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Large //+6 fiery blast bastard sword//
LE Large intelligent epic weapon
''Senses'' darkvision 60 ft., hearing; Listen +5, Spot +5
''Languages'' Almebezbik, Giant, Gnoll, Ignan; reads languages
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''Damage'' 2d6+6+3d6 fire/19-20 +6d6 fire
''~Spell-Like Abilities'' (CL 27^^th^^)
| | 1/day|—|intensified //scorching ray//|
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''Abilities'' Int 20, Wis 20, Cha 19
''Ego'' 34
''Skills'' Knowledge (Dungeoneering) +35, Knowledge (Nature) +35, Search +35
''Value'' 2,932,370 gp
//The God of the Way Things Ought To Be//
''Greater Deity''
| ''Symbol''|Image of Self|
| ''Home Plane''|Outlands|
| ''Alignment''|Neutral|
| ''Portfolio''|The way things ought to be|
| ''Worshippers''|Anyone|
| ''Cleric Alignments''|N|
| ''Domains''|Fate, Luck, Sun|
| ''Favored Weapon''|Scythe|
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[>img[./billiken.gif]]
The Billiken ({{{'bil-&-''k&n}}}) is "The God of the Way Things Ought To Be." Anything that strays too far from [[Lehnbor's|Lehnbor the Creator]] vision of the universe is brought back into line by this immense power.
This deity appears as a small, fat humanoid with a pointed head and pointed ears, very short legs and over-sized feet. He wears no garments. If he walks, he does so very slowly with a waddle.
He will never fight, for if it looks like he might be involved in one, he will teleport away to safety. If he becomes perturbed, he will just will the offender out of existance.
He was created by [[Lehnbor|Lehnbor the Creator]] to be the guardian of the [[Saasm Space]] Crystal Sphere. He adheres to the designs of Lehnbor, as he was brought into existance to do.
If he should happen to help someone, that person will pay dearly for much of the rest of his life by fulfilling quests as payment for services rendered. This does not apply to his clerics.
There is one thing that he is suseptible to and that is being stolen. [[Billiken Idol]]s are the mechanism in which this functions.
The ancient capital of human civilization, it is now the modern capital of [[The Almebezbikian Empire]]. This city has a number of built up areas that are called districts, a castle and a forest all surrounded by a great ring of trees. The statistic block is available [[here|TheCityStatblock]].
The possibilities for adventure in "The City" are endless. There are countless taverns and inns to frequent, businesses to patron and streets to roam. There is also all the "Tenth Ring," the parkland within and the Grand Druid's Forest.
The park land inside the ring if fairly free to roam. There are a few plots of land which are private property, but generally trespassing is not an issue. there are a few upperclass estates and hobbit holes scattered across the land not covered by the Grand Druid's Forest. This park land covers about twenty square miles of the claimed land. Prominent families of the human, half-elf and halfling races have made petitions over the eons to own parcels of this land. As a result of grants from the ruling lord of the time, there are several estates scattered across thsi land. Some are modest houses of successful merchants, others are magnificent mansions of the former ruling families of "The City" and there are the hobbit holes of several halfling pedigrees.
This territory is patrolled by the imperial military forces of [[Ran MCXI]]. The Grand Druid's Enclave is watched by the druids and the "Tenth Ring" is guarded by the high elves that declined to return to [[Grayholm]].
[img[./TheCity.png]]
!East Church
Known by most as the “holy” district, it is more like the “moral” district. Temples to the righteous members of the Almebezbik pantheon rise from this district. Temples include:
* The Cathedral of [[Armee|Armee the Father]]
* The Keep of [[Eins|Eins the Justice-Bringer]] and [[Zwei|Zwei the Light-Hearted]]
* The Orphanage of [[Visaria|Visaria the Beneficent]]
* The Temple of [[Alavasia|Alavasia the Mother]]
* The Theater of [[Lukinvor|Lukinvor the Bard]]
* The Tower of [[Lehnbor|Lehnbor the Creator]]
!Last Stop Mall
This area is the pit of hell as far as most citizens of "The City" are concerned. Crime is the business of this decadent community. Harboring criminals, murder, theft, prostitution, fencing, //etc.// are all transacted here. If one living in this area is not a hardened criminal, one is an adventure of exceptional ability. The corruption here, however, is only slightly more extensive than in Star Plaza. Brawls in the street and taverns of this area are a daily, if not hourly occurrence. Of all the areas in "The City," Last Stop Mall will make one very rich quick or very dead quicker.
!Plaza Heights
Wealthy district northeast of Star Plaza. Originally named Cavalier Court, this district is a recent addition to the Lord's Plots. since the cavaliers had been so powerful in the government of Legion Hedge for more than two thousand years, the Cavalier Commander set aside a place for his constituents to reside in honor. There was very little in the way of free enterprise in this area and it was more like a military installation prior to fall of [[Legion Hedge]]. Anything that had to do with war, politics and recognition could be found here, but not much else.
!Southport
After eons, this district is an actual port. Originally known as Grand Port, it is older than Star Plaza. In fact, it is said to be the oldest inhabited stand of buildings on the Plains of Almebezbik. Known by the ancients as Gaiitell, it is the birthplace of the human race. It was annexed by Star Point Castle as part of "The City" shortly after the castle was completed. It was dubbed Grand Port by an adventurer from Eagellian as a joke since it was the largest town on The Lonely River. Until the formation [[The Almebezbikian Empire]], Southport had no docks and a ship had never loaded or unloaded cargo here.
!Star Plaza
This is the central and original district of “The City.” Known as Azaltz Stern by the ancients, this is the original stand of buildings that constitutes "The City." It is the largest of the Lord's Plots and its most diverse area. Almost any desired item can be found here. All roads of the former [[Legion Hedge]] led to this district.
![[Star Point Castle]] (Schloß Sternzweck)
This great ancient castle is the seat of government and home to the emperor. The castle is situated on the mesa in the center of the "Tenth Ring" surveying "The City" below. It was build at the beginning of the fifth eon—"The Age of Chaos"—as a fortress for the people to be protected from the turmoil of the world at that time. The walls of the castle now house the Palace of the Platinum dome, the beacon and symbol of civilization.
!The Grand Druid’s Enclave
This forest is the center of the druids’ world. The leader of the world’s protectors of nature resides here. It covers five-and-a-half square miles of the twenty-eight square miles "The City" claims. It is a faerie forest in every respect, regardless of the fact that it lies within the boundaries of a civilized community much less the boundaries of a civilized nation.
The great majority of the trees in the Grand Druid's Forest are oak with the balance being maple, box-elder, elm and cedar. The oak trees of this forest are sacred, or the druids want everyone to think this. The fact is that the druids live in the oaks, each having a magical extra-dimensional space to live in. [[Druidic bards|Druidic Bard]] are also granted access to these chambers.
The Grand Druid of the continent of [[Almebezbik]] lives in this forest along with the Great Druid of the Plains of Almebezbik as does a vast number of the continental hierarchy.
!The "Tenth Ring"
This is the forest that surrounds "The City" in a perfect circle, defining its boundaries. It is three-quarters of a mile thick and its inscribed diameter is six miles. The base tree is giant red wood, though one will find specimens of just about any tree that grows on the continent, except the ironwood trees that are the basis of [[Tanglewood]]. The giant red woods are used as homes. The elves that remain in "The City" inhabit several of the giant trees either having carved out parts of a tree or having used the same magic as the druids to make their homes. The elves will violently defend this ring from unnecessary encroachment by the dwellers of "The City."
!West Church
This district is the temple district where the members of the Almebezbik pantheon with potentially questionable morals place there temples. Temples include:
* The Coven of [[Lucifer|Lucifer the Devil]]
* The Crypts of [[Zodyu|Zodyu the Grotesque]]
* The Hall of [[Messer|Messer the Rogue]]
* The House of [[Börgose|Borgose the Blue]]
* The Library of [[Valencia|Valencia the Chronicler]]
* The Sanctuary of [["The Billiken"]]
!Windmill Water Station
The central feature of this district is the great windmill that pumps water to the surface from a vast underground lake somewhere below. This district is entirely outside “The Tenth Ring,” but of such importance to “The City” that it is governed by “The City.”
!Zuodeyjamystos (Northwest) Arrow Water Station
This is the water station within the "Tenth Ring.” It is not as reliable as Windmill Water Station as it goes dry during droughts.
This was the last regular adventure of [[The Adventuring Company]] before I moved away from the Michigan Tech area. It involved Drake Trollstomper claiming a cave complex while the group eradicated some bandits that where using it as a base. The bandits had a map that marked a treasure buried near the caves which the group actually found and claimed.
On the fifth level of Grotesque's Towers, occasionally, there is a carnival in the theater. And occasionally, it runs out in to the lounge and recreation area. The Prince of Fools has appeared at the Towers, except that no one knows that it is the Prince. Who would suspect a single gnome putting together such a spectacle as the one now on the fifth level of The Towers.
When leaving the stair well and letting the door close behind you, make a Will save (DC 17) or be affected by //lesser confusion//. You find yourself in a maze of mirrors and see multiple reflections of yourself, even behind you. You now have no idea which way the door is if you were affected by the //lesser confusion// spell. If you are adjacent to one of the doors, it takes a DC 20 Search check to find it.
There are three such doors: the one to the stair well, the one into area A. and the one to the stairs of the fun tavern.
* ''Area A:'' is a trick to people who enter. It is an enclosed circle of mirrors. It will take DC 20 Search check to find the exit door. Also, in this room on the floor is a platinum ring set with two huge diamonds, but if you try to pick it up, it has no substance. It is an illusion. There is a real ring, but it requires a DC 24 Intelligence check to figure out how to acquire it. This is by putting your finger through the illusionary ring through the floor. You will feel the ring in a hole in the floor. The ring is worth 12,000 gp.
* ''Area B:'' has a trick similar to Area A. On the floor there appears to be a ring here too. It is a //ring of invisibility// by all tests, but when the wears comes under stress, its true nature is revealed. Also the ring cannot be removed without the casting of a //remove curse// spell. This ring is actually a //ring of clumsiness//. The invisibility will help the character leave because he won't have a reflection to be distracted by. This gives the wearer of the ring a +2 circumstance bonus on Search checks to find a door.
* ''Area C:'' is where stands a transparent suit of full plate armor. The only way to see it is to make a Spot check DC 26, but it will haunt the peripheral vision of any character as long as they are in the maze. This suit is made of //glasssteel// and is effectively //+1 mithral full plate//.
Once you are finally out of the mirror maze and go up the circular stair case, you will find the fun tavern. All you have to do to get a drink is to say what you want and it will appear on the bar. Take it to a seat and enjoy, but beware. Three of the seats are tricky. If you sit in one of these seats for more than a minute, they will tip you backwards into a tube. Also, if you go out the back door of the tavern, you will find another of the tubes. Sliding down one of these tubes can launch you into one of several places: a pile of wet straw, a pool of mud, a very dark room, a room with a tiled floor a room with very soft walls and floor and a cave filled with water.
|''The Rooms''|c
|!d6|!Name|!Description|h
| 1 | The Straw Room |This room is full of straw, but just before you fall into it, you will get sprayed with water. The straw sticks and is very uncomfortable. There is a ladder at the end of the room which goes back up to the tavern where the humiliation continues as the patron laugh and jeer. This room can only be reached if you were dumped out of your seat in a booth.|
| 2 | The Mud Room |At the end of this tube you will find a mud-filled room. The mud is warm, but it will become uncomfortable and harden if you take too long getting in the water pool at the end of the hall that exits this room. The ceiling is very low, so you must crawl through the mud to get out of the room. The hall is under a //deeper darkness// spell and there are five bars—one every ten feet at different heights—blocking the hall. ''Bar #1:'' This bar will be at forehead level and you will walk into it and knock yourself over no matter how tall or short you are. It takes a DC 24 Spot check, blindsense or blindsight to avoid it. ''Bar #2:'' This is a trip bar and there is no stopping yourself from landing flat on your face, except if you have a large nose. The floor in this are is cushioned, so there is no danger. ''Bar #3:'' This is a hurdle bar (CR 1, Search DC 20). If the bar is properly hurled, it won't be an obstacle. If it is stepped over, it will move up into the steppers crotch and do one very uncomfortable point of damage. If it is vaulted or crawled over, it will drop to the floor and so will you. ''Bar #4:'' This is a vaulting bar (CR 1, Search DC 20). This bar is just a little to high to hurdle, but vaulting it won't be a problem. Crawling under it will cause the bar to drop on your head for one point of damage. ''Bar #5:'' This is a crawl under bar (CR 1, Search DC 20). This is the same height and Bar #4. Crawling under it is the easiest way to pass. Vaulting will reveal that it is made of a stretchy material and you will fall to the ground. At the end of the hall you will be catapulted into a pool of water. The mud will wash off at this time. There are large towels at the door to dry off with.|
| 3 | The Dark Room |This room is under a //deeper darkness// spell. It is anti-gravitational and its walls, floor and ceiling are very soft. If you don't find the door within 30 rounds, the Prince will come in and get you. It requires a DC 24 Search check to find the door when adjacent to it.|
| 4 | The Tile Room |This room has tiled floors and at the opposite side of the room is a door. Each tile has a different coefficient of friction. It will take 3d4 rounds to get to the door.|
| 5 | The Ball Room |This room is very soft all over and as soon as you land on the cushioned floor balls will start flying from the holes in the walls. They come only slowly and a few at a time at first. After two rounds there will be a shower of balls ranging in size from as small as golf balls to as large as medicine balls, but all will be soft. The shower ceases as soon as the door is opened.|
| 6 | The Dragon Cave |You will land in the water of the pool in this cave and when you open your eyes and look around, the faerie dragon, Lost'Omarrow, will appear and blow bubbles in your face. This blowing in your face is actually the casting of //water breathing//, so that you can breath until you find your way out of the cave. The faerie dragon will make this as difficult as possible, but he won't hurt you unless you strike first. If you attack the dragon, he will get very nasty and you'll eventually drown.|
* ''Area D:'' challenges those who wish to enter the theater with spinning fists (CR 1, Disable Device DC 22; +4 attack, 1d6 non-lethal bludgeoning damage).
''Hit Die:'' d8.
!Requirements
To qualify to become an Aasimar Paragon, a character must fulfill all of the following criteria.
''Race:'' Aasimar
!Class Skills
The aasimar paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).
''Skill Points at Each Level:'' 4 + Int modifier.
|''Table: Aasimar Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +0 | +2 | +2 | +2 |Improved resistance|
|2^^nd^^| +1 | +3 | +3 | +3 |Daylight, skill bonus|
|3^^rd^^| +2 | +3 | +3 | +3 |Ability boost (Wis +2)|
!Class Features
All of the following are class features of the aasimar paragon class.
''Weapon and Armor Proficiency:'' Aasimar paragons are proficient with all simple weapons and with light armor.
''Improved Resistance (Ex)'' At 1^^st^^ level, one of an aasimar paragon's natural resistances to energy (acid, cold, or electricity) improves from 5 to 10. The character can choose which of her three resistances improves, but once he makes this choice it can never be altered.
''Daylight (Sp)'' At 2^^nd^^ level, an aasimar paragon can use his //daylight// spell-like ability three times per day.
''Skill Bonus (Ex)'' A 2^^nd^^ level aasimar paragon's racial bonus on Listen and Spot checks improves to +4.
''Ability Boost (Ex):'' At 3^^rd^^ level, an aasimar paragon's Wisdom score increases by 2 points.
A silver dragon that resides in the clouds at the summit of [[Observatory Peak]].
A powerful half-dragon archmage from the time of [[Ran]] that travels time and space to prevent dragons from facing extinction.
!Alafi Sunrise, Great Druid of [[The Hinterlands]] CR 14
Male [[meziltarni|Meziltarni]] druid 14
N Medium humanoid (human)
''Init'' +2; ''Senses'' Listen +9, Spot +9
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Meziltarni|MeziltarniLanguage]], Draconic, Druidic, Elven, Sylvan; link with companion
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''AC'' 28 (armor +7, shield +7, Dex +2, natural +2), touch 12, flat-footed 26
''hp'' 126 (14 HD)
''Immune'' venom immunity
''Resist'' resist nature's lure
''Fort'' +10, ''Ref'' +6, ''Will'' +12
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''Speed'' 60 ft. (12 squares); trackless step, woodland stride
''Melee'' //+4 staff of the woodlands// +21/+16 (1d6+10) or
| |//+4 staff of the woodlands// +19/+14 (1d6+10) and //+4 staff of the woodlands// +19 (1d6+5) or|
| |//+5 speed scimitar// +21/+16 (1d6+11/18-20)|
''Ranged'' masterwork javelin +13 (1d6+6|30 ft.)
''Base Atk'' +10; ''Grp'' +15
''Special Actions'' a thousand faces, spontaneous casting (nature's ally), wild shape 5/day (~Tiny-Large; Animal, Plant; 14HD; 14 hours)
''Combat Gear'' //bead of force// (2), //potion of cure serious wounds// (3), //potion of enlarge person// (2), masterwork javelin (4)
''Druid Spells Prepared'' (CL 14^^th^^)
| |7^^th^^—//firestorm// (DC 20), //sunbeam// (DC 20)|
| |6^^th^^—//fireseeds// (DC 19), //transport via plant//, //wall of stone//|
| |5^^th^^—//greater stone shape//, //transmute rock to mud//, //wall of fire// (DC 18)|
| |4^^th^^—//cure serious wounds//, //cure serious wounds//, //cure serious wounds//, //dispel magic//, //spike stones// (DC 17)|
| |3^^rd^^—//call lightning// (DC 16), //greater magic fang//, //neutralize poison//, //spike growth// (DC 16), //stoneshape//|
| |2^^nd^^—//barkskin//, //bear's endurance//, //cat's grace//, //delay poison//, //lesser restoration//, //soften earth and stone//|
| |1^^st^^—//cure light wounds//, //cure light wounds//, //cure light wounds//, //faerie fire//, //obscuring mist//, //speak with animals//|
| |0—//detect magic//, //detect magic//, //detect poison//, //guidance//, //purify food and drink//, //resistance//|
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''Abilities'' Str 18 (22), Dex 13 (15), Con 12, Int 14, Wis 16 (18), Cha 20
''SQ'' animal companion, metal attuned, shapechanged spellcasting, wild empathy +19
''Feats'' Alertness^^B^^, Leadership, Natural Spell, ~Two-Weapon Fighting, Weapon Focus (Quarterstaff), Fast Wild Shape
''Skills'' Concentration +4, Craft (Sculpture) +4, Diplomacy +22, Handle Animal +7, Heal +23, Hide +8, Jump +18, Knowledge (Nature) +23, Listen +9, Move Silently +8, Profession (Herbalist) +21, Ride +5, Spellcraft +19, Spot +9, Survival +23
''Possessions'' combat gear plus //+5 leather, +5 heavy wooden shield, +4 staff of the woodlands, +5 speed scimitar, torc of protective nature, boots of speed, cloak of displacement, gloves of Dexterity +2, periapt of Wisdom +2, belt of giant strength +4, cloak of elvenkind, +2 blending leather, golemscarab, +5 khopesh, +2 spear, ring of elemental command //(water)//, lens of detection, +2 dart// (2), backpack, belt pouch, bedroll, flint and steel, silk rope (50 ft.), spell component pouch, trail rations (7 days), waterskin, whetstone
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''Creator and Player'' Tom Chizek
''Cohort and Followers'' Alaghi has no current cohort; his follower include 2 6^^th^^ level, 2 5^^th^^ level, 4 4^^th^^ level, 7 3^^rd^^ level, 13 2^^nd^^ level and 135 1^^st^^ Level ~NPCs
//The Mother of the World, Mother Earth, Queen of the Gods//
''Greater Deity''
| ''Symbol''|An oak leaf |
| ''Home Plane''|Beastlands|
| ''Alignment''|Neutral Good|
| ''Portfolio''|Nature|
| ''Worshippers''|Druids, rangers, foresters, farmers, fishers...|
| ''Cleric Alignments''|N, NG, CN|
| ''Domains''|Air, Animal, Earth, Fire, Good, Plant, Water|
| ''Favored Weapon''|Scimitar|
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[>img[./OakLeaf.jpg]]
Alavasia ({{{&-l&-'v&-''cE-y&}}}) is the loving queen and mother of the pantheon, as well as, the wife of [[Armee|Armee the Father]]. Prior to the end of the First Cycle of Man she was the goddess of the Arts, which has now passed to [[Lukinvor|Lukinvor the Bard]]. She has since taken over the role of deity of nature from [["The Billiken."|"The Billiken"]]
!Dogma
Though Alavasia is the goddess of nature, she emphasizes the good and beauty of it. Even so, nature is unpredictable and sometimes quite cruel. She is saddened by this, but strives to help the victims of this aspect of nature by healing and teaching the lessons that can mitigate nature's destructive whims.
!Clergy and Temples
There are very few clerics of Alavasia though druids revere her as Mother Nature. As well, temples are rare and consist of groves, hidden vales and alcoves containing waterfalls. Worshipers of Alavasia consider any natural setting an appropriate venue for prayer.
Almebezbik translates to “Plain of the Gods.”
This is the continent where most campaigns are run.
!Realms
!!Occidental
[[Almebezbikian Empire, The|The Almebezbikian Empire]]
[[Bard's Bridge, The|The Bard's Bridge]]
[[Berekiefe]]
[[Dremscathe]] & [[Treyscathe]]
[[Feris Antandom]]
[[Genesee]]
[[Grayholm]]
[[Rearing Realm, The|The Rearing Realm]]
[[Saje]]
[[Steelisinia]]
[[Waldsee]]
[[Walton, The City-State of|The City-State of Walton]]
!!Oriental
[[Kozukura]]
[[Shou Lung]]
[[Tzu Lung]]
[[Wa]]
!Geographical Regions
!!Cataclysmic
[[Armee's Canyon/Canal]]
[[Cataclysm Mountains, The|The Cataclysm Mountains]]
[[Cliffs of Grayholm, The|The Cliffs of Grayholm]]
[[Elfin Wastes, The|The Elfin Wastes]]
[[Index Archipelago, The|The Index Archipelago]]
!!Forest
[[Forest of the Ancients]]
[[Kinfolk Forest]]
[[Tanglewood]]
!!Lakes/Seas
[[Cataclysm Bay]]
[[Legend's Spirit]]
[[Messerkopf Sea]]
[[Outerland Desert/Sea, The|The Outerland Desert/Sea]]
[[Sahaugin Sea]]
[[Tryst Lake]]
[[Waldsee|The Forest Sea]]
!!Mountains
[[Bluffs of Malabrosse, The|The Bluffs of Malabrosse]]
[[Dragons's Tail, The|The Dragon's Tail]]
[[Dream's Gate Mountains, The|The Dream's Gate Mountains]]
[[Faetarus Mountain]]
[[Hinterlands, The|The Hinterlands]]
[[Malabranche Mountains, The|The Malabranche Mountains]]
[[Malabolge Mountains, The|The Malabolge Mountains]]
[[Mount Griimslaad]]
!!Plains
[[Barbarian Plains, The|The Barbarian Plains]]
[[Sajenese Plateau, The|The Sajenese Plateau]]
[[Scathed Lands, The|The Scathed Lands]]
[[Southland Steppes]]
!!Rivers
[[Almebezbik River, The|The Almebezbik River]]
[[Berekiefe River]]
!!Swamps
[[Elfin Swamp/Sea, The|The Elfin Swamp/Sea]]
[[Grotesque's Swamp, The|The Grotesque's Swamp]]
[[Scathed Marshes, The|The Scathed Marshes]]
!Currency
[[Coinage of the Occidental World]]
[img[Continent of Almebezbik|./continent.PNG]]
One of the four oceans of [[Whelrotis]].
