 minutes Shroud of Black Steel (daily) * Arcane, Polymorph You change your skin into living steel; you gain +2 AC and Fort but take -2 penalty to speed until end of the encounter; you may end this effect as a minor action Fiendish Resilience (daily) * Arcane You gain temporary 14 hp Mercurial Form (daily) * Arcane, Polymorph Until the end of the encounter, you cannot be marked, you are considered Tiny for the purpose of squeezing and you can automatically succeed at escaping from a grab as a free action Infernal Wrath (encounter) You can channel your fury and gain +1 power bonus to your next atk roll vs an enemy that hit you since your last turn; if you atk hits and deals dmg, add +3 extra dmg Warlock's Curse Once/turn, you can curse the two nearest enemies (Twofold Curse feat). If you damage a cursed enemy, you deal +3d6 dmg once/round. You also gain +2 to all defenses against attacks from your cursed enemies (Warding Curse feat)
Move Actions Cloak of Shadow (encounter) * Arcane Fly 9 squares; if you don't land at the end of this move, you fall. Until the end of your next turn, you are insubstantial and you cannot affect, attack or use powers on creatures or objects
Reactions Mastery over Death (immediate interrupt, daily) When you are reduced to 0 hp; you regain 85 hp but can no longer spend healing surges; any creature that attacks you and deals dmg takes ongoing 20 necrotic dmg (save ends)
Free Actions Curse of Nessus (encounter) * Arcane Ranged 10; When you miss an enemy with an attack, that enemy takes -5 penalty to saves until end of your next turn
Class and Racial Powers Prince of Hell Your arcane attacks can ignore any fire resistance target may possess No Pity, No Mercy Whenever you score a critical hit against an enemy, that creature grants combat advantage to you and gains vulnerable 5 fire until the end of your next turn Flames of Empowerment When you spend an action point to make a ranged attack and the attack hits, it deals +2d6 fire dmg to target and each enemy adjacent to target Essence of Undeath Whenever an enemy within 5 squares of you is reduced to 0 hp or fewer, you regain the use of an expended arcane encounter power Prime Shot If none of your allies are nearer to your target than you, you gain +1 ranged atk bonus. Shadow Walk On your turn, if you move at least 3 squares from where you started, you gain concealment until the end of your next turn. Dark One's Blessing When an enemy under your Warlock's Curse falls to 0 hp or less, you immediately gain 33 temporary hp (Improved Dark One's Blessing Feat) Bloodhunt You gain +1 racial bonus to atk rolls against bloodied foes and +2 dmg against bloodied foes (Blood Thirst feat).
Alignment Neutral Evil Languages: Common, Draconic, Giant, Goblin, Supernal Skills Arcana +26, Bluff +25, History +26, Intimidate +23, Stealth +18 STR 15 (+2) DEX 13 (+1) WIS 13 (+1) CON 26 (+8) INT 22 (+6) CHA 17 (+3) Feats Blind-Fight, Blood Thirst, Curse of Doom Ensured, Epic Resurgence, Ferocious Rebuke, Fiery Rebuke, Fleet Footed, Great Fortitude, Hellfire Blood, Improved Dark One's Blessing, Iron Will, Linguist, Ritual Caster, Trusted Spell Casting (hellfire curse), Two-fold Curse, Warding Curse, Warlock Implement Expertise Equipment: +6 dread mace, +6 rod of corruption, +6 armor of night, quickening diadem, nullifying ring
The Fell-Emperor's Ritual Spell Books contain all known Arcane rituals up to 30th level. |
| #38Rhineglade_Jun 11, 2010 13:27:43 | THE FORTRESS OF FEAR
Perhaps one of the key components to the Fell-Emperor's ability to maintain control over his fledgling Empire is the key use of fear. Fear of death. Fear of the unknown. The control of flow of information into and out of the empire allows the Emperor to keep the inhabitants in the dark. This resulting ignorance allows those in control to maintain an atmosphere of oppression that keeps those who work in tow.