The Almebezbik Ocean spans from [[Krostian]] to the southern polar ice cap between the continents of [[Sectris]] and [[Demogrozh]] west and [[Spihraal]] and [[Ghihzen]] east.
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//01//'' |''//Dragons I//'' |21,923||
| ''01''| ''LG'' |''3571'' |[[The Red Star]] evoked. The iris-valve sealed with a vast plate of [[velarnium|Velarnium]]. [[Lehnbor's Workbench|The Mirror]] stocked. [[Lehnbor's Lantern|Tetrasol]] constructed. [["The Billiken"]] created. ''Dragons and Titans born.'' |
| ''02''| ''LE'' |''3037'' ||
| ''03''| ''NG'' |''2431'' ||
|||0307/03/01 |[[The First Wizards' Cataclysm|The Formation of Ioun]]. The planet [[Ioun]] drawn from [[Lehnbor's Workbench|The Mirror]]. |
| ''04''| ''CE'' |''2498'' ||
|||1749/03/19 |[[The Second Wizards' Cataclysm|The Formation of Whelrotis]]. The planet [[Whelrotis]] drawn from [[Lehnbor's Workbench|The Mirror]]. |
| ''05''| ''CN'' |''2103'' ||
|||1779/07/05 |[[The Third Wizards' Cataclysm|The Formation of the Twin Worlds]]. The planets [[Waagerecht Umdreher]] and [[Senkrecht Drehmuskel]] drawn from [[Lehnbor's Workbench|The Mirror]]. |
| ''06''| ''LN'' |''2621'' ||
| ''07''| ''NE'' |''2016'' ||
| ''08''| ''CG'' |''1549'' ||
| ''09''| ''TN'' |''2097'' ||
|||0330/01/26 |[[The Fourth Wizards' Cataclysm|The Sculpting of the Continents]]. [[Almebezbik]] and [[Dracomundi]] sculpted by [[Lehnbor the Creator]]. |
|||2097/12/28 |[[The Fifth Wizards' Cataclysm|Battle of The Great Barrier Mountains]]. Dragons virtually annihilate titans from [[The Plane|The Mirror]]. Surviving titans retreat to the Outer Planes. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//02//'' |''//Dragons II//'' |27,946||
| ''01''| ''CN'' |''2838'' |''Dwarves born.'' |
| ''02''| ''LG'' |''3029'' ||
| ''03''| ''LN'' |''2916'' ||
|||2548/11/13 |The First Wizards' Cataclysm. |
| ''04''| ''NG'' |''3624'' ||
|||2418/04/04 |The Second Wizards' Cataclysm. |
| ''05''| ''CE'' |''3191'' ||
|||3039/09/18 |The Third Wizards' Cataclysm. |
| ''06''| ''TN'' |''2770'' ||
| ''07''| ''CG'' |''3168'' ||
| ''08''| ''NE'' |''3158'' ||
|||2795/08/23 |The Fourth Wizards' Cataclysm. |
| ''09''| ''LE'' |''3252'' |''Orbs of Dragonkind created.''|
|||3252/12/28 |[[The Fifth Wizards' Cataclysm|Unleashing of the Orbs]]. Dragons wiped from [[Almebezbik]]. Surviving dragons retreat to [[Dracomundi]]. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//03//'' |''//Dwarves I//'' |22,854||
| ''01''| ''CE'' |''2257'' |''Gnomes born.'' [[The Rearing Realm]] established. |
| ''02''| ''LN'' |''3165'' |[[Steelisin]] discovered in [[The Hinterlands]]. |
|||0083/08/20 |The First Wizards' Cataclysm. |
| ''03''| ''NE'' |''2327'' |''Dragons'' begin recolonization of [[Almebezbik]]. |
|||0861/04/24 |The Second Wizards' Cataclysm. |
| ''04''| ''CN'' |''2440'' ||
| ''05''| ''LE'' |''2085'' ||
| ''06''| ''NG'' |''3046'' |''Gnomes'' invent Battle Constructs to oppose draconic incursion. |
|||1417/08/12 |The Third Wizards' Cataclysm. |
| ''07''| ''TN'' |''3455'' ||
|||2666/07/03 |The Fourth Wizards' Cataclysm. |
| ''08''| ''CG'' |''2316'' ||
| ''09''| ''LG'' |''1763'' |''Gnomes'' invent Battle Colossi and press advantage against increasing draconic threat. |
|||1763/12/28 |[[The Fifth Wizards' Cataclysm|Invention of Destruction]]. Gnomish culture and civilization destroyed. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//04//'' |''//Dragons III//'' |25,056||
| ''01''| ''CG'' |''3117'' |''Elves born.'' ''Dragons'' rule with ruthless tyranny.|
| ''02''| ''LN'' |''2473'' ||
|||0120/01/01 |The First Wizards' Cataclysm. |
| ''03''| ''LG'' |''2607'' |[[Mith'Quessir]] established. |
| ''04''| ''NG'' |''2112'' |[[Ithil'Quessir]] established. |
| ''05''| ''TN'' |''3805'' |[[Taur'Quessir]] established. |
| ''06''| ''CN'' |''3088'' |[[Bel'Quessir]] established. |
| ''07''| ''LE'' |''3039'' |[[Megiltura the Elf]] slays [[Gothrim the Black Dragon]]. |
|||0486/09/14 |The Second Wizards' Cataclysm. |
| ''08''| ''NE'' |''2901'' |[[Mithr]], capital of [[Mith'Quessir]], destroyed. |
|||2019/11/11 |The Third Wizards' Cataclysm. |
| ''09''| ''CE'' |''1914'' |[[The Dragon-Elf War]]. |
|||1126/08/11 |The Fourth Wizards' Cataclysm. |
|||1785 |[[Yacura Osta Tel'Quessir]] completed. |
|||1914/12/28 |[[The Fifth Wizards' Cataclysm|The Slaying of Ksherea]]. [[The Spire]] raised. [[Ksherea the First]] slain. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//05//'' |''//Elves I//'' |23,658||
| ''01''| ''LN'' |''2135'' |''Orcs born.'' [[Grayholm]] built. |
| ''02''| ''NG'' |''2329'' |The beginning of ''The Great Peace.'' |
| ''03''| ''CG'' |''3200'' ||
| ''04''| ''LG'' |''2444'' ||
| ''05''| ''CE'' |''2967'' |The end of ''The Great Peace.''|
|||0389/03/11 |The First Wizards' Cataclysm. |
|||1519/05/06 |The Second Wizards' Cataclysm. |
|||2936/03/26 |The Third Wizards' Cataclysm. |
| ''06''| ''TN'' |''3040'' ||
| ''07''| ''NE'' |''3588'' ||
| ''08''| ''CN'' |''2537'' ||
|||0039/10/08 |The Fourth Wizards' Cataclysm. |
| ''09''| ''LE'' |''1418'' ||
|||1418/12/28 |The Fifth Wizards' Cataclysm. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//06//'' |''//Elves II//'' |23,978||
| ''01''| ''CN'' |''2173'' |''Drow born.'' |
| ''02''| ''NE'' |''2380'' ||
| ''03''| ''LG'' |''2756'' ||
|||2756/12/07 |The First Wizards' Cataclysm. |
| ''04''| ''CE'' |''3003'' ||
|||0764/06/13 |The Second Wizards' Cataclysm. |
| ''05''| ''NG'' |''2475'' ||
| ''06''| ''TN'' |''2219'' ||
|||0395/10/16 |The Third Wizards' Cataclysm. |
| ''07''| ''CG'' |''3033'' ||
|||3033/09/27 |The Fourth Wizards' Cataclysm. |
| ''08''| ''LN'' |''3058'' ||
| ''09''| ''LE'' |''2881'' ||
|||2881/12/28 |[[The Fifth Wizards' Cataclysm|The Burial of Grayholm]]. [[Grayholm]] buried. [[Mount of Walls]] destroyed. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//07//'' |''//Dwarves II//'' |29,127||
| ''01''| ''LE'' |''3727'' |[[Castle Ramforst]] built. |
| ''02''| ''NG'' |''2884'' ||
|||0843/04/10 |The First Wizards' Cataclysm. |
| ''03''| ''LN'' |''3367'' ||
|||2378/02/21 |The Second Wizards' Cataclysm. |
| ''04''| ''CG'' |''3611'' ||
|||1750/01/25 |The Third Wizards' Cataclysm. |
| ''05''| ''CN'' |''3814'' ||
| ''06''| ''CE'' |''3452'' ||
| ''07''| ''NE'' |''2453'' ||
| ''08''| ''TN'' |''2036'' ||
|||1058/12/15 |The Fourth Wizards' Cataclysm. |
| ''09''| ''LG'' |''3783'' |[[Mount of Walls]] returns as mythal. |
|||3783/12/28 |[[The Fifth Wizards' Cataclysm|The Orbs Reversed]]. ''Dragons'' return to power. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//08//'' |''//Dragons IV//'' |24,890||
| ''01''| ''NG'' |''3887'' |''Humans born.'' |
| ''02''| ''CE'' |''2258'' ||
| ''03''| ''TN'' |''3125'' ||
| ''04''| ''CN'' |''2565'' ||
|||2473/08/09 |The First Wizards' Cataclysm. |
| ''05''| ''LN'' |''2641'' ||
|||2209/02/27 |The Second Wizards' Cataclysm. |
| ''06''| ''CG'' |''2631'' ||
| ''07''| ''LG'' |''2170'' ||
|||0849/10/20 |The Third Wizards' Cataclysm. |
| ''08''| ''NE'' |''2970'' ||
| ''09''| ''LE'' |''2643'' |''The Rise of the Archmages.'' |
|||2558/07/22 |The Fourth Wizards' Cataclysm. |
|||2643/12/28 |[[The Fifth Wizards' Cataclysm|The Archmage Storm]]. Draconic power broken. All great wyrms destroyed. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//09//'' |''//Dwarves III//'' |24,659||
| ''01''| ''TN'' |''2080'' |''Halflings born.'' [[Observatory Peak]] inhabited. |
|||1217/08/11 |The First Wizards' Cataclysm. |
| ''02''| ''CG'' |''3112'' ||
| ''03''| ''NE'' |''3990'' |[[Bolz]] rule. |
|||1285/12/28 |The Second Wizards' Cataclysm. |
| ''04''| ''LG'' |''2654'' ||
| ''05''| ''LN'' |''3410'' ||
|||1024/09/23 |The Third Wizards' Cataclysm. |
| ''06''| ''NG'' |''2163'' ||
| ''07''| ''CE'' |''2463'' ||
| ''08''| ''CN'' |''2638'' ||
|||0624/01/22 |The Fourth Wizards' Cataclysm. |
| ''09''| ''LE'' |''2149'' ||
|||2149/12/28 |The Fifth Wizards' Cataclysm. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//10//'' |''//Elves III//'' |24,957||
| ''01''| ''CE'' |''2107'' ||
| ''02''| ''CG'' |''2444'' ||
|||2320/10/23 |The First Wizards' Cataclysm. |
| ''03''| ''NE'' |''2058'' ||
|||2038/01/08 |The Second Wizards' Cataclysm. |
| ''04''| ''LE'' |''3507'' ||
|||2343/10/17 |The Third Wizards' Cataclysm. |
| ''05''| ''CN'' |''2827'' ||
|||2164/03/26 |The Fourth Wizards' Cataclysm. |
| ''06''| ''TN'' |''3320'' ||
| ''07''| ''NG'' |''2815'' ||
| ''08''| ''LN'' |''3466'' ||
| ''09''| ''LG'' |''2413'' ||
|||2288 |[["The City"]] established. |
|||2393/06/05 |[[Ran]] born. |
|||2410 |[[Tryst]] established. |
|||2410 - 2413 |[[The Medallions of the Four-Starred Sun]] wrought. |
|||2413/12/28 |[[The Fifth Wizards' Cataclysm|The Balancing Battle]]. The Regalia of Good, Neutrality and Evil clash causing massive destruction. |
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//11//'' |''//Humans I//'' |21,876||
| ''01''| ''LN'' |''3483'' |[[Tetrasol]]'s course altered. |
|||0001 |[[Nar]], first son of [[Ran]] born. |
|||0001/01/13 |[[Visaria Ijoynvaeh Random|Visaria the Beneficent]] and [[The Pegasus Riders]] arrive from future. |
|||0003 |[[South Town]] established. |
|||0011 |[[Random]] established. |
|||0020/11/28|[[Aifos]] born. |
|||0034 |[[Tesalurk Castle]] completed. |
|||0119/06/04 |[[Ran]] dies. |
|||3483/11/15 |[[The Apocalypse Riders|The Pegasus Riders]] appear. |
| ''02''| ''LG'' |''2246'' |[[Armee's Canyon|Armee's Canyon/Canal]] created. |
|||0001 |[[Delta City]] established. |
|||0007 |[[Demon's Claw Dam]] completed.|
|||0012 |[[Sahuagin Sea Dam]] completed.|
|||0995 |[[Castle of the Canyon Guardian]] completed.|
| ''03''| ''NG'' |''2303'' |[[Miserable]] built. |
|||0003 |[[Hamlet Arcana]] established. |
|||0885 |[[Genesee]] established. |
|||1264 |[[The Little Kingdom]] established. |
| ''04''| ''TN'' |''2065'' |[[The Grand Druid's Enclave|"The City"]] established. |
|||1345 |[[Waldsee]] established. |
| ''05''| ''CN'' |''2335'' |[[Schloss Sternzweck]] ([[Star Point Castle]]) built. |
|||0012 |[[Spuorg Atad]] established. |
|||2000/12/13 |[[The First Wizards' Cataclysm|Dual on the East Wall]]; [[Spuorg Atad]] destroyed. |
|||2043 |[[Feris Antandom]] established. |
| ''06''| ''LE'' |''3008'' |[[The Second Elvish War]] fought. |
|||0002/01/01 |[[The Second Wizards' Cataclysm|The Second Elvish War]]. |
| ''07''| ''NE'' |''3942'' |[[The Plains of the Death Master|Feris Antandom]] created. |
|||0001/01/01 |[[The Third Wizards' Cataclysm|Creation of "The Plains of the Death Master"]]; [[Feris Antandom]] destroyed. |
|||2544 |[[Berekiefe]] established. |
| ''08''| ''CG'' |''2448'' |"[[The Tenth Ring|"The City"]]" planted. |
|||0001 |[[Legion Hedge]] established. |
|||0496 |[[Walton|The City-State of Walton]] established. |
|||2415/02/25 |[[Mystol Alaphasus]] born. |
|||2443/11/22 |[[Isildul]] born.|
| ''09''| ''CE'' |''46'' |[[Seigneaurie Grotesque]] founded. |
|||0001/01/01 |[[Zodyu the Grotesque]] born. |
|||0016/06/05 |[[Egalem Random|Ran MCXI]] born. |
|||0030/01/15 |[[Melage Random]] slain. |
|||0030/02/10 |The lich of [[Melage Random]] rises. |
|||0030/02/14 |[[Melage Random]] and "[[Gith's Spouse]]" reunited. |
|||0036/10/24 |[[Grotesque's Towers]] completed. |
|||0037/07/09 |[[Grayholm]] rediscovered. |
|||0037/11/15 |First firearm demonstrated. |
|||0038/01/01 |War on [[The Plains of the Death Master|Feris Antandom]] begins. |
|||0038/04/08 |[[The Fourth Wizards' Cataclysm|The Raising of the Cliffs of Grayholm]]; Psionics manifest. [[Grayholm]] unearthed. |
|||0038/05/27 |[[The Bluesun Medallion|The Medallions of the Four-Starred Sun]] lost in The Abyss. |
|||0039/03/19 |[[Senafar Illamaesa]] born. |
|||0039/04/01 |[[Feris Antandom]] restored. |
|||0039/07/26 |[[The Battle of Toed]], [[Gresham the Golden]] slain. |
|||0039/12/22 |[[The Bard's Bridge]] completed.|
|||0040/01/13 |[[Seigneaurie Grotesque]] declares war on [[Legion Hedge]]. |
|||0040/01/18 |[[Legion Hedge]] declares war on [[Seigneaurie Grotesque]]; [[The Seven-Years War]] begins. |
|||0040/02/02 |[[Steelisinia]] founded. |
|||0040/08/24 |The lich of [[Gresham the Golden]] appears. |
|||0046/12/25 |[[The Indigosun Medallion|The Medallions of the Four-Starred Sun]] recovered. |
|||0046/12/26 |[[The Violetsun Medallion|The Medallions of the Four-Starred Sun]] recovered. |
|||0046/12/27 |[[The Greensun Medallion|The Medallions of the Four-Starred Sun]] recovered. |
|||0046/12/28 |[[The Bluesun Medallion|The Medallions of the Four-Starred Sun]] recovered; [[Star Point Castle]] stormed; [[Legion Hedge]] conquered; [[The Seven-Years War]] ends; [[The Fifth Wizards' Cataclysm|The Inundation of Armee's Canyon]]. [[Beleshtash|The Druid Lich]] dies; [[Cavalier Commander Bartholemew]] slain. [[Grotesque's Towers]] destroyed. [[Hamlet Arcana]] destroyed.|
|!Cycle/Age|!Cycle Race/ Alignment|!Year(s)/Date|!Events|
|''//12//'' |''//Humans II//'' |27,401||
| ''01''| ''CN'' |''2177'' |[[The Almebezbian Pantheon|Pantheon]] leaves Prime Material Plane. [[The Mirror]] separates from the crystal sphere. [[Tetrasol]]'s course altered. Sorcerers re-awaken. |
|||0020 |[[Hamlet Arcana]] rebuilt.|
|||0021/02/25 |[[Isildul's Arcaners]] are born. |
|||0040/01/01 |Egalem Random declares himself [[Ran MCXI]] forming [[The Almebezbikian Empire]]. [[Isildul's Arcaners]] founded. |
|||0040/04/22 |[[Githyanki Fortress]] rebuilding begins. |
|||0042/03/09 |[[Isildul's Arcaners]] slay [[Lord Tangle]]. [[Cedarcleaver]] begins conquest of [[Tanglewood]]. |
|||0042/07/04 |[[Isildul's Arcaners]] disappear, presumed dead. |
|||0050/11/22 |[[Isildul]] enters the realm of The Undead and becomes a lich. |
|||0122/12/18 |[[The First Wizards' Cataclysm|The False Mountain]]. [[Walton|The City-State of Walton]] destroyed. |
|||0123/01/26 |[[Troll's Bridge]] founded by [[Horatio Donamal]]. |
|||0129/06/22 |Honor Shipping founded by [[Senafar Illamaesa]]. |
|||0129/12/18 |[[Horatio Donamal]] removed as mayor of [[Troll's Bridge]]. Town Council assumes control of Troll's Bridge. |
|||0130/01/26 |The [[Council of Houses]] of [[Troll's Bridge]] founded. |
|||0331/09/24 |[[Isildul's Arcaners|Prophet's Return]] reappear after a three-century absence. |
|||0331/11/01 |[[Mystol Alaphasus]] becomes Field Marshal of [[Grayholm]]; [[Tevandel Surefacet]] becomes the [[Mage of Miserable|The Mage]]; [[Ember]] becomes Queen of [[Saje]]. |
|||0419 |[[The Fey]] claim [[Tanglewood]]. |
|||0456 |Elves abandon [[Grayholm]]. [[Faeries|FaerieRace]] (gray elves) enslaved by illithids upon [[The Spire]]. |
|||0512 |[[The Elven Monarchy]] founded. [[Malachi Ijoynvaeh]] crowned king of [[The Elven Monarchy]]. |
|||0624 |[[The Bard's Bridge Demesne|The Bard's Bridge]] disbanded. The bridge is divided between [[The Almebezbikian Empire]] (Zuooriri Span and [[Hell]]), [[Feris Antandom]] (Zuodeyja Span and [[Purgatory]]) and [[Steelisinia]] (Zuomystos Span and [[Heaven]]). |
|||0671 |King [[Malachi Ijoynvaeh]] slain by the great green wyrm [[Cedarcleaver]]. |
|||0675/01/01 |[[Senafar Illamaesa]] crowned queen of [[The Elven Monarchy]]. |
|||0999/11/24 |[[Cedarcleaver]] attacks [[Redemption]]. [[Hardun Chicdell]] installs himself as Mayor of [[Troll's Bridge]]. |
|||1000/01/02 |[[Drymorjoc]] awakens. [[Marshe's Edge]] begins to evacuate. [[Cedarcleaver]] and [[Drymorjoc]] meet in the sky above [[Troll's Bridge]]. |
|||1000/12/11 |[[Isildul]] dies, turning [[The Floating Tower]] over to [[The Heroes of Redemption]]. |
|||1000/12/23 |[[Cedarcleaver]] becomes trapped in the [[The Orb of Green Dragonkind]] during [[The Battle of Ascension]]. |
| ''02''| ''NG'' |''3053'' ||
| ''03''| ''LE'' |''3504'' ||
| ''04''| ''LN'' |''2957'' ||
|||0806/05/05 |[[The Second Wizards' Cataclysm|The Mage Realm]]. |
| ''05''| ''TN'' |''2515'' ||
| ''06''| ''CE'' |''3341'' ||
| ''07''| ''LG'' |''3534'' ||
|||0933/04/15 |[[The Third Wizards' Cataclysm|The Megalopolis]]. |
| ''08''| ''NE'' |''3031'' ||
| ''09''| ''CG'' |''3289'' ||
|||1287/02/10 |[[The Fourth Wizards' Cataclysm|The Tower]]. |
|||3289/12/28 |[[The Fifth Wizards' Cataclysm|The Fire Mountain]]. |
This language is "The Common Tongue" of most of the continent. [[Saje]], "[[The Scathed Lands]]" and [[Genesee]] are the only areas of occidental [[Almebezbik]] that do not speak this language as their primary means of communication. There are many dialects of this tongue ranging from the Berekiefen Drawl to the King's High Tongue. It has elements of [[Ancient Almebezbik]] and [[Feris Dom]] incorporated into its diverse phonics and script. It has a phonetic alphabet with multiple pronunciations and characters for each of the vowels. For example, the letter ‘a’ has several pronunciations in English. There is a character for each sound an ‘a’ makes in Almebezbik. Properly written Almebezbik always has double vowels whenever a vowel appears in a word.
Welcome to the world Wiki for Almebezbik. Almebezbik is a campaign world for Dungeons & Dragons in development over the last three decades. Feel free to borrow it for your personal use. Hopefully it will stimulate your imagination to develop campaigns of your own design.
Enjoy,
Lehnbor Oberon
P.S.