The greatest of these symbols of fear is the Fell-Emperor's personal citadel known as Heyrnfang, the Fortress of Fear. Built right into the lone mountain of Gorthrim, Heyrnfang is an appearance right out of the stuff of nightmares. Lightless and gloomy, the structure is composed of black metals, stone and steel. The base of the mountain is surrounded by a massive iron wall that covers the entire perimeter with a main gate made of steel. This entire wall is engraved with all manner of grotesque icons and images of the Underworld Planes. Leering and lifeless gargoyles decorate the walls at irregular intervals appearing to keep watch on all who dare to approach the Emperor's domain.
The top of Mount Gorthrim is capped with multiple dark spires and massive keeps dotted with windows giving off a ghostly glow. The mountain itself is just over 2000 feet high providing a commanding view of the surrounding countryside. It is rumored that there are in excess to 99 floors. 44 dungeon levels and 55 layers above ground scattered at different locations carved within the living rock. |
| #39Rhineglade_Jun 22, 2010 11:56:42 | AERONNA
Official Name: The Fell-Empire of Aeronna Ruler: His Grand and Imperial Majesty, Malikar, Fell-Emperor of Aeronna (NE male lich, Warlock 30) Government: Imperial autocracy; government by autocratic rulership with the Fell-Emperor controlling all aspects of daily life within the imperial holdings; Emperor relies on a number of lesser servants to carry out his will and sometimes rule various sub-holdings in his name Rule of Law: Neutral Evil Capital: Heyrnfang (pop. 20,000) Major Towns: Crowcrypt (pop. 5,000), Draigwyn (pop. 14,000), Gorm (pop. 6,500) Population: 300,000 Major Religions: Kharon, Mordagh, Jocasta Major Resources: Few Military: 30,000 (includes light, medium and heavy infantry as well as light, medium and heavy cavalry augmented with multiple humanoid legions and demonic shock troops)
One of the most grim lands throughout all of Hyerune, the land of Aeronna has risen from relative obscurity to a most prominent position on world affairs within a relatively short period of time. All of this of course has to do with the cult of personality centered around the creature known commonly as the Fell-Emperor. Malikar, once a minor noble within the Rendorean State, long sought to dominate all life in his mad quest for immortality. Having unlocked the forbidden secrets of lichdom and necromancy, Malikar crafted his phylactery and embedded a piece of his soul within this device thus transcending from his fragile mortal shell to an undead creature of supreme malevalence.
Aeronna includes all lands between the Uldanian Kingdom in the East to the Golrunian Frontier to the West and from the Spineridge in the North to the borders of the Withered Wood in the South. Much of once was at least managable grassland and plains has become inhospitable badlands as a result of incessant warfare, strip mining and overtaxation of natural resources. Perhaps a third of Aeronna proper was infertile karst land with unusual limestone formations, canyons, sinkholes and fissures mainly within the central provinces around the Imperial Capital. The northern lands are desolate and sheltered highlands covered in grasses, lichens, moss, ferns and heather. Only portions of the duchy formerally known as Norgale remain arable as well as regions within the former hobgoblin lands of Argonak.
Once a majority in the region, humanity now accounts for only 45% of the population. Most dwell in fortified villages of circular huts protected by stone walls. Each village owes allegiance to a provincial lord who in turn pays tribute to the imperial treasuries. The remaining population consists of expatriots from the former Argonak states (mainly hobgoblin marauders), orcs, trolls, giants and the undead. In addition, with the Fell-Emperor's infernal contacts, it is not uncommon to see various demonic and diabolic entities wandering the countryside or engaging in less than scrupulous activities.
The living population subsists on the fairly abundant wildlife that roams these lands including ox and elk. Wolves are common, particularly in the northern provinces, while black and brown bears are often seen within the Scragwood and Withered Woodlands. |
| #40Rhineglade_Jun 24, 2010 11:48:23 | THE UNDERKINGDOM OF THORANDOR
Thorandor is a powerful dwarf-kingdom located within the mass of the Spineridge Mountains north of the Fell-Empire of Aeronna. The name "Thorandor" tends to evoke powerful feelings when spoken among dwarfkind as it is a sacred realm hidden high within the mountain chain. According to ancient dwarven texts, when the Seven Dwarf Houses went their separate ways, one clan, the House of Brimir, wondered north toward these ancient mountains claiming that they were divinely inspired to make the journey by their creator deity Denethor, the All-Father.