Send your ideas for additions to or just comment on this world to [[Sam Saasm|mailto:spliskamatyshak@almebezbik.com?subject=AlmebezbikWiki]].
A sister of [[Lukinvor the Bard]] and co-founder with [[Razzle Dabble]] of [[Steelisinia]].
This tongue is actually "The Language of Magic." It can be learned as a language to be spoken or written, however, the spell //read magic// translates this tongue for mages and the like. The script of Ancient Almebezbik and modern [[Almebezbik|AlmebezbikLanguage]] is similar.
The common tongue across much of the continent during the Cycles of Elves. Is the root of modern Elven, but it has not been spoken in over twenty millennia. Only known examples exist in [[The City of Grayholm]]. Uses the Elven alphabet.
Translated journal passages attributed to Lehnbor:
<<<
!Journal of Supra Omni Wizard Archmage Lehnbor
Written while traveling the known planes of existance in the //Tower of Astralness and Etherealness//.
Signed: {L} [[Lehnbor|Lehnbor the Creator]]
The [[Supra Omni Wizard Archmage|Wizard Title]], [[Master of Magic|The Mage]], Lord of Groβhafen, Supreme Keeper of Goods, Personal Advisor to the Kings of [[Festland]]
Authenticated by the arcane initials of associates.
{P} : {D} : {R} : {U} : {B} : {[[LT|Lu Tir Zu]]} : {C} : {A} : {D} : {H} : {[[B|Borgose the Blue]]}
//''beginning 12 Coire 5270 ATS''//
!!!12 Coire 5270 ATS
After several hours of arcane incantations, I dismissed my visitors, one being the halfling King Könalbine, and willed the //Tower// into the Astral Plane. I went out to the balistæ to accumulate power from the astral fabric. After approximately an hour, I retired to my chamber.
!!!13 Coire 5270 ATS
I was jarred out of a daydream by a great jolt to the //Tower//. It was not a natural force in the eyes of the inhabitants of any place in the known planes of existance. It was not devils, for I have control of them for the most part. Or demons or any other similar creature, because they are frightened by just the sight of this //Tower//. I felt compelled to investigate, but felt it unnecessary; the //Tower// had taken no damage.
Moments later it happened again. This time I went to the balistæ. Outside the //Tower// I beheld a great phenomenon. Before me swirling in the astral fabric was a gold and violet whirlpool with a pitch black center. The //Tower// was drawn into it and then the rip in the astral fabric closed like an iris of an eye. My associates had now joined me on the roof and we found ourselves in a black, empty [[space|Saasm Space]]. I cast some //light// to see if anything existed in this dimension. The spell seemed to be as bright as a [[star|The Red Star]], but nothing besides the //Tower// could be seen beyond. I made it permanent and set it in what I thought to be the center of the area. The space is a completely empty previously undiscovered parallel prime plane. (Make note to [[Armee|Armee the Father]])
!!!23 Coire 5270 ATS
After wandering around the plane awhile, the rift opened again and the //Tower// was forced back into the Astral Plane. I willed it back to the hill above Groβhafen. I then made requests for audience with King Armee and Master [[Messer|Messer the Rogue]] for the 26^^th^^. I also began researching a spell to control the disturbance in the Astral Plane.
!!!25 Coire 5270 ATS
I began observing a group of adventurers that eventually were split up. One group went off to do a task commissioned to them by an associate. The other group fought some orcs and then took over their camp. I cast a spell to see the group's future and found that they would unite the orcs, start the legendary [[Bolz]] on military maneuvers and bring about a catalysm that would destroy our world.
!!!26 Coire 5270 ATS
I had audience with King Armee and Master Messer and related my latest information to them. I continued monitoring the troublesome group.
!!!29 Coire 5270 ATS
Developments in the last several days have made me determined to gather the kings and as many subjects as possible onto the //[[Ship of the Kings|The Galley of the Kings]]// and depart our beloved world. We planned to navigate space to find the new sphere I had discovered.
<<
NG intelligent magic staff item familiar
''Senses'' darkvision 60 ft., hearing; Listen +1, Spot +1
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Ancient Almebezbik]], Draconic, Elven; //telepathy//
----
''Function'' //staff of passage// and //the magi//
''Special Purpose'' protect human arcane spellcasters
''Dedicated Power'' +2 luck bonus
''~Spell-Like Abilities''
| | 1/day|—|maximized //disintegrate//|
----
''Abilities'' Int 16, Wis 12, Cha 12
''Value'' minor artifact
----
This powerful item is a //staff of passage// and a //staff of the magi// that has been combined using a //[[syndicloth|Syndicloth]]//. An added feature of this item is that it communicates the number of charges it holds. If used for a retributive strike, it transports the wielder to a safe plane, causes twice the damage of a normal //staff of the magi//, and then reforms in the grip of it possessor wherever he was transported. It can only be destroyed by using its powers to attempt to mitigate or prevent a Wizards' Cataclysm.
It is also [[Tevandel's|Tevandel Surefacet]] item familiar.
This mountain range separates the main continental mass of [[Demogrozh]] from the southern Apnix sub-continent.
There are great dwarven clans that dwell in this range and these inhabitants and the mountains themselves buffer [[Nord von Delta]] from the rest of the continent's dangers.
| ''Size/Type:''|Medium plant|
| ''Hit Dice:''|3d8+3 (15 gp)|
| ''Initiative:''|+0|
| ''Speed:''|0 ft.|
| ''Armor Class:''|12 (+2 natural), touch 8, flat-foot 12|
| ''Base Attack/Grapple:''|+2/+2|
| ''Attack:''|Vine +2 ranged touch (drag)|
| ''Full Attack:''|5 vines +2 ranged touch (drag)|
| ''Space/Reach:''|5 ft. /5 ft. (50 ft. with vine)|
| ''Special Attacks:''|Drag, tendrils|
| ''Special Qualities:''|Camouflage, low-light vision, plant traits, spore pods|
| ''Saves:''|Fort +3, Ref +1, Will +1|
| ''Abilities:''|Str 10, Dex —, Con 13, Int —, Wis 15, Cha 2|
| ''Environment:''|Any forest|
| ''Organization:''|Solitary|
| ''Challenge Rating:''|2|
| ''Treasure:''|Standard|
| ''Alignment:''|Neutral|
| ''Advancement:''|4 HD (Large); 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal)|
| ''Level Adjustment:''|—|
!Combat
''Camouflage (Ex):'' Since an arcane honeysuckle looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.
''Drag (Ex):'' If an arcane honeysuckle hits with a vine attack, the vine wraps around the opponent’s body pinning their appendages. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 20 Escape Artist check. Appendages can be worked free with a DC 10 Escape Artist check.
A vine has 6 hit points and can be attacked by making a successful sunder attempt. However, attacking an arcane honeysuckle’s vine does not provoke an attack of opportunity. If the vine is currently attached to a target, the arcane honeysuckle takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a vine deals no damage to an arcane honeysuckle.
''Vines (Ex):'' Most encounters with an arcane honeysuckle begin when it drops vines. The creature has five vines and they can strike up to 50 feet away (no range increment). If a vine is damaged, the arcane honeysuckle must make a Will save DC 10 + damage taken or withdraw it.
''Tendrils (Ex):'' When an arcane honeysuckle has a hold of a victim for more than one round, its vines extrude tendrils that bore into its victim. These tendrils do an automatic 1d4 hit points of damage per round.
''Spore Pods (Ex):'' An arcane honeysuckle that has succeeded in capturing and devouring a victim with have 1d3 spore pods. Leaving these near a source of water and a tall tree will produce more arcane honeysuckles.
''Created By:'' Gay ~Pliska-Matyshak
//The Father of the World, Lord of All, King of the Gods//
''Greater Deity''
| ''Symbol''|Four Crossed Blades|
| ''Home Plane''|Elysium|
| ''Alignment''|Lawful Good|
| ''Portfolio''|Rulership|
| ''Worshippers''|Paladins, kings, emperors, aristocrats...|
| ''Cleric Alignments''|LG|
| ''Domains''|Good, Healing, Law, Nobility, Strength, War|
| ''Favored Weapon''|Greatsword|
----
[>img[./greatswords.GIF]]
Armee ({{{är-'mA}}}) is the lord of the pantheon. He is a just and kind ruler and the strength of the pantheon.
He appears as a titan wearing ornately crafted velarnium full plate and carrying an equally ornate velarnium heavy shield. He also wears a full-length cloak. When in melee, he uses a colossal //Holy Devastator//. When appropriate, he will use a giant composite longbow with //arrows of slaying// of the types that will have maximum effect on his opponents. If seriously injured or obviously outnumbered, he may alter himself so as to have four extra arms each wielding vorpal blades.
!Dogma
Armee's worshipers profess right by might, but are not easily provoked to vengeance. Armee is noble and fair and knows when and when not to use force. His use of force is well documented and so awesome that the other deities will not dare cross him. His worshipers preach that this holds true evil at bay with their faith in this.
!Clergy and Temples
Armee's clerics are the shining beacons of light in the world and are loved and respected above all other gods' clergy. They wear the shiny armor of knights in battle and gleaming robes of silver and gold in worship.
Armee's temples are great brilliant cathedrals of white granite. The sanctuaries are marble and alabaster adorned with gold leaf and treasures donated by benefactors including monarchs of the past and present.
This geological feature of [[Almebezbik]] is anything but natural. Legend states that as the Second Eon of the First Cycle of Man commenced, [[Messer the Rogue]] had been interfering far too much in the affairs of man and needed to be disciplined for his arrogance. [[Armee the Father]] took it upon himself to call out the menace to answer for his crimes. Messer and Armee met face-to-face over what is now the continent of Almebezbik. Messer showed no respect to his King and taunted him. Armee made every effort to treat the Rogue civilly, but when Messer slit his King's hand, Armee had had enough. He positioned himself over the lands [[Lehnbor the Creator]] cherished and drew a line across Lehnbor's Workbench, daring the Rogue to cross it. The presumptuous Rogue immediately did so and has ever regretted his actions to this day. Armee dismantled Messer then and there, flinging him mercilessly about the Workbench and leaving other geographical features of Messer's body parts across the world. Those that have survived to this day, besides Armee's Canyon/Canal are the [[Messerkopf Sea]] and sea between the oriental lands and [[The Dragon's Tail]] where the island of [[Wa]] is situated.
The rift carved by Armee's sword remained an impossibly deep canyon preserved by dams at either end of the continent of Almebezbik until the Fifth Wizards' Cataclysm of the First Cycle of Man destroyed the dams and allowed the Pelagic Planetary to fill it, making it a sea in its own right. From this point on, it has been referred to as Armee's Canal.
[img[Armee's Canal|./canyon_canal.PNG]]
Asaval is the [[Ancient Elven]] term for crypt. It is also the name adopted by the ancient village near an ancient necropolis built during the Second Cycle of Elves.
''[General]''
!Prerequisites
Spell Focus (Enchantment)
!Benefit
Your enchantment spells effect twice as many hit dice as normal.
!Created By
Tevandel (Tom Chizek)
This is the central city of the Bard's Bridge Demesne, which is built on the actual bridge that crosses [[Armee's Canal|Armee's Canyon/Canal]]. It connects to and unites the municipalities of [[Heaven]] (Upper Bard's Bridge), [[Purgatory]] (North Bard's Bridge) and [[Hell]] (Lower Bard's Bridge).
Find Bard's Bridge's statistics block [[here|BardsBridgeStatblock]].
Beginning with the Second Cycle of Man, the part of the [[Twins District]] that lies on the east side of The King's Road became this new neighborhood. When [[Lukinvor Trubble|Lukinvor the Bard]] ascended into the [[Pantheon]], this area which she frequented became the seventh neighborhood of Walton.
''Bard's Bridge (small city):'' Conventional (Monarchy) AL LG; Nonstandard (Merchant Coalition) AL CG; 15,000-gp limit; Assets 5,973,000 gp; Population 7,964; Integrated (human 37% (2,947), halfling 20% (1,593), elf 18% (1,434), dwarf 10% (796), gnome 7?% (557), half-elf 5% (398), half-orc 3% (239)).
//''Authority Figures:''// King male human aristocrat 7, Queen female human aristocrat 7, Coalition Member male human commoner 9/[[guildmaster|Guildmaster]] 9, Coalition Member male halfling commoner 7/guildmaster 7, Coalition Member female elf commoner 7/guildmaster 2, Coalition Member male dwarf commoner 7/guildmaster 2, Coalition Member female gnome commoner 7, Coalition Member female half-elf commoner 7, Coalition Member male human commoner 4
//''Important Characters:''// Captain of the Guard male human warrior 11, Edwin male human rogue 10
//''Others:''// adept 11, adept 10, adept 5 (4), adept 2 (8), adept 1 (38); aristocrat 3 (4), aristocrat 1 (38); barbarian 9, barbarian 8, barbarian 4 (4), barbarian 2 (8), barbarian 1 (16); bard 11, bard 7, bard 5 (2), bard 3 (2), bard 2 (4), bard 1 (12); cleric 10 (2), cleric 5 (4), cleric 2 (8), cleric 1 (16); commoner 4 (3), commoner 3 (4), commoner 2 (8), commoner 1 (6,884); druid 11, druid 8, druid 5 (2), druid 4 (2), druid 2 (8), druid 1 (16); expert 11/[[master smith|Master Smith]] 6 (militia), expert 11/master smith 5 (militia), expert 8 (4, 4 militia), expert 4 (8, 8 militia), expert 2 (16, 16 militia), expert 1 (227, 55 militia); fighter 12, fighter 9, fighter 6 (2), fighter 4 (2), fighter 3 (4), fighter 2 (4), fighter 1 (16); monk 8, monk 7, monk 4 (2), monk 3 (2), monk 2 (4), monk 1 (12); paladin 9, paladin 8, paladin 4 (4), paladin 2 (8), paladin 1 (16); psion 9, psion 8, psion 4 (4), psion 2 (8), psion 1 (16); psychic warrior 8, psychic warrior 7, psychic warrior 4 (2), psychic warrior 3 (2), psychic warrior 2 (4), psychic warrior 1 (12); ranger 9, ranger 8, ranger 4 (4), ranger 2 (8), ranger 1 (16); rogue 12, rogue 10, rogue 6 (2), rogue 5 (2), rogue 3 (4), rogue 2 (4), rogue 1 (16); sorcerer 8, sorcerer 7, sorcerer 4 (2), sorcerer 3 (2), sorcerer 2 (4), sorcerer 1 (12); warrior 9 (guard), warrior 5 (2, 2 guards), warrior 4 (2, 2 guards), warrior 2 (8, 8 guards), warrior 1 (379, 66 guards, 313 militia); wizard 8, wizard 7, wizard 4 (2), wizard 3 (2), wizard 2 (4), wizard 1 (12)
This is the 5^^th^^ Wizards' Cataclysm of the 1^^st^^ Cycle of Dragons. It was a world-spanning conflict between dragons and titans that ended on the slopes of world's central mountain range during which the titans were driven off [[Lehnbor's Workbench|The Mirror]], retreating to the Outer Planes. Draconic sorcery prevailed over titan magic, but not without massive destruction, which destroyed all titan dwellings. The remnants of The Great Barrier Mountains that survived is now know as [[The Dragon's Tail]].
One of the four oceans of [[Whelrotis]].
The Beasturis Ocean covers much of the southern half of the planet. It is bordered on the north by the continents of [[Trohlken]], [[Sectris]] and [[Demogrozh]]. The entire southern polar ice cap is considered part of this ocean.
!Animal
* [[Colossus Warhorse]]
* [[Giraffe]]
* [[Toy Dog]]
!Dragon
* [[Indigo|Indigo Dragon]]
* [[Steelisin|Steelisin Dragon]]
!Fey
* [[Leprechaun]] 2^^nd^^ Edition conversion
!Humanoid
* Bose-Halb-Zwerg ([[Bolz]])
* [[Meziltarni Wizard]]
* [[Norker]] 1^^st^^ Edition conversion
!Magical Beast
* [[Margoyle]] 1^^st^^ Edition conversion
!Monstrous Humanoid
* [[Berbalang]] 1^^st^^ Edition conversion
* [[Dracon]] 2^^nd^^ Edition conversion
* [[Vaka]]
!Outsider
* [[King Berbalang]]
* [[Morgermere]]
* [[Tween]] 1^^st^^ Edition conversion
!Plant
* [[Arcane Honeysuckle]]
The fourth of the great Elven kingdoms founded during the rise of the Elven race during the Third Cycle of Dragons.
||''Berbalang''|
| ''Size/Type:''|Medium monstrous humanoid|
| ''Hit Dice:''|4d8+4 (22 hp)|
| ''Initiative:''|+2|
| ''Speed:''|20 ft. (4 squares), fly 40 ft. (average)|
| ''Armor Class:''|14 (Dex +2, natural +2), touch 12, flat-footed 12|
| ''Base Attack/Grapple:''|+4/+4|
| ''Attack:''|2 claws +4 melee (1d4) and bite -1 melee (1d6)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Qualities:''|Astral jaunt, material projection, spell immunity, darkvision 60 ft.|
| ''Saves:''|Fort +2, Ref +6, Will +5|
| ''Abilities:''|Str 10, Dex 15, Con 13, Int 12, Wis 12, Cha 13|
| ''Skills:''|Hide +9, Listen +8, Move Silently +7, Search +5, Spot +8|
| ''Feats:''|Dodge, Flyby Attack|
| ''Environment:''|Any land|
| ''Organization:''|Solitary|
| ''Challenge Rating:''|3|
| ''Treasure:''|Standard|
| ''Alignment:''|Always chaotic evil|
| ''Advancement:''|5-12 HD (Medium)|
----
The berbalang is a dark and evil creature that spends most of its life in a comatose state while its spirit wanders the Astral plane. When it returns to the Material plane, it does so only to feed on the flesh of humans who dwell near its lair.
The berbalang is a gaunt biped, ranging in size from four to seven feet tall, with black, leathery skin. Its wide glowing eyes are watery and white in color. Two broad, bat-like wings sprout from the creature's back.
!COMBAT
When a berbalang or its material projection (see text below) is forced into combat it makes the most of its ability to fly. When it strikes, it rips at its opponents with its claws and attempts to bite with its needle-like teeth.
If a berbalang's material projection is hit, the projection immediately takes flight and attempts to flee, returning to the resting place of the material berbalang.
''Astral Jaunt (Su):'' The berbalang spends the majority of its life on the Astral plane. When on the Material plane, it can shift to the Astral plane as a full round action as astral projection cast by a 7th-level sorcerer. This ability can be used at will by the berbalang.
''Material Projection (Su):'' The berbalang can, when its astral form returns to its body, create an exact duplicate of itself as a free action. This projection travels forth in search of food for the berbalang up to a distance of three miles from its physical body.
The material projection looks and acts as the true berbalang. If the projection is attacked it will flee at once, as quickly as possible, returning to the location of the real berbalang.
If the projection is slain, the material berbalang must succeed at a Fortitude save (DC 15) or die as well.
If the projection is wounded, the berbalang cannot produce another for a number of days equal to the total points of damage suffered.
When the projection returns to its master, it dissipates, and the material berbalang awakens from its trance.
''Spell Immunity (Ex):'' The material projection is immune to all mind-influencing spells and effects.
!BERBALANG ECOLOGY
The vast majority of its life is spent in a death-like trance that allows the monster's spirit to wander throughout the Astral plane. Here the berbalang stalks creatures weaker than itself and engages in complex courtship and mating rituals with other berbalang.
If the material form of the berbalang is discovered or disturbed, the berbalang immediately attempts to return to its body and animate it. The return process takes 1d4 minutes for the astral form to find the material form.
If the body is destroyed, the astral berbalang is slain as well. For this reason the creature takes great care to seclude and protect the resting place of its physical body.
Once per month, at the times of the full moon, the berbalang returns to the Material plane to send forth its material projection in search of food.
A berbalang that does not feed will eventually seek revenge upon those that interfered with it’s feeding. Although there may be a lull while the body of the berbalang recovers from the shock of the attack on its projection, retribution is a certainty.
If the projection was forced back to its body or destroyed before it could find prey to feed upon, it will send forth another material projection as soon as it is able, in order to satisfy its hunger (regardless of the phase of the moon) before seeking its revenge.
The Berbalang first appeared in the Fiend Folio (1981).
Berekiefe is a quiet agrarian country with many resources. They have managed to isolate themselves from the rest of the world somehow as they would be easy to conquer. No one seems to feel the need.
It's capital city is [[Delta City]].
[img[Berekiefe|./berekiefe.PNG]]
The river that runs from the [[Outerland Sea|The Outerland Desert/Sea]] to [[Cataclysm Bay]] through the realm of [[Berekiefe]] and its capital city [[Delta City]].
[>img[./billiken.gif]]
This small idol of [["The Billiken"]] fashioned of precious metal contains a powerful charm. It grants its owner (who stole it from someone else) a luck bonus of +1 to +5 to all rolls (depending on the item). This item does not function for an owner who was given it.
Strong evocation; CL 5^^th^^; Craft Wondrous Item, //divine favor//; Price 5,000 gp (+1), 20,000 gp (+2), 45,000 gp (+3), 80,000 gp (+4), 125,000 gp (+5).
''Source:'' //Complete Warrior// p.17.
''Hit Die:'' d8.
!Requirements
To qualify to become a bladesinger, a character must fulfill all of the following criteria.
''Race:'' Elf or half-elf.
''Base Attack Bonus:'' +5
''Skills:'' Balance 2 ranks, Concentration 4 ranks, Perform (dance) 2 ranks, Perform (sing) 2 ranks, Tumble 2 ranks.
''Feats*:'' Combat Casting, Combat Expertise, Dodge, Weapon Focus (longsword or rapier).
''Spells:'' Able to cast arcane spells of 1^^st^^ level.
!Class Skills
The bladesinger's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Perform (Cha), Spellcraft (Int) and Tumble (Dex).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: The Bladesinger''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spells per Day*|h
|1^^st^^| +1 | +0 | +2 | +2 |Bladesong style|+1 level of existing arcane spellcasting class|
|2^^nd^^| +2 | +0 | +3 | +3 |Lesser spellsong, song of celerity (1^^st^^, 1/day)*|+1 level of existing arcane spellcasting class|
|3^^rd^^| +3 | +1 | +3 | +3 ||+1 level of existing arcane spellcasting class|
|4^^th^^| +4 | +1 | +4 | +4 |Song of celerity (2^^nd^^, 1/day)|+1 level of existing arcane spellcasting class|
|5^^th^^| +5 | +1 | +4 | +4 ||+1 level of existing arcane spellcasting class|
|6^^th^^| +6 | +2 | +5 | +5 |Greater spellsong, song of celerity (3^^rd^^, 2/day)*|+1 level of existing arcane spellcasting class|
|7^^th^^| +7 | +2 | +5 | +5 ||+1 level of existing arcane spellcasting class|
|8^^th^^| +8 | +2 | +6 | +6 |Song of celerity (4^^th^^, 2/day)*|+1 level of existing arcane spellcasting class|
|9^^th^^| +9 | +3 | +6 | +6 ||+1 level of existing arcane spellcasting class|
|10^^th^^| +10 | +3 | +7 | +7 |Song of fury, song of celerity (5^^th^^, 3/day)*|+1 level of existing arcane spellcasting class|
|>|>|* changed in this version|||||
!Class Features
All of the following are class features of the bladesinger prestige class.