The clan came upon a large goblin realm and engaged the creatures in an epic battle eventually overcoming the creatures and claiming the caverns in the name of the All-Father. In time, the dwarf population increased and they showed great skill in mining and metalsmithing. The dwarves delved out massively complex passageways and chambers from the living stone adding to the original size of the natural cave system.
The home was christened "The Underkingdom of Thorandor" and has continued in majesty for many generations. As with most dwarf realms, the kingdom is composed of a series of multiple caves and caverns, winding corridors and rectangular halls hewn out of the stone. Great furnaces and smithies operate night and day. Extensive mines continue deep beneath the Lower Halls allowing the dwarves to claim vast veins of mineral wealth. Despite all this activity, the kingdom is first and foremost a center of spiritual growth and a haven for dwarf pilgrims and prophets of the Dwarf Pantheon.
The Underkingdom is ruled by the wise hand of King Dolgur Stonewalker (LG male dwarf, Ftr/Clr 9) and his beautiful Queen Hannar (LG female dwarf, Bard 9). The Royal Couple have also sired a number of children including Crown Prince Draufnir (LG male dwarf, Paladin 12). Other prominent folk include Naefir Mountainson, the High Priest of Thorandor (LG male dwarf, Cleric 17 of Denethor), Olthir Brightstar, the Royal Magus (LN male dwarf, Wizard 16), Hildingir Battleroarer, General of the Mountain Legions (LN male dwarf, Warlord 15) and of course Toki the Fool (NG male dwarf, Bard 7).
The city proper is entered through a massive pair of iron doors leading into a series of interconnected stone halls. Each hall is guarded by sentries and traps. Past these halls are a lengthy series of tunnels and passages that lead off to some of the lower mineworks and guest quarters. Four miles travel along the central corridor takes the visitor into the City Proper and the Hall of One Thousand Pillars. This main hall serves as a great room for the city and is continually occupied throughout the day and night. It is always a hustle and bustle of merchants, guests, pilgrims and vendors selling their wares. Most of the shops and taverns are located in this region as well as the secondary passageways leading to the private homes of the dwarf citizens. Directly north of this Hall is the Great Temple of the Mountain Lord, dedicated to the dwarf creator deity.
Following the pathways up lead to the Upper Reaches that contain civic halls, armories, guarded treasuries, the Royal Palace and cellars. Following the pathways down lead to the Lower Halls and eventually the Undermines. This region contains private homes, prison vaults and even the necropolis where the honored dead of buried. |
| #41Rhineglade_Jun 25, 2010 11:38:44 | THE BLUE HOUND OF THE SCRAGWOOD
Legends tell of a ghostly hound that roams the treacherous Scragwood Forest in northcentral Aeronna . Where the creature comes from and what its true nature and purpose are generally unknown. It appears as a great hound, about the size of a wolf, but it is obvious it is no ordinary animal. The creature appears semi-transparent and glows with an eerie phlorescent blue color. The Blue Hound never leaves a trail as it passes. Even the most skilled trackers seem unable to follow the creature's path.
The Blue Hound is considered an ally of sorts to the native elves of the Scragwood. It has been known to protect their communities from time to time though they claim to have no power over the beast. The creature also exhibitis a great dislike for evil humanoids, particularly orcs and hobgoblins. It will attack them on sight. A numberof eyewitness accounts describe how the ghostly hound appeared on the night of a full moon and charged into a band of hobgoblins passing through the woodland from Fenmarch. The hobgoblins tried to fend off the creature but their efforts were all in vain. Spears and arrows simply passed right through the creature as if the creature were insubstantial. The hobgoblins in any case felt the hound's teeth and claws as it left nearly three-quarters of them dead on the forest floor.
The Druids of the Scragwood rarely speak about the Blue Hound. They generally ignore its appearances and allow it to go about its business undisturbed. Though surely not a natural beast, the druids are wise enough to leave well enough alone. One thing is sure, the druids have ascertained that the creature is not an illusion or phantasm of any sort. |