''Weapon and Armor Proficiency:'' Bladesingers gain no proficiency with any weapon. The gain proficiency with light armor but not with shields.
''Spells per Day:'' At every level gained in the bladesinger class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a bladesinger, she must decide to which class she adds the new level for purposes of determining spells per day.
''Bladesong Style (Ex):'' When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger gains a dodge bonus to Armor Class equal to his class level, up to a maximum of her Intelligence bonus If the bladesinger wears medium or heavy armor, she loses all benefits of the bladesong style.
''Lesser Spellsong (Ex):'' When wielding a longsword or rapier in one hand (and nothing in the other), a bladesinger of 2^^nd^^ level or higher can take 10 when making a Concentration check to cast defensively.
''Song of Celerity (Ex):'' Once per day, a bladesinger of 2^^nd^^ level or higher may quicken a single spell of up to 1^^st^^ level, as if she had used the Quicken Spell feat, but without any adjustment to the spell's effective level or casting time. She may only use this ability when wielding a longsword or rapier in one hand (and nothing in the other). At 4^^th^^ level and higher, she can quicken a single spell of up to 2^^nd^^ level. At 6^^th^^ level and higher, she can quicken two spells per day of up to 3^^rd^^ level. At 8^^th^^ level and higher, she can quicken two spells per day of up to 4^^th^^ level. At 10^^th^^ level and higher, she can quicken three spells per day of up to 5^^th^^ level.
''Greater Spellsong (Ex):'' A bladesinger of 6^^th^^ or higher ignores arcane spell failure chances when wearing light armor.
''Song of Fury (Ex):'' When a 10^^th^^ level bladesinger makes a full attack with a longsword or rapier in one hand (and nothing in the other), she can make one extra attack in a round at her highest base attack bonus, but this attack and each other attack made in that round take a -2 penalty. This penalty applies for 1 round, so it also affects attacks of opportunity the bladesinger might make before her next action.
!Epic
''Hit Die:'' d8.
''Skill Points at Each Additional Level:'' 2 + Int modifier.
''Song of Celerity:'' The level of spell an epic bladesinger can quicken continues to increase by one every other level beyond 10^^th^^. The Improved Spell Capacity feat is required to take advantage of spells prepared or spell slots beyond the normal maximum level of that allowed to the arcane spellcasting class to which the bladesinger belonged before adding this prestige class. The number of times this can be done per day increases by one for every 4 levels beyond 10^^th^^.
''Spells:'' The epic bladesingers’s caster level increases by 1 per level gained above 10^^th^^. The epic bladesinger continues to gain new spells per day (and spells known, if applicable) at each new level, up to the maximum spells per day and spells known of the arcane spellcasting class to which the bladesinger belonged before adding this prestige class.
''Bonus Feats:'' The epic bladesinger gains a bonus feat (selected from the list of epic bladesinger feats) every 5 levels after 10th.
''//Epic Bladesinger Bonus Feat List://'' Blinding Speed, Epic Prowess, Epic Spell Focus, Epic Toughness, Epic Weapon Focus (longsword), Improved Combat Casting, Improved Combat Reflexes, Improved ~Low-Light Vision, Improved Spell Capacity, Penetrate Damage Reduction, Permanent Emanation, Superior Initiative.
|!Level|!Special|h
|11^^th^^||
|12^^th^^|Song of celerity (6^^th^^, 3/day)|
|13^^th^^||
|14^^th^^|Song of celerity (7^^th^^, 4/day)|
|15^^th^^|Bonus feat|
|16^^th^^|Song of celerity (8^^th^^, 4/day)|
|17^^th^^||
|18^^th^^|Song of celerity (9^^th^^, 5/day)|
|19^^th^^||
|20^^th^^|Bonus feat, song of celerity (10^^th^^, 5/day)|
''Price (Item Level):'' 8,500 gp (10^^th^^)
''Body Slot:'' — (held)
''Caster Level:'' 5^^th^^
''Aura:'' Faint; (DC 15) transmutation
''Activation:'' —
''Weight:'' 3 lbs.
//A fine black-lacquered bow with feather and scales motif of embossed gold.//
This //+1 sacred composite longbow// (Str +1) was the prized possession of a fallen Teton shaman questing to become the next Great Shaman of the Teton Nation.
//Prerequisites:// Craft Magic Arms and Armor, //protection from evil//.
//Cost to Create:// 4,000 gp (plus 500 gp for masterwork composite longbow [Str +1]), 320 XP, 8 days.
The Bose-Halb-Zwerg or Bolz are an ancient off-shoot of humans and dwarves originating on the original home planet the deities of the [[Pantheon]]. They were originally magically bred by the Archmage Glehnar as a ruling race of that world. They are thoroughly evil and merciless.
!Personality
Bolz are domineering megalomaniacs.
!Physical Description
Bolz are perfectly proportioned humanoids that stand about seven-and-a-half feet tall. Males have silver skin and metallic golden hair wearing violet-colored armor. Females have gloss-black skin and platinum hair and are often mistaken for female drow at a distance.
!Relations
Bolz are bred to rule and they make sure all races know this. They dominate all.
!Alignment
Bolz are EVIL.
!Bolz Lands
Bolz land is the island of [[Bolzland]] on the [[The Mirror]] were they plot the domination of the continent of [[Almebezbik]].
!Religion
Bolz are a hierarchical society that give reverence to Ersfirs the first Bolz.
!Language
Bolz speak [[Bolzish]]. They learn [[Ancient Almebezbik]], Draconic and [[Festlandish]].
!Names
Ersfirs, Revelinorg, Rondal...
!Adventurers
Bolz only adventure with other Bolz. Their missions involve scouting and marauding with the goal of weakening the opponents realms by attrition.
!Bolz Racial Traits
* Ability Scores
** Male: +8 Strength, +4 Dexterity, +8 Constitution, +4 Intelligence, +8 Wisdom, +8 Charisma.
** Female: +8 Strength, +8 Dexterity, +4 Constitution, +8 Intelligence, +4 Wisdom, +8 Charisma.
* Medium: As Medium creatures, bolz have no special bonuses or penalties due to their size.
* Bolz base land speed is 30 feet.
* ~Low-Light Vision: A bolz can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Darkvision: Bolz can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bolz can function just fine with no light at all.
* Dwarven Blood: For all effects related to race, a bolz is considered an dwarf.
* Racial Hit Dice: A bolz begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses are:
** Male: Fort +3, Ref +0 and Will +0.
** Female: Fort +0, Ref +3 and Will +0
* Racial Skills: A bolz’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Their class skills are:
** Male: Bluff, Concentration, Craft, Diplomacy and Ride.
** Female: Bluff, Concentration, Diplomacy, Hide, Knowledge (Arcana), Move Silently, Spellcraft.
* Racial Feats: Bolz have particular initial feats one standard feat based on Hit Die and a bonus feat both based on gender:
** Male: Weapon Focus (mercurial longsword or dwarven waraxe) and Power Attack as a bonus feat.
** Female: Weapon Focus (mercurial greatsword) or ~Two-Weapon Fighting and Combat Reflexes as a bonus feat.
* Weapon Proficiency: Bolz receive the Exotic Weapon Proficiency feats for the mecurial longsword, mercurial greatsword, dwarven waraxe and great crossbow as bonus feats.
* Naturally Psionic: Bolz gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
* Powerful Build: The physical stature of bolz lets them function in many ways as if they were one size category larger. Whenever a bolz is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bolz is treated as one size larger if doing so is advantageous to him. A bolz is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A bolz can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
* Damage Resistance 5/Halfling.
* Spell Resistance 25.
* Halfling Vulnerability: Halflings are the bane of the bolz. When bolz are within 60 feet of a halfling, they lose the use of psi-like abilities and all class abilities and function as humanoids with the hit dice of the bolz. Females also lose their //charming presense//.
* Special Attacks:
** ~Psi-Like Abilities: At will—//ego whip, empty mind, id insinuation, intellect fortress, mental barrier, mind thrust, psionic blast, psychic crush, thought shield, tower of iron will//.
** //Charming Presence// [females only] (Sp): This ability works like a //charm person// spell as cast by a sorcerer with the bolz's character level.
* Special Qualities: Blue Dragon Control (Su): Bolz exercise complete control over blue dragons from their island of [[Bolzland]].
* Automatic Language: Bolzish. Bonus Language: Draconic, Festlandish.
* Favored Class: Paladin of Tyranny [male], Domain Wizard [female].
* Level Adjustment: +4.
This is the tongue spoken by the ancient ruling race of half-dwarves that ruled the [[pantheon|Pantheon]] gods' home world. It is actually a form of ancient Dwarvish. If this fact is expounded upon within earshot of a dwarf, be prepared to meet your maker. It is still spoken in its original vileness by the Bose-Halb-Zwerg that dwell on this world. Uses its own alphabet that is a perverted derivation of Dwarven runes.
[>img[Bolzland|./Bolzland.jpg]]
This barren island in the deeps of the Zuodeyjamystos [[Pelagic Planetary]] is the dwelling of the [[Bose-Halb-Zwerg]].
This island was once a continent on the [[Pantheon]]'s home world. It was brought into [[Saasm Space]] along with [[Festland]] when this home world was destroyed.
//Nymph of the Gods, Queen of Darkness, Matron of the Perverse//
''Intermediate Deity''
| ''Symbol''|"69"|
| ''Home Plane''|The Abyss|
| ''Alignment''|Chaotic Evil|
| ''Portfolio''|Debauchery|
| ''Worshippers''|Hedonists, torturers, evil-doers...|
| ''Cleric Alignments''|CE, NE|
| ''Domains''|Chaos, Charm, Darkness, Domination, Evil, Magic|
| ''Favored Weapon''|Whip|
----
[>img[./sixty-nine.gif]]
Borgose ({{{'bor-''gOs}}}) is the goddess of evil. She stands for everything that is cruel and depraved. Since the end of the First Cycle of Man she has lost some power.
She appears as an unearthly beautiful, black-skinned human female with platinum blonde hair. She is so beautiful, in fact, that the male deities of the pantheon find themselves almost to the point of worshipping her; a condition that she takes advantage of at every opportunity. She and [[Messer|Messer the Rogue]] get along very well and they often work to further each others ends. She granted [[Zodyu the Grotesque]] his first divine powers as well as his potency so that they could bring a new deity into the world.
Her charisma is immeasurable and many refer to her as //Charisma Personified//. Most mortal males who set eyes on her are instantly attracted to their doom. Most mortal females who behold her instantly die of envy.
She wields a //staff of the magi// or a pair of daggers. She will usually use her training as a monk if forced into combat. She will often assassinate individuals who believe they have survived an encounter with her. Most often she will finish an encounter before it begins by wielding her wizardly power.
!Dogma
Borgosians are the ultimate hedonists. Borgose draws her power from the sensual encounters of all in the world. Her demands require her followers to constantly find an even more intense experience of sensation. These demands push her followers into all manners of depravity to satisfy her lust. This includes orgies, bondage and domination, sadomasochism, torture and even murder. Drugs that lower inhibitions, awareness and the senses are strictly forbidden, as all parts of the experience must be felt to the fullest extent possible.
!Clergy and Temples
Borgose's clergy are predominately women of substantial beauty. They are recruited young so as to experience the most in their tenure which is often short. Women are dominant because of their range of emotions and their ability to give birth. As childbirth is one of the most intense physical and emotional events that can be experienced, giving birth is highly prized and attending births is also cherished, so many midwives are Borgosians.
Borgosian temples are generally elaborate brothels and those that practice the more extreme methods of adulation are closely guarded secrets. Stumbling upon one of these uninvited, one is certain to be victimized violently, if not fatally.
||''[[Bolz]], Male''|''[[Bolz]], Female''|
| ''Size/Type:''|>| Medium humanoid (dwarf, psionic) |
| ''Hit Dice:''|2d8+8 (16 hp)|2d8+4 (12 hp)|
| ''Initiative:''|+2|+4|
| ''Speed:''|20 ft. (4 squares)|30 ft. (6 squares)|
| ''Armor Class:''|21 (masterwork full plate +8, masterwork heavy steel shield +2, Dex +1), touch 11, flat-footed 20|14 (Dex +4), touch 14, flat-footed 10|
| ''Base Attack/Grapple:''|>| +1/+9 |
| ''Attack:''|Masterwork mercurial longsword +8 melee (1d10+4/x3) or masterwork dwarven waraxe +8 melee (1d10+4/x3) or masterwork great crossbow +4 ranged (1d12/19-20)|Masterwork mercurial greatsword +8 melee (2d8+6/x4) or masterwork short sword +8 melee (1d6+4/19-20) or masterwork great crossbow +6 ranged (1d12/19-20)|
| ''Full Attack:''|Masterwork mercurial longsword +8 melee (1d10+4/x3) or masterwork dwarven waraxe +8 melee (1d10+4/x3) or masterwork great crossbow +4 ranged (1d12/19-20)|Masterwork mercurial greatsword +8 melee (2d8+6/x4) or 2 masterwork short swords +6/+6 melee (1d6+4, 1d6+2/19-20) or masterwork great crossbow +6 ranged (1d12/19-20)|
| ''Space/Reach:''|>| 5 ft./5 ft. |
| ''Special Attacks:''|Psi-like abilities|Charming presence, psi-like abilities|
| ''Special Qualities:''|>|Blue dragon control, darkvision 120 ft., damage reduction 5/halfling, halfling vulnerability, low-light vision, powerful build, spell resistance 25|
| ''Saves:''|Fort +7, Ref +2, Will +4|Fort +2, Ref +7, Will +2|
| ''Abilities:''|Str 18, Dex 15, Con 18, Int 15, Wis 18, Cha 18|Str 18, Dex 18, Con 15, Int 18, Wis 15, Cha 18|
| ''Skills:''|Bluff +9, Concentration +9, Diplomacy +6, Craft (any one) +7, Ride +7|Bluff +9, Concentration +7, Diplomacy, +6, Hide +9, Knowledge (Arcana) +9, Move Silently +9, Spellcraft +9|
| ''Feats:''|Weapon Focus (mercurial longsword or dwarven waraxe), Power Attack^^B^^|Weapon Focus (mercurial greatsword) or ~Two-Weapon Fighting., Combat Reflexes^^B^^|
| ''Environment:''|>| Any land |
| ''Organization:''|>|Solitary, pair (1 male and 1 female), scouting party (5 males, 5 females, Paladin of Tyranny 3 [male], Domain Wizard 3 [female] and Palaldin of Tyranny 6 [male] or Domain Wizard 6 [female]), marauding force (4 adult blue dragons, 2 Paladin of Tyranny 8 [male], 2 Domain Wizard 8 [female], Paladin of Tyranny 9 [male], Domain Wizard 9 [female] and Paladin of Tyranny 10 [male] or Domain Wizard 10 [female])|
| ''Challenge Rating:''|>| 2 |
| ''Treasure:''|>| Double Standard |
| ''Alignment:''|>| Always evil |
| ''Advancement:''|>| By character class |
| ''Level Adjustment:''|>| +4 |
The Bolz are tall humans being just shy of eight feet tall and broad (380 lbs.), as males, and slender (280 lbs.), as females. The males have silver skin and golden hair and the females have gloss black skin and silvery hair. The females have been mistaken for drow at a distance. The armor worn by the males is crafted of violet-colored steel and the shields have the image of one creature or another, depending under which general that particular soldier serves.
The Bolz are a magical human-dwarf cross-breed designed to be a master ruling race.
!Combat
Bolz attack with weapons, spells and psionics with devastating prowess. When Bolz are slain, their bodies disintegrate and reform in a special chamber in [[DEGTHU]], and unless this room is destroyed, there will always be Bolz. Destroying this chamber is dangerous, because if the chamber is destroyed, the Bolz will be able to increase their numbers beyond their presently limited numbers. This is known only to [[Lehnbor the Creator]], who built this chamber for its limiting purpose.
Much of what the Bolz are equipped with is also connected with each Bolz life essence. When they are slain their equipment is returned to the armories of DEGTHU to be re-issued as the less powerful Bolz are promoted into the positions vacated by the slain. Each gender has their own standard equipment as listed below though individuals likely have attained more powerful items.
|''Female Accouterments''|c
|!Class Levels|!Mercurial Greatsword or 2 Short Swords|!Cloak of Resistance|!Bracers of Armor|!Ring of Protection|!Amulet of Natural Armor|!# of Magic Items|h
| None | Masterwork | -- | -- | -- | -- | -- |
| 1^^st^^-5^^th^^ | +1 | +1 | +1 | -- | -- | -- |
| 6^^th^^-9^^th^^ | +2 | +1 | +2 | -- | -- | 1 |
| 10^^th^^-19^^th^^ | +3 | +2 | +3 | +1 | -- | 2 |
| 20^^th^^-29^^th^^ | +4 | +3 | +4 | +2 | -- | 3 |
| 30^^th^^-39^^th^^ | +5 | +4 | +5 | +3 | -- | 4 |
| 40^^th^^-49^^th^^ | +6 | +5 | +6 | +4 | -- | 5 |
| 50^^th^^-59^^th^^ | +7 | +6 | +7 | +5 | -- | 6 |
| 60^^th^^-69^^th^^ | +8 | +7 | +8 | +6 | +1 | 7 |
| 70^^th^^-79^^th^^ | +9 | +8 | +9 | +7 | +2 | 8 |
| 80^^th^^-89^^th^^ | +10 | +9 | +10 | +8 | +3 | 9 |
| 90^^th^^-99^^th^^ | +11 | +10 | +11 | +9 | +4 | 10 |
| 100^^th^^ | Bolz | +11 | +12 | +10 | +5 | 12 |
|''Male Accouterments''|c
|!Class Levels|!Fullplate|!Large Steel Shield|!Ring of Protection|!Mercurial Longsword or Dwarven Waraxe|!Amulet of Natural Armor|!Dagger|!Cloak of Resistance|!Invisibility|!Bag of Holding|!Holy Symbol|h
| None | Masterwork | Masterwork | -- | Masterwork | -- | Masterwork | -- | -- | -- | -- |
| 1st‑5th | +1 | +1 | -- | +1 | -- | +1 | -- | -- | -- | wooden |
| 6th‑9th | +2 | +2 | -- | +2 | -- | +2 | -- | //Dust of Disappearance// | 1 | iron |
| 10th‑19th | +3 | +3 | +1 | +3 | -- | +3 | -- | //Dust of Disappearance// | 2 | copper |
| 20th‑29th | +4 | +4 | +2 | +4 | -- | +4 | +1 | //Ring// | 3 | silver |
| 30th‑39th | +5 | +5 | +3 | +5 | -- | +5 | +2 | //Ring// | 4 | electrum |
| 40th‑49th | +6 | +6 | +4 | +6 | -- | +6 | +3 | //Ring// | 4 | gold |
| 50th‑59th | +7 | +7 | +5 | +7 | -- | +7 | +4 | //Ring// | //Portable Hole// | platinum |
| 60th‑69th | +8 | +8 | +6 | +8 | +1 | +8 | +5 | //Ring// | //Portable Hole// | sapphire |
| 70th‑79th | +9 | +9 | +7 | +9 | +2 | +9 | +6 | //Ring// | //Portable Hole// | emerald |
| 80th‑89th | +10 | +10 | +8 | +10 | +3 | +10 | +7 | //Ring// | //Portable Hole// | ruby |
| 90th‑99th | +11 | +11 | +9 | +11 | +4 | +11 | +8 | //Ring// | //Portable Hole// | diamond |
| 100th | Epic | Epic | +10 | Bolz | +5 | Bolz | +9 | //Ring// | //Portable Hole// | neutron star |
''Charming Presence (Sp):'' This ability works like a //charm person// spell as cast by a sorcerer with the Bolz's character level.
''Blue Dragon Control (Ex):'' Bolz exercise complete control over blue dragons on their island of [[Bolzland]].
''Halfling Vulnerability (Ex):'' Halflings are the bane of the Bolz. When Bolz are within 60 feet of a halfling, they lose the use of psi-like abilities and all class abilities and function as humanoids with the hit dice of the Bolz. Females also lose their charming presense.
''Powerful Build:'' The physical stature of Bolz lets them function in many ways as if they were one size category larger.
Whenever a Bolz is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Bolz is treated as one size larger if doing so is advantageous to him.
A Bolz is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Bolz can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
''Psi-like Abilities (Sp):'' At will—//ego whip, empty mind, id insinuation, intellect fortress, mental barrier, mind thrust, psionic blast, psychic crush, thought shield, tower of iron will.//
!Society
A [[legend|The Mann Family Chronicle]] only vaguely known to the most learned of sages gives mention to these horrid humanoids. It is said that some humans and dwarves were trying to create a ruling race by magically interbreeding the two races. The result was the Bose-Halb-Zwerg, or Bolz for short. The Bolz were put into power, unknown to the humans and the dwarves, that they were horribly evil. They grew in power and ruled very cruelly for 1,600 years. They were finally put down in a great battle and retreated underground. They are thought to be in league with the drow and githyanki, but there is no proof of this.
Because of a chamber in [[DEGTHU]], the Bolz are undying creatures, often neglecting their daily needs to eventually start over in the chamber. They are very critical of skill and quality in workmanship; striving to produce the best of the best, and knowing they have all eternity to accomplish their master pieces. There are vast numbers of Bölz dwelling in submersible vessels in the [[Pelagic Planetary]] and these beings have been encountered in [[Armee’s Canal|Armee's Canyon/Canal]]. They have no natural enemies; however, they easily make enemies of any sentient race in the world.
!Bolz as Characters
Male Bolz favored class is paladin of Tyranny and they become Blackguards as soon as they meet the requirements. Males can convert paladin levels at will and continue advancing as paladins and convert as they go. Female Bolz favored class is domain wizard. Females also take levels of fighter and rogue and eventually the assassin prestige class. Many NPC Bolz characters have epic levels and are extremely dangerous. Fortunately, they are also very self-absorbed and have very little to do with the world around them. Bolz have familiarity with mercurial and dwarven weapons.
[[Bolz]] characters possess the following racial traits.
* Ability Scores
** Male: +8 Strength, +4 Dexterity, +8 Constitution, +4 Intelligence, +8 Wisdom, +8 Charisma.
** Female: +8 Strength, +8 Dexterity, +4 Constitution, +8 Intelligence, +4 Wisdom, +8 Charisma.
* Medium: As Medium creatures, bolz have no special bonuses or penalties due to their size.
* Bolz base land speed is 30 feet.
* ~Low-Light Vision: A bolz can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Darkvision: Bolz can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and bolz can function just fine with no light at all.
* Dwarven Blood: For all effects related to race, a bolz is considered an dwarf.
* Racial Hit Dice: A bolz begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses are:
** Male: Fort +3, Ref +0 and Will +0.
** Female: Fort +0, Ref +3 and Will +0
* Racial Skills: A bolz’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Their class skills are:
** Male: Bluff, Concentration, Craft, Diplomacy and Ride.
** Female: Bluff, Concentration, Diplomacy, Hide, Knowledge (Arcana), Move Silently, Spellcraft.
* Racial Feats: Bolz have particular initial feats one standard feat based on Hit Die and a bonus feat both based on gender:
** Male: Weapon Focus (mercurial longsword or dwarven waraxe) and Power Attack as a bonus feat.
** Female: Weapon Focus (mercurial greatsword) or ~Two-Weapon Fighting and Combat Reflexes as a bonus feat.
* Weapon Proficiency: Bolz receive the Exotic Weapon Proficiency feats for the mecurial longsword, mercurial greatsword, dwarven waraxe and great crossbow as bonus feats.
* Naturally Psionic: Bolz gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class.
* Powerful Build: The physical stature of bolz lets them function in many ways as if they were one size category larger. Whenever a bolz is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bolz is treated as one size larger if doing so is advantageous to him. A bolz is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A bolz can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
* Damage Resistance 5/Halfling.
* Spell Resistance 25.
* Halfling Vulnerability: Halflings are the bane of the bolz. When bolz are within 60 feet of a halfling, they lose the use of psi-like abilities and all class abilities and function as humanoids with the hit dice of the bolz. Females also lose their //charming presense//.
* Special Attacks:
** ~Psi-Like Abilities: At will—//ego whip, empty mind, id insinuation, intellect fortress, mental barrier, mind thrust, psionic blast, psychic crush, thought shield, tower of iron will//.
** //Charming Presence// [females only] (Sp): This ability works like a //charm person// spell as cast by a sorcerer with the bolz's character level.
* Special Qualities: Blue Dragon Control (Su): Bolz exercise complete control over blue dragons from their island of [[Bolzland]].
* Automatic Language: Bolzish. Bonus Language: Draconic, Festlandish.
* Favored Class: Paladin of Tyranny [male], Domain Wizard [female].
* Level Adjustment: +4.
''[General]''
You are especially resistant to fear effects.
!Benefit
You gain a +4 bonus to all saves to resist and/or overcome fear effects.
!Created By
Ian Cheesman
|''Time Unit Conversion''|c
| 1|round |=| 6|seconds |
| 1|minute |=| 10|rounds |
| 1|hour |=| 60|minutes |
| 1|day (tin) |=| 24|hours |
| 1|week (phasia) |=| 7|days |
| 1|month (tina) |=| 4|weeks |
| 1|year |=| 12|months |
|>|>|>|>|>|>| !Methyltina |h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~1~~ ''1'' - New Year's|~~2~~ ''2''|~~3~~ ''3''|~~4~~ ''4''^^1^^|~~5~~ ''5''|~~6~~ ''6''|~~7~~ ''7''|
|~~8~~ ''8''|~~9~~ ''9''|~~10~~ ''10''|~~11~~ ''11''^^2^^|~~12~~ ''12''|~~13~~ ''13''^^D^^|~~14~~ ''14''|
|~~15~~ ''15''|~~16~~ ''16''|~~17~~ ''17''|~~18~~ ''18''^^3^^|~~19~~ ''19''|~~20~~ ''20''|~~21~~ ''21''|
|~~22~~ ''22'' - Solar Autumn begins|~~23~~ ''23''|~~24~~ ''24''|~~25~~ ''25''^^4^^|~~26~~ ''26''|~~27~~ ''27''|~~28~~ ''28''|
|>|>|>|>|>|>|!Ethyltina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~29~~ ''1''|~~30~~ ''2''|~~31~~ ''3''|~~32~~ ''4''^^1^^|~~33~~ ''5''|~~34~~ ''6''|~~35~~ ''7''|
|~~36~~ ''8''|~~37~~ ''9''|~~38~~ ''10''|~~39~~ ''11''^^2^^|~~40~~ ''12''|~~41~~ ''13''^^D^^|~~42~~ ''14''|
|~~43~~ ''15''|~~44~~ ''16''|~~45~~ ''17''|~~46~~ ''18''^^3^^|~~47~~ ''19''|~~48~~ ''20''|~~49~~ ''21''|
|~~ 50~~ ''22''|~~51~~ ''23''|~~52~~ ''24''|~~53~~ ''25''^^4^^|~~54~~ ''26''|~~55~~ ''27''|~~56~~ ''28''|
|>|>|>|>|>|>|!Propyltina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~57~~ ''1''|~~58~~ ''2''|~~59~~ ''3''|~~60~~ ''4''^^1^^|~~61~~ ''5''|~~62~~ ''6''|~~63~~ ''7''|
|~~64~~ ''8'' - High Winter begins|~~65~~ ''9''|~~66~~ ''10''|~~67~~ ''11''^^2^^|~~68~~ ''12''|~~69~~ ''13''^^D^^ - The Orgy|~~70~~ ''14''|
|~~71~~ ''15''|~~72~~ ''16''|~~73~~ ''17''|~~74~~ ''18''^^3^^|~~75~~ ''19''|~~76~~ ''20''|~~77~~ ''21''|
|~~78~~ ''22''|~~79~~ ''23''|~~80~~ ''24''|~~81~~ ''25''^^4^^|~~82~~ ''26''|~~83~~ ''27''|~~84~~ ''28'' - ~Mid-Winter's Eve|
|>|>|>|>|>|>|!Butyltina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~85~~ ''1''|~~86~~ ''2''|~~87~~ ''3''|~~88~~ ''4''^^1^^|~~89~~ ''5''|~~90~~ ''6''|~~91~~ ''7''|
|~~92~~ ''8''|~~93~~ ''9''|~~94~~ ''10''|~~95~~ ''11''^^2^^|~~96~~ ''12''|~~97~~ ''13''^^D^^|~~98~~ ''14''|
|~~99~~ ''15''|~~100~~ ''16'' - Orphan's Day|~~101~~ ''17''|~~102~~ ''18''^^3^^|~~103~~ ''19''|~~104~~ ''20''|~~105~~ ''21''|
|~~106~~ ''22'' - Hidden Spring begins|~~107~~ ''23''|~~108~~ ''24''|~~109~~ ''25''^^4^^|~~110~~ ''26''|~~111~~ ''27''|~~112~~ ''28''|
|>|>|>|>|>|>|!Pentatina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~113~~ ''1''|~~114~~ ''2''|~~115~~ ''3''|~~116~~ ''4''^^1^^|~~117~~ ''5''|~~118~~ ''6''|~~119~~ ''7''|
|~~120~~ ''8''|~~121~~ ''9''|~~122~~ ''10''|~~123~~ ''11''^^2^^|~~124~~ ''12''|~~125~~ ''13''^^D^^|~~126~~ ''14''|
|~~127~~ ''15''|~~128~~ ''16''|~~129~~ ''17''|~~130~~ ''18''^^3^^|~~131~~ ''19''|~~132~~ ''20''|~~133~~ ''21''|
|~~134~~ ''22''|~~135~~ ''23''|~~136~~ ''24''|~~137~~ ''25''^^4^^|~~138~~ ''26'' - The Bondage|~~139~~ ''27''|~~140~~ ''28''|
|>|>|>|>|>|>|!Hexatina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~141~~ ''1''|~~142~~ ''2''|~~143~~ ''3''|~~144~~ ''4''^^1^^|~~145~~ ''5''|~~146~~ ''6''|~~147~~ ''7''|
|~~148~~ ''8'' - Hidden Summer begins|~~149~~ ''9''|~~150~~ ''10''|~~151~~ ''11''^^2^^|~~152~~ ''12''|~~153~~ ''13''^^D^^|~~154~~ ''14''|
|~~155~~ ''15''|~~156~~ ''16''|~~157~~ ''17''|~~158~~ ''18''^^3^^|~~159~~ ''19''|~~160~~ ''20''|~~161~~ ''21''|
|~~162~~ ''22''|~~163~~ ''23''|~~164~~ ''24''|~~165~~ ''25''^^4^^|~~166~~ ''26''|~~167~~ ''27''|~~168~~ ''28'' - ~Mid-Summer's Eve|
|>|>|>|>|>|>|!Heptatina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~169~~ ''1''|~~170~~ ''2''|~~171~~ ''3''|~~172~~ ''4''^^1^^|~~173~~ ''5''|~~174~~ ''6''|~~175~~ ''7''|
|~~176~~ ''8''|~~177~~ ''9''|~~178~~ ''10''|~~179~~ ''11''^^2^^|~~180~~ ''12''|~~181~~ ''13''^^D^^|~~182~~ ''14''|
|~~183~~ ''15''|~~184~~ ''16''|~~185~~ ''17''|~~186~~ ''18''^^3^^|~~187~~ ''19''|~~188~~ ''20''|~~189~~ ''21''|
|~~190~~ ''22'' - Hidden Autumn begins|~~191~~ ''23''|~~192~~ ''24''|~~193~~ ''25''^^4^^|~~194~~ ''26''|~~195~~ ''27''|~~196~~ ''28''|
|>|>|>|>|>|>|!Octoltina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~197~~ ''1''|~~198~~ ''2''|~~199~~ ''3''|~~200~~ ''4''^^1^^ - Adoption Day|~~201~~ ''5''|~~202~~ ''6''|~~203~~ ''7''|
|~~204~~ ''8''|~~205~~ ''9''|~~206~~ ''10''|~~207~~ ''11''^^2^^ - The Rape|~~208~~ ''12''|~~209~~ ''13''^^D^^|~~210~~ ''14''|
|~~211~~ ''15''|~~212~~ ''16''|~~213~~ ''17''|~~214~~ ''18''^^3^^|~~215~~ ''19''|~~216~~ ''20''|~~217~~ ''21''|
|~~218~~ ''22''|~~219~~ ''23''|~~220~~ ''24''|~~221~~ ''25''^^4^^|~~222~~ ''26''|~~223~~ ''27''|~~224~~ ''28''|
|>|>|>|>|>|>|!Nonotina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~225~~ ''1''|~~226~~ ''2''|~~227~~ ''3''|~~228~~ ''4''^^1^^|~~229~~ ''5''|~~230~~ ''6''|~~231~~ ''7''|
|~~232~~ ''8'' - Low Winter begins|~~233~~ ''9''|~~234~~ ''10''|~~235~~ ''11''^^2^^|~~236~~ ''12''|~~237~~ ''13''^^D^^|~~238~~ ''14''|
|~~239~~ ''15''|~~240~~ ''16''|~~241~~ ''17''|~~242~~ ''18''^^3^^|~~243~~ ''19''|~~244~~ ''20''|~~245~~ ''21''|
|~~246~~ ''22''|~~247~~ ''23''|~~248~~ ''24''|~~249~~ ''25''^^4^^|~~250~~ ''26''|~~251~~ ''27''|~~252~~ ''28'' - ~Mid-Winter's Eve|
|>|>|>|>|>|>|!Decitina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~253~~ ''1''|~~254~~ ''2''|~~255~~ ''3''|~~256~~ ''4''^^1^^|~~257~~ ''5''|~~258~~ ''6''|~~259~~ ''7''|
|~~260~~ ''8''|~~261~~ ''9''|~~262~~ ''10''|~~263~~ ''11''^^2^^|~~264~~ ''12''|~~265~~ ''13''^^D^^|~~266~~ ''14''|
|~~267~~ ''15''|~~268~~ ''16''|~~269~~ ''17''|~~270~~ ''18''^^3^^|~~271~~ ''19''|~~272~~ ''20''|~~273~~ ''21''|
|~~274~~ ''22'' - Solar Spring begins|~~275~~ ''23''|~~276~~ ''24'' - The Sacrifice|~~277~~ ''25''^^4^^|~~278~~ ''26''|~~279~~ ''27''|~~280~~ ''28''|
|>|>|>|>|>|>|!Undecitina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~281~~ ''1''|~~282~~ ''2''|~~283~~ ''3''|~~284~~ ''4''^^1^^|~~285~~ ''5''|~~286~~ ''6''|~~287~~ ''7''|
|~~288~~ ''8''|~~289~~ ''9''|~~290~~ ''10''|~~291~~ ''11''^^2^^|~~292~~ ''12''|~~293~~ ''13''^^D^^|~~294~~ ''14''|
|~~295~~ ''15''|~~296~~ ''16''|~~297~~ ''17''|~~298~~ ''18''^^3^^|~~299~~ ''19''|~~300~~ ''20'' - Philanthropy Day|~~301~~ ''21''|
|~~302~~ ''22'' - Twin's Day|~~303~~ ''23''|~~304~~ ''24''|~~305~~ ''25''^^4^^|~~306~~ ''26''|~~307~~ ''27''|~~308~~ ''28''|
|>|>|>|>|>|>|!Dodecitina|h
|!Tetratin|!Lunartin|!Billikentin|!Phasetin|!Armeetin|!Borgosetin|!Lehnbortin|h
|~~309~~ ''1''|~~310~~ ''2''|~~311~~ ''3''|~~312~~ ''4''^^1^^|~~313~~ ''5''|~~314~~ ''6''|~~315~~ ''7''|
|~~316~~ ''8'' - Solar Summer begins|~~317~~ ''9''|~~318~~ ''10''|~~319~~ ''11''^^2^^|~~320~~ ''12''|~~321~~ ''13''^^D^^|~~322~~ ''14''|
|~~323~~ ''15''|~~324~~ ''16''|~~325~~ ''17''|~~326~~ ''18''^^3^^|~~327~~ ''19''|~~328~~ ''20''|~~329~~ ''21''|
|~~330~~ ''22''|~~331~~ ''23''|~~332~~ ''24''|~~333~~ ''25''^^4^^|~~334~~ ''26''|~~335~~ ''27''|~~336~~ ''28'' - ~Mid-Summer's Eve|
^^1^^ Scattered Phase (only any two moons form a line)
^^2^^ Biased Phase (five moons form two crossed lines with one moon as a center point)
^^3^^ Full Phase (five moons form one straight line, triggers lycanthropic involuntary shape-shifting)
^^4^^ Measured Phase (like Biased Phase except moon that is the common point is one end, forming an angle which is measured by astrologists and prophets to make predictions and prophecies)
^^D^^ During the First Cycle of Man, this day was always dark.
A group of adventures featuring a particular group of adventurers. This usually follows the careers of these featured adventurers.
When Tetrasol returned to the sky, The Adventuring Company was honored in ceremony and feast. The Grotesque rewarded them 82,500 gold ribs to fund their operations as they saw fit.
During the course of the celebration, Zodyu made clear that the appearance of his Towers was much of its function. It will keep the less stalwart people away from the area, so as to protect them from the foul creatures of the canyon that once had access to the plains. The Towers were erected over the passage these creatures used to stem the flow of evil from the canyon.
Zodyu also eluded that the company has been a beneficial entity since their arrival just days before in the function of this castle. He invited the members of the company to stay as guests for a month. During the month, they spent their time relaxing, studying and training, so they might survive a journey to The River of Mann in hopes of discovering some more of the strange metal that they had found minted as coins in //The Leprechaun Bus//. While Sir Derringer was having his armor repaired after careening down the stairs in the north tower, he brought out of his belt pouch one of these unusual coins. Endor Ironbendor, the smith repairing Quaid's armor recognized it as the legendary metal from which Armee's holy sword was forged, [[velarnium|Velarnium]]. He estimated that the one velarnium coin Sir Derringer held in his palm was worth 750 gold ribs.
This knowledge was enough for the company to decide that the risk of entering the canyon was worth the possiblity of attaining a greater fortune that any common miner in the legendary, ancient Niggly Mines could imagine.
The company took leave of the Towers on foot to enter the abyss known as Armee's Canyon. Legend has it that in the second age of this cycle, Armee defined his patience with the chaotic Messer by scoring the earth with his holy sword as a symbol that crossing this line meant Messer had gone too far. Of course, Messer eventually when too far and the massive brawl that insued formed the present geography of [[The Mirror]].
Early in the descent into the canyon, the company encountered fourteen half-ogres. They were easily dispatched due to the company's numbers and their newly honed skills. As the company moved on, they were surprised by four trolls and threatned by ten ogres, but they endured these assaults and pressed on. They had descended nearly half way down the walls of the canyon when they were set upon by a platoon of orcs. With masterful use of spells by the elf and the necromancer, they routed the lot.
The company then entered the cave the orcs had rushed from and found four orcs of considerably greater size and prowess than those just vanquished. Again, the numbers of the company where too great for the monsters to stay as were felled by sword, axe and spear. The more estute members of the company examined the walls for evidence of egress; the dwarf discovered a crack in the cave wall which the cavalier easily widened to reveal a pile of copper and silver peppered with gems. Six potions bottles were also sprinkled among the coins.
As the company exited the cave, a great wave of psionic energy assaulted the group //feebleminding// the human ranger, Aldika, and beckoning the //intellect fortresses// and //towers of iron will// of the psychically awakened members of the company to be erected. Along a higher ledge within 120 feet of the cave mouth stood five silver-skinned, violet plated male humanoids and six black-skinned, silver-haired female humanoids glaring down upon the company. These were [[Bose-Halb-Zwerg]]en.
The psionic-endowed members shared protections and provided a mental counter-attack of devastating force, which enfeebled one of the offenders. Within a few seconds, the rest of the humanoids where forced into comas, while the newest member of the company, Alton, was left an automaton only capable of following the direction of one of his comrades mental commands.
The company climbed to the ledge on which their curious opponents lay. A few members of the group believed them to be dark elves. Upon examination, however, they were much to large and far more human than elvish. ~Kana-Ter wasted no time eliminating the five armored males, but as they died, their bodies turned to dust and their armor, weapons and equipment vanished from sight. The company decided to pack out two of the females and the weapons and equipment of the other four comatose beings.
Since there were now a number of casualties, the company thought it best to head back up to the plains. As they started their ascent, four couatl, attracted by the psychic battle, drifted into sight. Each mind-magicked individual capable of receiving these feathered, winged snakes' messages understood that they were her in peace and offering the company safe passage out of the canyon. After a brief conversation, which eventually became audible to all in the party, the couatl flew cover for the adventurers on their climb to the level of the plains.
While they climbed, the weapons and equipment taken from the four females left behind vanished. The conjecture was that they had been found and destroyed. Besides this and a couple of encounters the couatl checked, they emerged from the canyon safe and sound.
They returned to the Towers to retrieve their mounts and inquire about the beings they had captured in the canyon. Gresham the Golden, Lord High Wizard of Seigneaurie Grotesque, examined them and advised the company to destroy them before they returned to consciousness. The company complied, witnessing the phenomenon of the decomposition of the bodies and the vanishing of their belongings. The weary troup then cantered back to [[Walton|The City-State of Walton]] with a short layover in [[Rebelton]] to ease their soreness and raise their spirits.
Upon returning to Walton, Aldika was tended to; his faculties and wit returned to normal. Alton remained afflicted with his psionic wound and recovered in time.
This castle was the first structure of the second settlement built by humans on the [[Mount of Walls]], which eventually grew into [[The City-State of Walton]].
Erasmus Dal, an adventurer and noble of the burgeoning republic of [[Legion Hedge]] financed and facilitated its construction as a safe haven for these settlers as the walls of the original [[Old City]] were being built.
The castle remained the property of the Dal Family until the destruction of [[Walton|The City-State of Walton]] 122 years into the current cycle.
This castle was the capitol of [[Feris Antandom]] prior to the [[3rd Wizards' Cataclysm|Creation of "The Plains of the Death Master"]].
A regional stronghold of southern [[Legion Hedge]] and [[The Almebezbikian Empire]].
This is one of three ancient aboveground dwarven strongholds outside the borders of [[The Rearing Realm]]. It is surrounded by [[The Elfin Wastes]] and has housed the citizens of [[River's Birth]] since [[The Second Elvish War]].
This castle is one of three ancient aboveground dwarven strongholds outside the borders of [[The Rearing Realm]]. It has changed hands many times throughout the last cycle. It is currently an active monastery under protection of [[The Almebezbikian Empire]], but otherwise independent.
Its most unique feature is that it can rotates on its base to face any direction desired.
[img[Castle of the Canyon Guardian|./CastleoftheCanyonGuardian.png]]
The Castle of the Canyon Guardian houses one of the most complete libraries on the continent. Each of the castles four towers hold three libraries known as Stacks. Each Stack covers an aspect of each specific Knowledge skill. The locations are as follows assuming the entrance to the castle is facing north (which actually rarely happens).
!Zuodeyjamystos (NW) Tower
*Lower Level - General Knowledge
*Middle Level - Local
*Upper Level - Nobility & Royalty
!Zuodeyjaclades (NE) Tower
*Lower Level - Arcana
*Middle Level - The Planes
*Upper Level - History
!Zuooririmystos (SW) Tower
*Lower Level - Dungeoneering
*Middle Level - Architecture & Engineering
*Upper Level - Geography
!Zuooririclades (SE) Tower
*Lower Level - Psionics
*Middle Level - Religion
*Upper Level - Nature
![[Castle Dal]]
The castle of one of the founders of [[The City-State of Walton]].
![[Castle Illsol]]
Former capitol of [[Feris Antandom]].
![[Castle of the Canyon Guardian]]
An ancient dwarven structure that marked the border of Legion Hedge and Seigneaurie Grotesque.
![[Castle Ramforst]]
An ancient dwarven structure now in the Elfin Waste guarding River's Birth
![[Castle Outerland]]/[[Tesalurk Castle]]
First build during the reign of Ran, has been a southern stronghold for many realms since.
![[Eternal Fires]]
A paladin stronghold within [[Tanglewood]] charged with guarding an Abyssal nexus.
![[Grotesque's Towers]]/[[Githyanki Fortress]]
The royal castle of [[Zodyu the Grotesque]] during the last cycle. Originally built by githyanki as a Prime Material stronghold. The githyanki began rebuilding it after it was destroyed by [[The Inundation of Armee's Canyon]].
![[Miserable]]
The tower where dwells [[The Mage of Miserable|The Mage]]
![[Schloss Tanglewood Zuooririmystos]]
The imperial castle in [[Troll's Bridge]].
![[Star Point Castle]]/[[Schloss Sternzweck]]
The imperial castle of [[The Almebezbikian Empire]]
![[The Floating Tower]]
Last standing build of [[The City-State of Walton]] and dwelling of the lich of [[Isildul]]
![[The Organ]]
The royal castle of [[Waldsee]]
![[Zelmbring]]
The temple-fortress of [[Visaria the Beneficent]] near [[Redemption]].
[img[Cataclysm Bay|./cataclysm_bay.PNG]]
This was the last sovereign king of [[Legion Hedge]]. He was a paladin that fell while opposing [[Zodyu the Grotesque]] before and during [[The Seven-Years War]] at the end of the First Cycle of Man. He was slain by Zodyu on the steps of the palace within [[Star Point Castle]] just moments before the [[Fifth Wizards' Cataclysm|The Inundation of Armee's Canyon]] commenced.
A great green wyrm that dwells in [[Tanglewood]].
''Hit Die'': d6.
!Requirements
To qualify to become a chessmaster, a character must fulfill all of the following criteria.
''Skills:'' Bluff 9 ranks, Diplomacy 9 ranks, Gather Information 9 ranks, Sense Motive 9 ranks.
''Feats:'' Leadership.
!Class Skills
The chessmaster's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis).
''Skill Points at Each Level:'' 6 + Int modifier.
|''Table: Chessmaster''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spells|
|1^^st^^| +0 | +0 | +2 | +2 |Backstab +1d6, Social graces +1||
|2^^nd^^| +1 | +0 | +3 | +3 ||+1 level of existing class|
|3^^rd^^| +2 | +1 | +3 | +3 |Backstab +2d6, Reputation +1||
|4^^th^^| +3 | +1 | +4 | +4 |Social graces +2||
|5^^th^^| +3 | +1 | +4 | +4 |Backstab +3d6|+1 level of existing class|
|6^^th^^| +4 | +2 | +5 | +5 |Reputation +2||
|7^^th^^| +5 | +2 | +5 | +5 |Backstab +4d6, Social graces +3||
|8^^th^^| +6 | +2 | +6 | +6 ||+1 level of existing class|
|9^^th^^| +6 | +3 | +6 | +6 |Backstab +5d6, Reputation +3||
|10^^th^^| +7 | +3 | +7 | +7 |Social graces +4||
!Class Features
All of the following are class features of the chessmaster prestige class.
''Weapon and Armor Proficiency:'' Chessmasters gain no proficiency with any weapon or armor.
''Backstab:'' This ability, gained at 1^^st^^-level, is like the rogue ability sneak attack. The extra damage increases by +1d6 every other level beyond 1^^st^^. If a chessmaster gets a sneak attack type bonus from another source the bonuses on damage stack.
''Reputation:'' At 3^^rd^^-level and every 3 levels after, a chessmaster gets a +1 bonus to their Leadership score.
''Social Graces:'' A chessmaster receives a +1 bonus to Bluff, Diplomacy, Gather Information and Sense Motive skill checks beginning at 1^^st^^-level. This bonus increases by +1 every three levels beyond 1^^st^^.
''Spells per Day/Spells Known:'' At 2^^nd^^ level and every 3 levels after, when a new chessmaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of chessmaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
!Epic Chessmaster
All progressions continue in the same pattern as the non-epic levels. In addition, a bonus feat is gained every 6 levels beyond 10^^th^^.
//''Epic Chessmaster Bonus Feat List:''// Epic Leadership, Epic Reflex, Epic Reputation, Epic Skill Focus, Epic Will, Extended Life Span, Great Charisma, Improved Sneak Attack, Improved Spell Capacity, Sneak Attack of Opportunity
|!Level|!Special|h
| 11^^th^^ |Backstab +6d6 |
| 12^^th^^ |Reputation +4 |
| 13^^th^^ |Backstab +7d6, Social graces +5 |
| 14^^th^^ | |
| 15^^th^^ |Backstab +8d6, Reputation +5 |
| 16^^th^^ |Bonus feat, Social graces +6 |
| 17^^th^^ |Backstab +9d6 |
| 18^^th^^ |Reputation +6 |
| 19^^th^^ |Backstab +10d6, Social graces +7 |
| 20^^th^^ | |
''Price (Item Level):'' 500 gp (3rd)
''Body Slot:'' — (weapon crystal)
''Caster Level:'' 5th
''Aura:'' Faint; (DC 17) transmutation
''Activation:'' —
''Weight:'' —
//This small crystal is affixed to a clasp of dull-finished [[steelisin|Steelisin]].//
A clasp of mighty pulls offers a great boon to any who uses bows. When this augment crystal is attached to your bow, you can gain your full Strength bonus to damage using this bow.
//Prerequisites:// Craft Magic Arms and Armor, //bull's strength//.
//Cost to Create:// 250 gp, 20 XP, 1 day.
''Price (Item Level):'' 9,775 gp (11^^th^^)
''Body Slot:'' — (held)
''Caster Level:'' 5^^th^^
''Aura:'' Faint; (DC 17) transmutation
''Activiation:'' Free (command)
''Weight:'' 6 lb.
//This massive bow is made entirely razor sharp [[steelisin|Steelisin]], yet it clearly functions as a potent ranged weapon.//
This item functions as a swordbow, except that its two forms are a //+1 steelisin composite longbow// (+4 Str bonus) and a //+1 steelisin keen bastard sword//. The hilt also includes three special weapon crystals that can modify the steelisin blade for 10 rounds per day each to emulate cold iron, alchemical silver or adamantine.
''Lore:'' This was known in ancient times as a Cleaverbow created by the pre-[[Genesian|Genesee]] war wizards who ruled the western reaches of [[Almebezbik]] over 20 millennia ago (Knowledge [history] DC 30).
//Prerequisites:// Craft Magic Arms and Armor, //shrink item//, Craft (Alchemy) 8 ranks, Genesian war wizard.
//Cost to Create:// 4,500 gp (plus 775 gp for masterwork composite longbow), 360 XP, 9 days.
This is the east coast of [[Almebezbik]] claimed by [[Spuorg Atad]] that sunk below the waves of [[Pelagic Planetary]] during the [[1st Wizards' Cataclysm|Dual on the East Wall]].
|!Coin (?p)|!Nation (1 ?p = 1 ?p in Area)|>|>|>|!Ratio GP to ?P*|h
|Lead Piece (lp)|[[Feris Antandom]] (antiquated)| 1 gp| / | 500| lp|
|Tin Piece (tp)|[[Feris Antandom]] (antiquated)| 1 gp| / | 250| tp|
|Iron Piece (ip)|[[Dremscathe]] & [[Treyscathe]] (1 ip = 1 sp in [[Lascathe]] speaking territories)| 1 gp| / | 200| ip|
|Pewter [Wizard] Piece (wp)|[[Genesee]] (1 wp = 1 gp in [[Foortmaar]])| 1 gp| / | 150| wp|
|Copper Piece (cp)|Universal| 1 gp| / | 100| cp|
|Silver Piece (sp)|Universal| 1 gp| / | 10| sp|
|Bronze Piece (bp)|[[Saje]] (1 bp = 1 gp in Saje)| 1 gp| / | 4| bp|
|Brass [Dragon] Piece (dp)|[[The Dragon's Tail]] (1 dp = 1 gp in Dragon’s Tail territories)| 1 gp| / | 3| dp|
|Electrum Piece (ep)|Universal| 1 gp| / | 2| ep|
|Gold Piece (gp)|Universal| 1 gp| / | 1| gp|
|Steelisin [Razzel] Piece (rp)|[[Steelisinia]]| 2 gp| / | 1| rp|
|Platinum Piece (pp)|Universal| 10 gp| / | 1| pp|
|Iron [Feris] Piece (fp)|[[Feris Antandom]]| 20 gp| / | 1| fp|
|Mithral Piece (mp)|Universal †| 100 gp| / | 1| mp|
|Adamantine Piece (ap)|Universal †| 200 gp| / | 1| ap|
|Velarnium Piece (vp)|Universal †| 1000 gp| / | 1| vp|
|>|>|>|>|* - Exchange rates within [[The Almebezbikian Empire]]|
|>|>|>|>|† - Most nations have at some time or another made it illegal to coin these metals though some do exist.|
''Each nation has its own standard as noted below:''
|[[The Almebezbikian Empire]]| gold standard| (gp)|
|[[Berekiefe]]| silver standard| (sp)|
|[[The Dragon's Tail]] region| Dragon standard| (dp)|
|[[Dremscathe]] & [[Treyscathe]]| iron standard| (ip)|
|[[Feris Antandom]]| Feris standard| (fp)|
|[[Genesee]]| Wizard standard| (wp)|
|[[Grayholm]] (Elven Kingdom)| gold standard| (gp)|
|[[Saje]]| bronze standard| (bp)|
|[[Steelisinia]]| Razzel standard| (rp)|
|[[The Rearing Realm]] (Dwarven Kingdom)| mithral standard| (mp)|
|[[Waldsee]]| electrum standard| (ep)|
|[[The City-State of Walton]]| gold standard| (gp)|
''Each nation has unique names for their minted coins:''
[[The Almebezbikian Empire]] and [[The City-State of Walton]]: Sovereigns (pp), Monarchs (gp), Nobles (ep), Sterlings (sp) and Pennies (cp)
[[Berekiefe]]: Guineas (pp), Dollars (gp), Dimes (sp) and Cents (cp)
[[The Dragon's Tail]]: Ios (pp), Bahamuts (gp), Dragons (dp), Eyes (ep), Teeth (sp) and Claws (cp)
[[Dremscathe]] & [[Treyscathe]]: Tribes (gp), Clans (sp) and Ancestors (ip)
[[Feris Antandom]]: Wheels (fp), Galleons (pp), Frigates (gp), Corvettes (sp), Skiffs (cp), Whistles (tp) and Plugs (lp).
[[Genesee]]: Archmages (pp), Mages (gp), Wizards (wp), Sorcerers (sp) and Adepts (cp)
[[Grayholm]]: Trees (pp), Branches (gp), Leaves (sp) and Roots (cp)
[[Legion Hedge]] (no longer minted, but still in circulation): Guineas (pp), Crowns (gp), Shillings (sp) and Pence (cp)
[[Saje]]: Sphinxes (pp), Legals (gp), Daggers (bp), Dealers (sp) and Drops (cp)
[[Seigneaurie Grotesque]] (no longer minted): Skulls (pp), Ribs (gp), Phalanxes (sp) and Bones (cp)
[[Steelisinia]]: True Silvers (pp), Razzels (rp), Crowns (gp), Silvers (sp) and Coppers (cp)
[[The Rearing Realm]]: True Silvers (mp), Souls (pp), Forges (gp), Hammers (sp) and Pins (cp)
[[Waldsee]]: Hierophants (pp), Druids (gp), Meziltarnis (ep), Sickles (sp) and Bowls (cp)
A bards' college, university, library and temple to [[Lukinvor the Bard]] situated on an island in the [[Outerland Sea|The Outerland Desert/Sea]].
| ''Size/Type:''|Huge animal|
| ''Hit Dice:''|5d8+25 (47 hp)|
| ''Initiative:''|+0|
| ''Speed:''|50 ft. (10 squares)|
| ''Armor Class:''|15 (-2 size, +7 natural), touch 8, flat-footed 15|
| ''Base Attack/Grapple:''|+3/+19|
| ''Attack:''|2 hooves +9/+9 melee (1d8+8) and bite +4 melee (1d6+4)|
| ''Space/Reach:''|15 ft./10 ft.|
| ''Special Qualities:''|low-light vision, scent|
| ''Saves:''|Fort +9, Ref +5, Will +2|
| ''Abilities:''|Str 26, Dex 11, Con 21, Int 2, Wis 13, Cha 6|
| ''Skills:''|Listen +5, Spot +5|
| ''Feats:''|Endurance, Run|
| ''Environment:''|Any land|
| ''Organization:''|Domesticated|
| ''Challenge Rating:''|4|
These animals are special heavy warhorses bred for size. A colossus warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check (DC 10).
!Carrying Capacity
A light load for a colossus warhorse is up to 1,836 pounds; a medium load, 1,837-3,678 pounds; and a heavy load, 3,679-5,520 pounds. A colossus warhorse can drag 27,600 pounds.
|!Company Name|!Activity Dates|h
|[[The Traveler]]| Methyltina 40^^1^^ - current |
|[[The Pegasus Riders]]| Prior to cataclysmic events throughout the 1^^st^^ Cycle of Man |
|[[The Prime of the Iron Land]]| Sometime in the 6^^th^^ Age of the 1^^st^^ Cycle of Man |
|[[To the Mountains]]| Methyltina 30^^9^^ - Dodecitina 46^^9^^ |
|[[The Adventuring Company]]| Methyltina 37^^9^^ - Dodecitina 37^^9^^ |
|[[Isildul's Arcaners]]| Methyltina 40PC - Heptatina 42PC |
|[[True Adventurers]]| Methyltina 129PC - Pentatina 129PC |
|[[The Foundling]]| Methyltina 129PC - current |
|[[Troll's Bridge|Troll's Bridge Campaign]]| Dodecitina 129PC - current |
|[[Prophet's Return]]| Nonotina 331PC - Undecitina 331PC |
|[[Roguish Ambitions]]| Methyltina 333PC - current |
|[[Reversing a Cataclysm]]| Ethyltina 333PC - current |
|[[The Heroes of Redemption]]| Dodecitina 999PC - current |
!Cardinal Directions
|Zuo''d''eyja|"Towards Death"|For millennia [[Feris Antandom]] was a realm of undead|
|Zuo''o''riri|"Towards the Orient"|The Orient is in this direction|
|Zuo''c''lades|"Towards Cataclysm"|The most catastrophic [[cataclysm|Dual on the East Wall]] happened in this direction|
|Zuo''m''ystos|"Towards Mystery"|[[The Hinterlands]] and [[The Scathed Lands]] are not widely explored|
!!Primary Intercardinal Directions
* Zuodeyjamystos
* Zuodeyjaclades
* Zuooririmystos
* Zuooririclades
[img[./cmprose.png]]
''[Metamagic]''
You have greater control over burst and spread spells.
!Benefit
When casting burst- and spread-based area-of-effect spells, you can reduce the affected area in increments of 5 ft. You have total control over the radius, but not the direction. A controlled burst spell takes up a spell slot one level higher than normal.
!Example
Using this feat, you can cast a small fireball into a square next to you without having it impact you or your comrades.
!Created By
Bradley H. Bemis Jr.
/***
|Name|CopyTiddlerPlugin|
|Source|http://www.TiddlyTools.com/#CopyTiddlerPlugin|
|Version|2.1.1|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description|Quickly create a copy of any existing tiddler|
!!!!!Usage
<<<
Edit an existing tiddler. Select the "copy" toolbar item. A new tiddler editor is opened with a title of "Copy of TiddlerName", and text/tags equal to the current values that are displayed in the existing tiddler editor (including any unsaved changes you may have made).
<<<
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''CopyTiddlerPlugin'' (tagged with <<tag systemConfig>>)
* When using the default (shadow) EditTemplate, the plugin automatically updates the template to include the ''copyTiddler'' toolbar command.
* If you have created a custom EditTemplate tiddler, you will need to manually add the ''copyTiddler'' toolbar command to your existing template toolbar definition.
* If you add ''copyTiddler'' to the ViewTemplate toolbar definition, the ''copy'' toolbar command will also appear when viewing a tiddler.
{{{
<!-- add 'copyTiddler' command to existing toolbar definition -->
<div class='toolbar' macro='toolbar ... copyTiddler ... '>
}}}
<<<
!!!!!Revisions
<<<
''2007.04.01 [2.1.1]'' in copyTiddler.handler(), fix check for editor fields by ensuring that found field actually has edit=="text" attribute
''2007.02.05 [2.1.0]'' in copyTiddler.handler(), if editor fields (textfield and/or tagsfield) can't be found (i.e., tiddler is in VIEW mode, not EDIT mode), then get text/tags values from stored tiddler instead of active editor fields. Allows use of COPY toolbar directly from VIEW mode (based on a request from LaurentCharles)
''2006.12.12 [2.0.0]'' completely rewritten so plugin just creates a new tiddler EDITOR with a copy of the current tiddler EDITOR contents, instead of creating the new tiddler in the STORE by copying the current tiddler values from the STORE.
''2005.xx.xx [1.0.0]'' original version by Tim Morgan
<<<
!!!!!Credits
>This feature was originally developed by Tim Morgan. Current version developed by EricShulman from [[ELS Design Studios|http://www.elsdesign.com]]
!!!!!Code
***/
//{{{
config.commands.copyTiddler = {
text: 'copy',
hideReadOnly: true,
tooltip: 'Make a copy of this tiddler',
prefix: "Copy of ",
handler: function(event,src,title) {
var text=""; var tags="";
var tid=store.getTiddler(title);
if (tid) { var text=tid.text; var tags=tid.getTags(); }
var textfield=story.getTiddlerField(title,"text");
if (textfield&&textfield.getAttribute("edit")=="text") var text=textfield.value; // edit mode, use field value
var tagsfield=story.getTiddlerField(title,"tags");
if (tagsfield&&tagsfield.getAttribute("edit")=="tags") var tags=tagsfield.value; // edit mode, use field value
var newTitle = this.prefix + title;
story.displayTiddler(null,newTitle,DEFAULT_EDIT_TEMPLATE);
story.getTiddlerField(newTitle,"text").value=text;
story.getTiddlerField(newTitle,"tags").value=tags;
story.focusTiddler(newTitle,"title");
return false;
}
};
// automatically tweak shadow EditTemplate to add "copyTiddler" toolbar command (following "cancelTiddler")
config.shadowTiddlers.EditTemplate=config.shadowTiddlers.EditTemplate.replace(/cancelTiddler/,"cancelTiddler copyTiddler");
// backward-compatibility to support TW versions <2.1.0
if (Story.prototype.getTiddlerField==undefined) {
Story.prototype.getTiddlerField = function(title,field) {
var tiddlerElem = document.getElementById(this.idPrefix + title);
var e = null;
if(tiddlerElem != null) {
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The Council of Houses is the long standing government of [[Troll's Bridge]], founded by the survivors of the [[cataclysm|The False Mountain]] that destroyed [[The City-State of Walton]] late in the year 122 PC.
!Origins
The original town council of Troll's Bridge was composed of adventurers and prominent survivors from Walton. The adventurers included the [[Walton hand-and-a-halfer|Walton Hand-and-a-Halfer]], Aleric Gorkan; the great-great-grandson of [[Ran MCXI]] and wizard, Benzibin Random; the sorceress, Elán; and the cleric of Zodyu, Moritalus Lesh. Prominent survivors included Guild Master Alagard Roston and Master Smith Charlie Anvil. Also included among the council members was the elderly herbalist who aided in the care of the survivors named Ingrid Illman.
The surviving noble of Walton, [[Horatio Donamal]], who founded Troll's Bridge, recognized these heroes for their service to the survivors by taking their counsel throughout the early years of the town's existence.
During the year 129 PC, Aleric Gorkan was replaced on the town council by the paladin, Elgin Tarcik, when the paladin challenged the cruel swordsman for his seat in the tradition of the mayors of Walton, combat to the death. For a tumultuous few months, Elgin was absent having actually fallen from grace as a paladin. The future Queen of the Elven Monarchy and Elgin's cousin by adoption, [[Senafar Illamaesa]], assisted him in his redemption and return to Troll's Bridge. Aleric was subsequently raised from the dead by Moritalus Lesh, but honored Elgin's victory.
!Ascent
On Dodecitina 18, 129 PC, the seventh anniversary of the fall of Walton, Elgin Tarcik triumphantly returned to Troll's Bridge to take up his seat on the town council. Baron Horatio Donamal was holding his open forum for the town in [[Schloss Tanglewood Zuooririmystos]].
Once Elgin was welcomed to his seat before the citizens, a turbulent session before the mayor began with the exposure of a troll again living below the bridge in the center of Troll's Bridge. This caused an unfavorable reaction amongst the gathered townsfolk, but the mayor masterfully discredited the account until an elven visitor approached. The elf revealed herself to be Senafar Illamaesa, who had become formidable during her journeys in the redemption of Elgin Tarcik and was responsible for the return of trolls under the bridge. She exposed Horatio's illegal seizure of her ship, //Ironhaul//, which he had once owned and used for piracy along [[The Almebezbik River]].
The proof of the baron's malfeasance was incontrovertible and the town council immediately removed Horatio Donamal as mayor of Troll's Bridge and assumed control of the town.
!Formation
Over the course of the next five weeks there was a maelstrom of political activity to insure the government of Troll's Bridge was in place and stable before the onset of winter. The empire granted noble titles to several of the original council members and the composition of the council changed on a daily basis. The concept of Houses was established and these Houses were announced at the festival celebrating the founding of Troll's Bridge on Methyltina 26, 130 PC. The Houses where announced as such and would not again change for over a century:
* Artural (Magnus)
** Ambassadorial House from [[Marshe's Edge]].
** Insisted upon by [[The Almebezbikian Empire]].
* Donamal (Horatio)
** As Baron Tanglewood Zuooririmystos.
** Pardoned by The Almebezbikian Empire due to his previous service to Troll's Bridge.
* Elán (Methyl)
** Insured by her magical manipulation of the original council.
** Expected by citizenry, but not welcome.
* Gorkan (Aleric)
** Lobbied for by Elgin Tarcik.
** Granted because of original affiliation with the town council.
* Illman (Ingrid)
** Ingrid succumb to old age shortly after. Her half-elven nephew, Aris, arrived in Troll's Bridge to assume control of the House.
** Backed and fortified by the elven Illamaesa family of [[Nieanil]].
* Lesh (Moritalus)
** Also the Grotesque of the church of Zodyu.
** Gained by popular consensus among citizens of Troll's Bridge.
* Quaid (Derringer VII)
** Other noble family surviving fall of Walton.
** Brought experience to bear to insure council's formation.
* Random (Benzibin)
** Emperor [[Ran MCXI]]'s direct link to Troll's Bridge.
** Supplied imperial military forces to protection of Troll's Bridge, inside and outside.
* Tarcik (Elgin)
** Insisted upon by Empress [[Visaria|Visaria the Beneficent]].
** Gained by popular consensus among citizens of Troll's Bridge.
!Variation
* 250 PC - House Lesh resigns from the Council of Houses.
** Imperial law changes, banning religious noble houses from governing councils.
** Prompted by incidents involving undead within Troll's Bridge brought about by members of House Lesh.
* 251 PC - Houses Gorkan and Tarcik combine into House Tarcigorkan
** Contracts the Council of Houses to facilitate tie-breaking votes after the departure of House Lesh a year earlier.
** Houses decimated by the machinations of House Lesh and House Elán.
** Strengthening alliance to oppose remaining House Elán.
* 487 PC - The noble family Morisle nominally admitted to the Council of Houses.
** Long overdue.
** Vote eliminated in case of ties.
* 602 PC - House Beauregard admitted to Council of Houses.
** House Morisle fully instated.
** Beauregards awarded nobility for leading forces against vethObulus Kobold assault on timber resources northeast of Troll's Bridge.
* 827 PC - House Chicdell admitted to the Council of Houses.
** Powerful guild master relinquishes title to become a noble house.
** Tie elimination never necessary before another House is admitted.
* 869 PC - House Groves admitted to the Council of Houses.
** Major supplier of food for Troll's Bridge.
** Pushed by House Chicdell.
!Usurpation
Ever since Angelo Chicdell began the rise of his clan in the 4th-century PC, there has been a goal to become the supreme rulers of Troll's Bridge. After first becoming rich and powerful merchants, then leading the [[Imperial Merchants' Guild]] and finally accepting nobility, House Chicdell immediately became a force in governing Troll's Bridge. Over the course of seven generations and the meticulous political skills of their latest patriarch, Hardun, Angelo's wish has come to pass. On Undecitina 24, 999 PC, Hardun masterfully maneuvered his way into becoming Troll's Bridge's first mayor since Horatio Donamal.
!Dissolution
Having competed his coup over the other Houses and taking an iron grip on the operations of Troll's Bridge, Hardun Chicdell dissolved the Council of Houses. In fitting irony, he signed the order on Dodecitina 18, 999 PC, the 877^^th^^ anniversary of the fall of Walton.
!Resistance
Even before Hardun maneuvered into the position of mayor, several houses began trying to oppose Hardun's plots. They have, to this point, been utterly ineffective. The opposition Houses (Artural, Beauregard, Illman, Morisle and Random) have found some measure of hope in the return of power to the Council of Houses. Through the grandson of Hardun Chicdell, Oliveryn ~Chicdell-Witson, who has been operating out of [[Redemption]] using his inherited skills and the counsel of several other adventurers, a plot the overthrow of Hardun and return the Council of Houses to power has been put in motion.
Crater gnomes (or degenerated svirfneblin) are a group of svirfneblin that have been living below the [[Mount of Walls]] and have been deteriorating for generations due to the effects of the abuse of magic, their bombardment by psionic energies and several Wizards' Cataclysms. Serious losses occurred during the cataclysm that ended the last cycle and recently with the fall of [[Walton|The City-State of Walton]], their tunnels and warrens have been exposed to the surface world.
* -2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma
* Small: As a Small creature, a crater gnomes gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
* Crater gnome base land speed is 20 feet.
* Darkvision: Crater gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and crater gnomes can function just fine with no light at all. (reduced from 120 ft.)
* Light Sensitivity: Crater gnomes are dazzled in bright sunlight or within the radius of a daylight spell.
* Stonecunning: This ability grants a crater gnome a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A crater gnome who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a crater gnome can use the Search skill to find stonework traps as a rogue can. A crater gnome can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* +1 racial bonus on saving throws (reduced from +2)
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by crater gnomes. This adjustment stacks with those from similar effects.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against creatures of the giant type (as standard gnome).
* Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran.
* ~Spell-Like Abilities: 1/day—dancing lights, daze, flare. Caster level 1st; save DC 10 + crater gnome’s Cha modifier.
* +2 racial bonus on Hide and Listen checks.
* Favored Class: Barbarian
''Proposed by'' Tom Mueller
Just over 3 millennia had passed since the drow unleashed their magical plague upon the world. The empire of [[Feris Antandom]] rose to power throughout the eon. They began by driving the drow deeper into the [[Underdark]] than they had ever explored. Natural selection was the order of the day. The strong became stronger and the weak parished.
Fortunately for the rest of the continent, geographical features restrained [[Feris Antandom]]. To the east were [[The Dream's Gate Mountains]] protecting [[The Sajenese Plateau]]. To the west, [[The Scathed Marshes]] and [[The Bluffs of Malabrosse]] blocked their expansion. To the north, the impassable and dangerous [[Pelagic Planetary]] was there to explore, but never to settle. Finally, to the south and the richest part of the continent, the six-mile wide, nine mile deep [[Armee’s Canyon|Armee's Canyon/Canal]] made it impossible for armies of occupation and settlers alike from colonizing.
This nation’s people were arguably the most powerful, nearly perfect race of humans ever. They had the most developed infrastructure. And they had the most powerful and hideous magic…Necromancy. Every citizen was physically flawless due to the body controlling and manipulating forces it offered. Death from injury and disease was unknown. Death because of old age was becoming less common. The Emperor [[Ictu Deneb de Illsol]] had remained on his throne for a millennium so far and showed no sign of weakening.
[[Wraith’s Wright]] was his unparalleled capital city and [[Castle Illsol]] his seat of government. His subjects referred to him as “The Death Master,” for he exercised unfailing control of life, death and undeath. His court wizard was [[Udash Nul]], the most powerful arch-mage to emerge from the [[Mage of Miserable|The Mage]]’s latest prodigies. He had the misfortune of dying when attempting to increase his life span magically. He had prepared for lichdom centuries before, but believed he would not need to resort to it. In the process of attempting to return the wizard-lich back to extended life, Ictu made a disastrous error. He succeeded. The forces of the undead had been robbed of their most powerful representative and they were not pleased. They attacked [[Udash Nul]] and restored him to lichdom. For his reward, Ictu would rule over an empire of undead until the end of time.
Bilious black clouds rolled forth from [[Castle Illsol]] and in a matter of days, blanketed the empire in black, jagged rocky ground. The perfect citizenry was reduced to undead ranging from lowly skeletons to powerful liches. This transformation marked the beginning of “The Age of Evil.” The end of time for [[Ictu Deneb de Illsol]] was Propyltina 1^^st^^ 38^^9^^, almost 6,500 years later. This is the day a [[warrior-monk from another world|Stefan I]] flew into the castle on a giant fly wielding a dancing greatsword and proceeded to cut down every undead in the castle. Ictu put up as much resistance as he could, but he was never a warrior. He was a cowardly wizard and bitterly remembered the prophecy his father spoke to him as he lay dying with his only son’s dagger in this back.
As with the first cataclysm, the name of a [[cardinal direction|CompassofAlmebezbik]] changed. The direction north is Zuodeyja or “Towards Death” in the common tongue of Almebezbik.
||''Name''|
| ''Size/Type:''|Size type[ (subtype\descriptor[, subtype\descriptor...])]|
| ''Hit Dice:''|#d#±# (# hp)|
| ''Initiative''|±#|
| ''Speed:''|# ft. (# squares)[, fly # ft. (maneuverability)[, swim # ft.[, climb # ft.[, burrow # ft...]]]]|
| ''Armor Class:''|# ([size ±#, [armor ±#[, shield ±#[, deflection ±#[, insight ±#[, Dex ±#[, natural ±#[, divine ±#]]]]]]]]), touch #, flat-footed #[; Feat\class ability[, Feat\class ability...]|
| ''Base Attack/Grapple:''|+#/±#|
| ''Attack:''|weapon ±#[/±#[/±#[/±#]]] melee (#d#[±#][/[15\18\19-]20]\[x3\4]])[ and/or weapon ±#[/±#[/±#[/±#]]] melee (#d#[±#][/[15\18\19-]20]\[x3\4])...] or weapon ±#[/±#[/±#[/±#]]] ranged (#d#[+#][/[15\18\19-]20]\[x3\4]]¦# ft.)[ and/or weapon ±#[/±#[/±#[/±#]]] ranged(#d#[±#][/[15\18\19-]20]\[x3\4]]¦# ft.)...]|
| ''Space/Reach:''|# ft./# ft.|
| ''Special Attacks:''|[special attack[, special attack...]]|
| ''Special Qualities:''|[special quality[, special quality...]]|
| ''Saves:''|Fort ±#, Ref ±#, Will ±#|
| ''Abilities:''|Str #\—, Dex #\—, Con #\—, Int #\—, Wis #\—, Cha #\—|
| ''Skills:''|[Skill ±#, [Skill ±#...]]|
| ''Feats:''|[Feat[, [Feat...]|
| ''Environment:''|Environment|
| ''Organization:''|Organization|
| ''Challenge Rating:''|#|
| ''Treasure:''|Treasure|
| ''Alignment:''|Alignment|
| ''Advancement:''|[#-# (Size)\by class level]|
----
''['' Text Description '']''
!Combat
''[''''Special Attack/Quality[ (Ex\Sp\Su)]:'' Description
.
.
.'']''
!Creature Name CR|ECL #
[Gender ][template ]race[ class #[/class #...]]][; ''LA'' +#][; ''XP'' #,###]
AL Size type[ (subtype|descriptor[, subtype|descriptor...])]
''Init'' ±#; ''Senses'' [Special sense[, special sense;]] Listen +#, Spot +#
''['' ''Aura'' aura[, aura...] '']''
''['' ''Languages'' Language[, racial language[, empathic link[, speak with familiar...]]] '']''
----
''AC'' # ([size ±#, [armor ±#[, shield ±#[, deflection ±#[, insight ±#[, Dex ±#[, natural ±#[, divine ±#]]]]]]]]), touch #, flat-footed #[; Feat|class ability[, Feat|class ability...]
''hp'' # (# HD)[; regeneration|fast healing #][; ''DR'' [5|10|15|20|25|30]/[magic|epic|special material|alignment|weapon type...][ and|or magic|epic|special material|alignment|weapon type...] ]
''['' ''Immune'' immunity[, immunity...] '']''
''['' ''Resist'' resistance[, resistance...] '']''
''Fort'' ±#, ''Ref'' ±#, ''Will'' ±#[; ''SR'' #]
''['' ''Weakness'' weakness[, weakness] '']''
----
''Speed'' # ft. (# squares)[, fly # ft. (maneuverability)[, swim # ft.[, climb # ft.[, burrow # ft...]]]]
''Melee'' weapon ±#[/±#[/±#[/±#]]] (#d#[±#][/[15|18|19-]20]|[x3|4]])[ and/or weapon ±#[/±#[/±#[/±#]]] (#d#[±#][/[15|18|19-]20]|[x3|4])...]
''['' ''Ranged'' weapon ±#[/±#[/±#[/±#]]] (#d#[+#][/[15|18|19-]20]|[x3|4]]|# ft.)[ and/or weapon ±#[/±#[/±#[/±#]]] (#d#[±#][/[15|18|19-]20]|[x3|4]]|# ft.)...] '']''
''['' ''Space'' # ft.; ''Reach'' # ft.'']''
''Base Atk'' +#;[ ''Epic Atk'' +#[; ''Divine Atk'' +#;]] ''Grp'' ±#
''['' ''Atk Options'' [Feat|special attack[, Feat|special attack...] '']''
''['' ''Special Actions'' [Feat|special action[, Feat|special action...] '']''
''['' ''Combat Gear'' [item[, item...]] '']''
''['' ''Class Spells Prepared'' (CL N^^st|nd|rd|th^^)
[0123456789]^^[st|nd|rd|th]^^—[metamagic] //spell//^^[D|S]^^ [(DC #)][, [metamagic] //spell//^^[D|S]^^ [(DC #)]...]
.
.
. '']''
''['' [''D|S'' Domain|Specialty Spell] [''Deity''|''School'' Deity Name|School] [''Domains''|''Prohibited Schools'' Domain|School[, Domain|School]] '']''
''['' ''Class Spells Known'' (CL N^^st|nd|rd|th^^)
[0123456789...]^^[st|nd|rd|th]^^ (#/day)—//spell// [(DC #)][, //spell// [(DC #)]...]
.
.
. '']''
''['' ''Class Powers Known'' (PP #; ML N^^st|nd|rd|th^^)
[123456789...]^^st|nd|rd|th^^ (# pts)—//power//^^[A]^^ [(DC #)][, //power//^^[A]^^ [(DC #)]...]
.
.
. '']''
''['' ''~Spell-Like Abilities'' (CL N^^st|nd|rd|th^^)
[At will|#/day|#/week...]—//spell// [(DC #)][, //spell// [(DC #)]...]
.
.
. '']''
----
''Abilities'' Str #|—, Dex #, Con #|—, Int #|—, Wis #, Cha #
''['' ''SQ'' special quality[, special quality...] '']''
''['' ''Divine Salient Abilities'' Ability^^[B]^^[, Ability^^[B]^^...] '']''
''['' ''Feats'' Feat^^[B]^^[, Feat^^[B]^^...] '']''
''['' ''Epic Feats'' Feat^^[B]^^[, Feat^^[B]^^...] '']''
''['' ''Skills'' Skill ±#[, Skill ±#...] '']''
''['' ''Possessions'' [combat gear plus ] item[, item...][, //magic item//...] '']''
''['' ''Spellbook'' 0—//spell//[, //spell//...][; N^^st|nd|rd|th^^—//spell//[, //spell//...]...] '']''
----
''['' ''Cohort and Followers'' Cohort; # 1^^st^^ Level ~NPCs '']''
''['' ''Special Ability [(Ex|Sp|Su)]'' Special ability description
.
.
. '']''
''['' Text description '']''
One of the four oceans of [[Whelrotis]].
The Creestis Ocean spans from [[Krostian]] to the southern polar ice cap between the continents of [[Spihraal]] and [[Ghihzen]] west and [[Trohlken]] east.
It states in the descriptions of spells like //keen edge// and //weapon of impact// and feats such as Improved Critical that effects that increase the threat range of a weapon do not stack. This DM does not subscribe to this and allows a magical effect to stack with a non-magical effect.
The reasoning behind this is that, as an example, //keen edge// makes a weapon sharper and the wielder of a weapon who is trained with Improved Critical for that weapon knows how to use that weapon in such a way that they increase their chances of a critical hit with that weapon, //keen// or not. Therefore, their effects stack.
A dungeon below [[Feuerblitz Berg]] on [[Festland]] near the city of [[Wormdorf]]. A chamber within this dungeon keeps the population of [[Bolz|Bose-Halb-Zwerg]] in the multiverse limited to a certain number.
[[AlmebezbikWiki]]
[[Lehnbor's Creation]]
When the [[Pantheon]] left the Prime Material Plane for various outer planes at the end of the last cycle, [[Armee the Father]] anointed three mortal kings to be his advisers on this plane. These kings correspond to Armee's three closest advisers among the [[Pantheon]] members: Alavasia, "The Billiken" and Lehnbor.
*[[Mezildoth XVII]] re-ascended the throne of [[Waldsee]] as [[Alavasia the Mother]]'s counterpart.
*Egalem Random as [[Ran MCXI]] and emperor of [[The Almebezbikian Empire]], as an avid worshipper of [["The Billiken"]], became his counterpart.
*[[Stefan I]] re-instated the worship of [[Lehnbor the Creator]] in his realm of [[Feris Antandom]] and thus became Lehnbor's counterpart.
These three kings are now immortal and destined to rule through this cycle.
This city covers the delta that drains into [[Cataclysm Bay]]. It is built entirely on stilts to avoid the average flooding of the delta. Periodically, a hurricane will wash the city off its stilts up the [[Berekiefe River]]. The buildings are designed to survive as giant rafts and are floated back into place before the waters receed.
Find Delta City's statistic block [[here|DeltaCityStatblock]].
''Delta City (metropolis):'' Conventional (King) AL LG, Magical (Great Druid) AL N, Non-standard (Shipping Magnate) AL NE, Non-standard (Merchant Guilds) AL LN, Monstrous (Lizardfolk) AL N; 100,000-gp limit; Assets 272,915,000 gp; Population 54,583; Isolated (human 96% (52,400), halfling 2% (1,092), elf 1% (546), dwarf 0.4% (218), gnome 0.3% (164), half-elf 0.2% (109), half-orc 0.1% (54)).
//''Authority Figures:''// King male human aristocrat 21
//''Important Characters:''// Captain of the Guard male human warrior 24
//''Others:''// adept 22, adept 21, adept 19 (2), adept 11 (2), adept 10 (2), adept 9 (4), adept 5 (8), adept 4 (8), adept 2 (32), adept 1 (263), aristocrat 20, aristocrat 19 (2), aristocrat 10 (4), aristocrat 9 (4), aristocrat 5 (8), aristocrat 4 (8), aristocrat 2 (32), aristocrat 1 (263); barbarian 21, barbarian 20 (2), barbarian 18, barbarian 10 (6), barbarian 9 (2), barbarian 5 (12), barbarian 4 (4), barbarian 2 (32), barbarian 1 (64); bard 22, bard 21, bard 19, bard 18, bard 11 (2), bard 10 (2), bard 9 (4), bard 5 (8), bard 4 (8), bard 2 (32), bard 1 (64); cleric 22, cleric 20 (2), cleric 19, cleric 11 (2), cleric 10 (4), cleric 9 (2), cleric 5 (12), cleric 4 (4), cleric 2 (32), cleric 1 (64); commoner 30, commoner 29, commoner 28, commoner 26, commoner 15 (2), commoner 14 (4), commoner 13 (2), commoner 7 (12), commoner 6 (4), commoner 3 (32), commoner 1 (47,940); druid 20 (2), druid 19 (2), druid 10 (4), druid 9 (4), druid 5 (8), druid 4 (8), druid 2 (32), druid 1 (64); expert 27 (militia), expert 24 (2, 2 militia), expert 23 (militia), expert 13 (2, 2 militia), expert 12 (4, 4 militia), expert 11 (2, 2 militia), expert 6 (12, 12 militia), expert 5 (4, 4 militia), expert 3 (24, 24 militia), expert 2 (8, 8 militia), expert 1 (1,580, 521 militia); fighter 25 (2), fighter 24, fighter 18, fighter 12 (6), fighter 9 (2), fighter 6 (12), fighter 4 (4), fighter 3 (24), fighter 2 (8), fighter 1 (64); monk 20, monk 19, monk 18 (2), monk 10 (2), monk 9 (6), monk 5 (4), monk 4 (12), monk 2 (32), monk 1 (64); paladin 20 (2), paladin 18 (2), paladin 10 (4), paladin 9 (4), paladin 5 (8), paladin 4 (8), paladin 2 (32), paladin 1 (64); psion 19 (3), psion 18, psion 9 (8), psion 4 (16), psion 2 (32), psion 1 (64); psychic warrior 20 (2), psychic warrior 19 (2), psychic warrior 10 (4), psychic warrior 9 (4), psychic warrior 5 (8), psychic warrior 4 (8), psychic warrior 2 (32), psychic warrior 1 (64); ranger 20, ranger 19 (3), ranger 10 (2), ranger 9 (6), ranger 5 (4), ranger 4 (12), ranger 2 (32), ranger 1 (64); rogue 23, rogue 20 (2), rogue 19, rogue 11 (2), rogue 10 (4), rogue 9 (2), rogue 5 (12), rogue 4 (4), rogue 2 (32), rogue 1 (64); sorcerer 21, sorcerer 20, sorcerer 19 (2), sorcerer 10 (4), sorcerer 9 (4), sorcerer 5 (8), sorcerer 4 (8), sorcerer 2 (32), sorcerer 1 (64); warrior 20 (2, 2 guards), warrior 19 (guard), warrior 12 (2, 2 guards), warrior 10 (4, 4 guards), warrior 9 (2, 2 guards), warrior 6 (4, 4 guards), warrior 5 (8, 8 guards), warrior 4 (4, 4 guards), warrior 3 (8, 8 guards), warrior 2 (24, 24 guards), warrior 1 (2,634, 486 guards, 2,148 militia); wizard 21 (2), wizard 19, wizard 18, wizard 10 (4), wizard 9 (4), wizard 5 (8), wizard 4 (8), wizard 2 (32), wizard 1 (64)
Demogrozh is a large continent that spans the tropics across the [[Almebezbik Ocean]] from [[Spihraal]].
It is dominated by forest and mountainous terrain, making all but the southernmost reaches uninhabitable. The city of [[Nord von Delta]] may be found in the middle of a large clearing in [[The Great Apnix Forest]].
!Forests
[[North Demogrozh Forest]]
[[The Great Apnix Forest]]
[[The Great Demogrozh Forest]]
!Mountains
[[Apnix Mountains]]
[[Tanar'ri Mountains]]
[[The Demon's Maw Mountains]]
!Seas
[[Demogrozh Sea]]
[[Demon's Mouth Sea]]
[[East Demonclaw Sea]]
[[West Demonclaw Sea]]
!Rivers
[[The Great Delta River]]
!Map
[img[Continent of Demogrozh|./demogrozh.png]]
The Demogozh Sea is a deep body of water surrounded by the continental mass of [[Demogrozh]]; accessed through a large channel from the [[Beasturis Ocean]].
It is rarely explored as there are ancient denizens that protect it from intrusion by sea-going vessels.
This was once the western dam of [[Armee's Canyon|Armee's Canyon/Canal]] and the surrounding city. It was destroyed during the [[5th Wizards' Cataclysm|The Inundation of Armee's Canyon]].
The Demon's Mouth Sea is a water-filled crater within the [[Tanar'ri Mountains]] on the continent of [[Demogrozh]].
This is the great forest that rings [[The Crown of the World]] and covers most of the continent of [[Krostian]].
This uncharted mass of land is a giant continent to the Zuooririmystos of [[Almebezbik]] dominated by dragons. The majority of non-dragons on this continent are either slaves or dragon-hunters. There is the humanoid city, [[Dragon Port]], that has trade arrangements with the oriental realms of [[Almebezbik]].
The Dracomundi dragonslayers are the self-appointed protectors of the interests of humans on the continent of [[Dracomundi]]. They are first and foremost hunters of dragons.
Any human without the ability to cast arcane spells residing on Dracomundi is eligible to enter into the ranks of The Slayers. This involves an informal recruitment process. Provided the individual meets the requirements defined below, they may become Dracomundi dragonslayers.
NPC Dracomundi dragonslayers are encountered solitarily or in groups usually including one [[Dracomundi slayermage|Dracomundi Slayermage]].
''Hit Die:'' d12.
!Requirements
To qualify to become a Dracomundi dragonslayer, a character must fulfill all of the following criteria.
''Race:'' Human.
''Base Attack Bonus:'' +5.
''Languages:'' Draconic.
''Feats:'' Dodge, Mobility, Track.
''Skills:'' Knowledge (Arcana) 4 ranks, Spot 3 ranks, Survival 4 ranks.
''Special:'' Reside on the continent of [[Dracomundi]] and accept recruitment into The Slayers.
!Class Skills
The Dracomundi dragonslayer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (Arcana) (Int), Jump (Str), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str)
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: The Dracomundi Dragonslayer''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +2 | +2 | +0 |Fear immunity, dragon enemy +1|
|2^^nd^^| +2 | +3 | +3 | +0 |Breath weapon evasion, dragon armor +1|
|3^^rd^^| +3 | +3 | +3 | +1 |Wing attack, dragon enemy +2|
|4^^th^^| +4 | +4 | +4 | +1 |Dragon armor +2|
|5^^th^^| +5 | +4 | +4 | +1 |Breach attack, dragon enemy +3|
|6^^th^^| +6 | +5 | +5 | +2 |Dragon armor +3|
|7^^th^^| +7 | +5 | +5 | +2 |Breath stun, dragon enemy +4|
|8^^th^^| +8 | +6 | +6 | +2 |Dazzle, dragon armor +4|
|9^^th^^| +9 | +6 | +6 | +3 |Combat Expertise, dragon enemy +5|
|10^^th^^| +10 | +7 | +7 | +3 |Dragon armor +5|
!Class Features
''Weapon and Armor Proficiency:'' The Dracomundi dragonslayer is proficient in all simple and martial weapons and armor spikes and all armor and shields (including tower shields).
''Fear Immunity (Ex):'' A Dracomundi dragonslayer is immune to the effects of dragon fear.
''Dragon Enemy (Ex):'' At every odd-numbered level, the Dracomundi dragonslayer gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against dragons. Likewise, he gets a +1 bonus on weapon damage rolls against dragons.
''Breath Weapon Evasion (Ex):'' At 2^^nd^^ level, the Dracomundi dragonslayer gains improved evasion with respect to dragon breath weapons.
''Dragon Armor (Su):'' All Dracomundi dragonslayers have spiked full plate. At every even-numbered level, the Dracomundi dragonslayer gains a +1 enhancement bonus which applies to armor spike attack, armor spike damage and armor bonus against dragons.
''Wing Attack (Ex):'' At 3^^rd^^ level, the Dracomundi dragonslayer may attack the wings of a dragon at a -4 penalty. A successful attack causes the dragon to make a Concentration check with DC equal to the number of hit points taken or be unable to fly.
''Breach Attack (Ex):'' At 5^^th^^ level, the Dracomundi dragonslayer may make a spot check (DC = AC of opposing dragon) to find a breach in a dragon's scales. If successful, the Dracomundi dragonslayer gets a +2 circumstance bonus to attack rolls, doubles the critical threat range of his weapon and by-passes any damage reduction until successfully scoring a hit on the dragon or after 3 rounds, whichever comes first. If hit, the dragon will not let that spot be hit again by that Dracomundi dragonslayer. Likewise, if it takes the Dracomundi dragonslayer too long to hit the spot, the dragon will realize there is a breach and take action to prevent the target from being open.
''Breath Stun (Ex):'' At 7^^th^^ level, the Dracomundi dragonslayer may attack the throat of a dragon at a -4 penalty. A successful attack causes the dragon to make a Concentration check with DC equal to the number of hit points taken to be able to use its breath weapon.
''Dazzle (Ex):'' By twirling her weapon, the Dracomundi dragonslayer of at least 8^^th^^ level causes an opposing dragon to make a Concentration check against DC 10 + the Dracomundi dragonslayer's character level + the Dracomundi dragonslayer's Charisma modifier to be able to cast spells or use spell-like abilities.
The Dracomundi slayermages are the creators of the great floating castles and the self-appointed protectors of the interests of humans on the continent of [[Dracomundi]]. They are first and foremost dragonslayers. They study, hunt and slay dragons to use dragon essense to keep their sky fortresses aloft.
Human arcane spellcasters residing on Dracomundi are routinely coerced into the ranks of The Slayers. This is referred to as recruitment. Any who refuse The Slayers' terms of membership are summarily hunted down. There are few human wizards or sorcerers openly practicing magic on Dracomundi that are not members of The Slayers. Those that claim they are not Dracomundi slayermages are not believed by the dragons that rule the continent. This vicious cycle generally convinces most to accept "recruitment."
NPC Dracomundi slayermages will generally be accompanied by 1d4 or more [[Dracomundi dragonslayers|Dracomundi Dragonslayer]].
''Hit Die:'' d4.
!Requirements
To qualify to become a Dracomundi slayermage, a character must fulfill all of the following criteria.
''Race:'' Human
''Languages:'' Draconic
''Spells:'' The ability to cast arcanes spells.
''Feats:'' Lightning Reflexes, Skill Focus (Knowledge (Arcana)), Spell Penetration
''Skills:'' Knowledge (Arcana) 8 ranks, Spot 5 ranks
''Special:'' Reside on the continent of [[Dracomundi]] and accept "recruitment" into The Slayers.
!Class Skills
The Dracomundi slayermage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Spellcraft (Int), Spot (Wis).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: The Dracomundi Slayermage''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spellcasting|h
|1^^st^^| +0 | +0 | +0 | +2 |Fear immunity|+1 level of existing arcane spellcasting class|
|2^^nd^^| +1 | +0 | +0 | +3 |Breath weapon evasion, cloak of dragon armor +1|+1 level of existing arcane spellcasting class|
|3^^rd^^| +1 | +1 | +1 | +3 |Greater Spell Penetration|+1 level of existing arcane spellcasting class|
|4^^th^^| +2 | +1 | +1 | +4 |Dodge dragon, cloak of dragon armor +2|+1 level of existing arcane spellcasting class|
|5^^th^^| +2 | +1 | +1 | +4 |Breach attack|+1 level of existing arcane spellcasting class|
|6^^th^^| +3 | +2 | +2 | +5 |Draconic spell penetration, cloak of dragon armor +3|+1 level of existing arcane spellcasting class|
|7^^th^^| +3 | +2 | +2 | +5 |Mobility|+1 level of existing arcane spellcasting class|
|8^^th^^| +4 | +2 | +2 | +6 |Dazzle, cloak of dragon armor +4|+1 level of existing arcane spellcasting class|
|9^^th^^| +4 | +3 | +3 | +6 |Penetrate wyrm|+1 level of existing arcane spellcasting class|
|10^^th^^| +5 | +3 | +3 | +7 |//Control dragon//, cloak of dragon armor +5|+1 level of existing arcane spellcasting class|
!Class Features
''Weapon and Armor Proficiency:'' A Dracomundi slayermage gains no proficiency with any weapons armor or shield.
''Spellcasting:'' At every level gained in the Dracomundi slayermage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Dracomundi slayermage, she must decide to which class she adds the new level for purposes of determining spells per day.
''Fear Immunity (Ex):'' A Dracomundi slayermage is immune to the effects of dragon fear.
''Breath Weapon Evasion (Ex):'' At 2^^nd^^ level, the Dracomundi slayermage gains improved evasion with respect to dragon breath weapons.
''Cloak of Dragon Armor (Su):'' All Dracomundi slayermages have dragon-scale cloaks. At every even-numbered level, the Dracomundi slayermage gains a +1 enhancement bonus to resistance and armor against dragons.
''Dodge Dragon (Ex):'' At 4^^th^^ level, during the Dracomundi slayermage's action, he may designate an dragon opponent and receive a +1 dodge bonus to Armor Class against attacks from that dragon. He can select a new dragon opponent on any action. A condition that makes the Dracomundi slayermage lose his Dexterity bonus to Armor Class (if any) also makes him lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
''Breach Attack (Ex):'' At 5^^th^^ level, the Dracomundi slayermage may make a spot check (DC = AC of opposing dragon) to find a breach in a dragon's scales. If successful, the Dracomundi slayermage gets a +2 circumstance bonus to attack rolls, doubles the critical threat range of his weapon and by-passes any damage reduction until successfully scoring a hit on the dragon or after 3 rounds, whichever comes first. If hit, the dragon will not let that spot be hit again by that Dracomundi slayermage. Likewise, if it takes the Dracomundi slayermage too long to hit the spot, the dragon will realize there is a breach and take action to prevent the target from being open.
''Draconic Spell Penetration (Ex):'' At 6^^th^^ level, the Dracomundi slayermage receives a further +2 to caster level checks to overcome spell resistance against dragons only. This gives the Dracomundi slayermage a +6 versus dragon spell resistance.
''Dazzle (Ex):'' By twirling her weapon, the Dracomundi slayermage of at least 8^^th^^ level causes an opposing dragon to make a Concentration check against DC 10 + the Dracomundi slayermage's character level + the Dracomundi slayermage's Charisma modifier to be able to cast spells or use spell-like abilities.
''Penetrate Wyrm (Ex):'' At 9^^th^^ level, the Dracomundi slayermage receives a further +2 to caster level checks to overcome spell resistance against dragons only. This gives the Dracomundi slayermage a +8 versus dragon spell resistance.
''//Control Dragon (Sp)://'' At 10^^th^^ level, if a Dracomundi slayermage possesses a piece of precious metal or gem from a dragon's egg, he has the ability to control any dragon of that type as if casting //dominate monster// with a caster level equal to the Dracomundi slayermage class level and a DC of 10 + Dracomundi slayermage's class level + the Dracomundi slayermage's Cha modifier.
||''Dracon''|
| ''Size/Type:''|Large monstrous humanoid|
| ''Hit Dice:''|6d8+12 (39 hp)|
| ''Initiative''|+0|
| ''Speed:''|30 ft. (6 squares)|
| ''Armor Class:''|18 (size -1, armor +5, natural +4), touch 9, flat-footed 18|
| ''Base Attack/Grapple:''|+6/+14|
| ''Attack:''|Large rapier +9/+4 melee (1d8+4/18-20) or Large halberd +9/+4 melee (2d8+6/x3) or 2 claws +9 melee (1d6+4) or dart +5 ranged (1d6+4)|
| ''Space/Reach:''|10 ft./5 ft.|
| ''Special Qualities:''|Darkvision 60 ft.|
| ''Saves:''|Fort +6, Ref +5, Will +6|
| ''Abilities:''|Str 18, Dex 11, Con 14, Int 13, Wis 13, Cha 10|
| ''Skills:''|Bluff +4, Craft (blacksmithing) +5, Hide -4, Listen +9, Search +4, Sense Motive +5, Spot +9|
| ''Feats:''|Alertness, Combat Expertise, Great Fortitude|
| ''Environment:''|Any space, plains|
| ''Organization:''|Solitary or herd (5-100)|
| ''Challenge Rating:''|4|
| ''Treasure:''|Standard|
| ''Alignment:''|Usually lawful good|
| ''Advancement:''|By class level|
| ''Level Adjustment:''|+3|
----
//The creature looks like a 7-foot tall lizard centaur, with large flat feet and long tail. Its dragon-like head is rimmed with horns.//
The dracons are a centaur-like race, with the lower body of a brontosaur, a humanoid torso, and a dragon-like head. Their hands have six claw-tipped digits (five fingers and a thumb). Dracons speak the language of dragons.
!Combat
Dracons have stylized dueling codes they use among themselves when conflict erupts, but do not offer them to non-dracons.
Dracons use swords in combat, but also carry halberds for formal duels and as a ceremonial tool. In addition to their natural weapons, dracons are adept in holds and wrestling.
!Society
Dracons follow a strong herd instinct—a lone dracon is a rarity. The leader of a dracon herd is called a //kaba//. Kaba are chosen based on a complicated system of kinship relations. The kaba is assisted by the high priest, or shalla. The shalla is often a cleric, and there will be one for every 30 dracons in the herd.
!Dracons as Characters
Almost all exceptional dracon are fighters. Dracon clerics worship their own draconic pantheon which is led by the ~Ub-Kalla, or Full Leader. A dracon cleric has access to two of the following domains: Good, Healing, Knowledge, Protection, or Sun (favored weapon: halberd). Most dracon spellcasters are clerics.
Dracon characters possess the following racial traits.
* +8 Strength, +4 Constitution, +2 Intelligence, +2 Wisdom.
* Large Size: -1 penalty to Armor Class, -4 penalty to Hide checks, +4 bonus on grapple checks, lifting and carrying limits triple those of Medium bipedal characters.
* Quadruped.
* Space/Reach: 10 feet/5 feet.
* A dracon's base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A dracon begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
* Racial Skills: A dracon's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). It's class skills are Bluff, Craft (blacksmithing), Listen, Search, Sense Motive and Spot.
* Racial Feats: A dracon's monstrous humanoid levels give it three feats.
* Weapon and Armor Proficiency: A dracon is proficient with the rapier, halberd and all simple weapons. A dracon is also proficient with all light and medium armors, as well as with shields.
* +4 natural armor bonus.
* Natural Weapons: 2 claws (1d6).
* Automatic Languages: Common, Draconic. Bonus Languages: Elven, Dwarven, Goblin, Giant, Orc.
* Favored Class: Fighter.
* Level adjustment: +3.
This city on the farthest Zuoclades edge of [[Dracomundi]] is a bastion of dragon-slayers. It is the only freehold on the continent. Dragons still actually hold sway in this city, but they are the more tolerant metallic and gem dragons.
Dragon Port's statistic block can be found [[here|DragonPortStatblock]].
''Dragon Port (large city):'' Conventional (mayor) AL N, Non-standard (trade guilds) AL NE, Magical (The Slayers) AL CE, Monstrous (dragons) AL LG; 40,000-gp limit; Assets 36,942,000 gp; Population 18,471; Isolated (human 96% (17,732), halfling 2% (369), elf 1% (185), dwarf 0.4% (74), gnome 0.3% (55), half-elf 0.2% (37), half-orc 0.1% (19))
//Authority Figures:// Mayor male human Ari16, Dragonslayer Lord male human Ftr11/[[Dracomundi Dragonslayer]]10, Slayermage Lord Sor7/[[Dracomundi Slayermage]]10, Dragon Ambassador female half-elf Sor5/Gold Dragon Disciple9, Guildmaster male human Com19/[[Guildmaster]]9
//Important Characters:// Captain of the Guard male human War20, Dragonslayer female human Ftr5/Dracomundi Dragonslayer9, Dragonslayers male human Ftr5/Dracomundi Dragonslayer5 (x2), Dragonslayers female human Ftr5/Dracomundi Dragonslayer2 (x2), Dragonslayer Apprentices male human Ftr5 (x4), Slayermage male human Sor7/Dracomundi Slayermage8, Slayermages female human Sor7/Dracomundi Slayermage1 (x2), Slayermage Apprentices Sor7 (x2), Slayermage female human Wiz7/Dracomundi Slayermage9, Slayermage male human Wiz7/Dracomundi Slayermage8, Slayermages male human Wiz7/Dracomundi Slayermage1 (x2), Slayermage Apprentices female human Wiz7 (x2), Mayor’s Bodyguard male human Ftr11/Devoted Defender10, Arsoun Gouls male human Rog11/Vigilante10
//Others:// Adp18 (x2), Adp14, Adp9 (x4), Adp7 (x2), Adp4 (x8), Adp3 (x4), Adp2 (x16), Adp1 (x86); Ari15 (x2), Ari8 (x2), Ari7 (x4), Ari4 (x4), Ari3 (x8), Ari2 (x8), Ari1 (x86); Bbn17, Bbn16, Bbn14, Bbn8 (x4), Bbn7 (x2), Bbn4 (x8), Bbn3 (x4), Bbn2 (x16), Bbn1 (x40); Brd17, Brd16, Brd14, Brd8 (x4), Brd7 (x2), Brd4 (x8), Brd3 (x4), Brd2 (x16), Brd1 (x40); Clr18, Clr16, Clr14, Clr9 (x2), Clr8 (x2), Clr7 (x2), Clr4 (x8), Clr3 (x4), Clr2 (x16), Clr1 (x40); Com19/Guildmaster9, Com13/Guildmaster9, Com7/Guildmaster7 (x4), Com11 (x2), Com7 (x8), Com5 (x4), Com3 (x16), Com2 (x8), Com1 (x15,724); Drd19, Drd17, Drd16, Drd9 (x2), Drd8 (x4), Drd4 (x12), Drd2 (x24), Drd1 (x48); Exp20/Dragonslayer2 (militia), Exp20 (militia), Exp19 (militia), Exp10 (x4, 4 militia), Exp9 (x2, 2 militia), Exp5 (x8, 8 militia), Exp4 (x4, 4 militia), Exp2 (x24, 24 militia), Exp1 (x518, 162 militia); Ftr10 (x2), Ftr5 (x4), Ftr3 (x4), Ftr2 (x16), Ftr1 (x40); Mnk17 (x2), Mnk16, Mnk8 (x6), Mnk4 (x12), Mnk2 (x24), Mnk1 (x48); Pal16 (x2), Pal14, Pal8 (x4), Pal7 (x2), Pal4 (x8), Pal3 (x4), Pal2 (x16), Pal1 (x20); Psi16, Psi15, Psi14, Psi8 (x2), Psi7 (x4), Psi4 (x4), Psi3 (x8), Psi2 (x8), Psi1 (x32); Psy16 (x2), Psy14, Psy8 (x4), Psy7 (x2), Psy4 (x8), Psy3 (x4), Psy2 (x16), Psy1 (x40); Rgr16 (x2), Rgr14, Rgr8 (x4), Rgr7 (x2), Rgr4 (x8), Rgr3 (x4), Rgr2 (x16), Rgr1 (x20); Rog16, Rog14, Rog10 (x2), Rog8 (x2), Rog7 (x2), Rog5 (x4), Rog4 (x4), Rog3 (x4), Rog2 (x16), Rog1 (x40); Sor7 (x2), Sor4 (x4), Sor3 (x8), Sor2 (x8), Sor1 (x32); War17 (guard), War15 (guard), War10 (x2, 2 guards), War8 (x2, 2 guards), War6 (x2, 2 guards), War5 (x4, 4 guards), War4 (x4, 4 guards), War3 (x4, 4 guards), War2 (x16, 16 guards), War1 (x864, 148 guards, 716 militia); Wiz16, Wiz8 (x2), Wiz4 (x8), Wiz3 (x4), Wiz2 (x16), Wiz1 (x40)
Dremscathe is an isolated realm in the far northwest of the continent.
It is surrounded by the most dangerous terrain on the continent and has advanced little since its founding.
[img[Dremscathe|./dremscathe.PNG]]
''Hit Die:'' d6.
!Requirements
To qualify to become a druidic bard, a character must fulfill all of the following criteria.
''Abilities:'' Str 15, Dex 15, Con 10, Int 12, Wis 15, Cha 15
''Alignment:'' Any neutral
''Classes:'' Fighter 5-7 levels taken consecutively and then rogue 5-8 levels taken consecutively
''Race:'' Human or half-elf
!Class Skills
The druidic bard's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device (Cha), Use Psionic Device (Cha)
''Skill Points at Each Level:'' 6 + Int modifier.
|''Table: The Druidic Bard''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!School|>|>|>|>|!Spells per Day|h
|~|~|~|~|~|~|~|!1|!2|!3|!4|!5|h
|1^^st^^| +0 | +2 | +0 | +2 |Bardic knowledge, bardic music, countersong, fascinate, inspire courage +2|Probationer| 1 | - | - | - | - |
|2^^nd^^| +1 | +3 | +0 | +3 ||Fochlucan| 2 | - | - | - | - |
|3^^rd^^| +2 | +3 | +1 | +3 |Inspire competence|Fochlucan| 3 | - | - | - | - |
|4^^th^^| +3 | +4 | +1 | +4 |Bonus language|Fochlucan| 3 | 1 | - | - | - |
|5^^th^^| +3 | +4 | +1 | +4 ||~Mac-Fuirmidh| 3 | 2 | - | - | - |
|6^^th^^| +4* | +5* | +2* | +5* |//Suggestion//, bonus language|~Mac-Fuirmidh| 3 | 3 | - | - | - |
|7^^th^^| +5* | +5* | +2* | +5* |Bonus language|~Mac-Fuirmidh| 3 | 3 | 1 | - | - |
|8^^th^^| +6* | +6* | +2* | +6* |Inspire courage +4|Doss| 3 | 3 | 2 | - | - |
|9^^th^^| +6* | +6* | +3* | +6* |Inspire greatness, bonus language|Doss| 3 | 3 | 3 | - | - |
|10^^th^^| +7* | +7* | +3* | +7* |Bonus language|Doss| 3 | 3 | 3 | 1 | - |
|11^^th^^| * | * | * | * ||Canaith| 3 | 3 | 3 | 2 | - |
|12^^th^^| * | * | * | * |Song of freedom, bonus language|Canaith| 3 | 3 | 3 | 3 | - |
|13^^th^^| * | * | * | * |Bonus language|Canaith| 3 | 3 | 3 | 3 | 1 |
|14^^th^^| * | * | * | * |Inspire courage +6|Cli| 3 | 3 | 3 | 3 | 2 |
|15^^th^^| * | * | * | * |Inspire heroics, bonus language|Cli| 3 | 3 | 3 | 3 | 3 |
|16^^th^^| * | * | * | * |Bonus language|Cli| 4 | 3 | 3 | 3 | 3 |
|17^^th^^| * | * | * | * ||Anstruth| 4 | 4 | 3 | 3 | 3 |
|18^^th^^| * | * | * | * |//Mass suggestion//, bonus language|Anstruth| 4 | 4 | 4 | 3 | 3 |
|19^^th^^| * | * | * | * |Bonus language|Anstruth| 5 | 4 | 4 | 4 | 3 |
|20^^th^^| * | * | * | * |Inspire courage +8, bonus language|Ollamh| 5 | 4 | 4 | 4 | 4 |
|21^^st^^| * | * | * | * |Bonus language|Ollamh| 5 | 5 | 4 | 4 | 4 |
|22^^nd^^| * | * | * | * |Bonus language|Ollamh| 5 | 5 | 5 | 4 | 4 |
|23^^rd^^| * | * | * | * |Bonus language|Magna Alumnae| 5 | 5 | 5 | 5 | 5 |
|>|>|>|>|>|>|>|>|>|>|>|* epic progression beyond 20^^th^^ character level|
!Class Features
All of the following are class features of the druidic bard prestige class.
''Weapon and Armor Proficiency:'' A druidic bard is proficient with all simple weapons, plus the bastard sword, longsword, rapier, scimitar and short sword. Bards are proficient with light armor.
''Spells:'' A druidic bard casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druidic bard must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druidic bard must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druidic bard’s spell is 10 + the spell level + the druidic bard’s Wisdom modifier.
Like other spellcasters, a druidic bard can cast only a certain number of spells of each spell level per day. A druidic bard may cast three 0-level spells per day. The rest of her base daily spell allotment is given on Table: The Druidic Bard. In addition, she receives bonus spells per day if she has a high Wisdom score.
A druidic bard prepares and casts spells the way a druid does, though she cannot lose a prepared spell to cast a nature's ally spell in its place. A druidic bard may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
''Bardic Knowledge:'' A druidic bard may make a special bardic knowledge check with a bonus equal to his character level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the druidic bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check unrelated to magic. If the druidic bard has 5 or more ranks in Spellcraft, he gains a +2 bonus on this check related to magic.
A successful bardic knowledge check will reveal the powers of a magic item. A druidic bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
|!DC|!Type of Knowledge|h
| 10 |Common, known by at least a substantial minority of the local population.|
| 13 |When using read magic, identify a glyph of warding. No action required.|
| 15 + spell level |Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.|
| 15 + spell level |When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.|
| 19 |When using read magic, identify a symbol. No action required.|
| 20 |Uncommon but available, known by only a few people legends.|
| 20 + spell level |Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.|
| 20 + spell level |Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.|
| 20 + spell level |Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.|
| 25 |Obscure, known by few, hard to come by.|
| 25 |Identify a potion. Requires 1 minute. No retry.|
| 25 + spell level |After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.|
| 30 |Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.|
| 30 or higher |Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.|
| 50 |Quick identification of alchemical substances and potions|
| 50 + caster level |Identify basic property of magic item|
| 70 + caster level |Identify all properties of magic item|
''Bardic Music:'' Once per day per druidic bard level, a drudic bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum druidic bard level and a minimum number of ranks in the Perform skill to qualify; if a druidic bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the druidic bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a druidic bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf druidic bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
''//Countersong (Su)//'' A druidic bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the druidic bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the druidic bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The druidic bard may keep up the countersong for 10 rounds.
''//Fascinate (Sp)//'' A druidic bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The druidic bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a druidic bard attains beyond 1^^st^^, he can target one additional creature with a single use of this ability.
To use the ability, a druidic bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the druidic bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per druidic bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
''//Inspire Courage (Su)//'' A druidic bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. At 8^^th^^ level, and every six druidic bard levels thereafter, this bonus increases by 2 (+4 at 8^^th^^, +6 at 14^^th^^, and +8 at 20^^th^^). Inspire courage is a mind-affecting ability.
''//Inspire Competence (Su)//'' A druidic bard of 3^^rd^^ level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the druidic bard. The druidic bard must also be able to see the ally.
The ally gets a +5 competence bonus on skill checks with a particular skill as long as he or she continues to hear the druidic bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the druidic bard concentrates, up to a maximum of 2 minutes. A druidic bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
''//Suggestion (Sp)//'' A druidic bard of 6^^th^^ level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the druidic bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a druidic bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ druidic bard’s level + druidic bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see //mass suggestion//, below). //Suggestion// is an enchantment (compulsion), mind-affecting, language dependent ability.
''//Inspire Greatness (Su)//'' A druidic bard of 9^^th^^ level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a druidic bard attains beyond 9^^th^^, he can target one additional ally with a single use of this ability (two at 12^^th^^ level, three at 15^^th^^, four at 18^^th^^, five at 21^^st^^). To inspire greatness, a druidic bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the druidic bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +4 competence bonus on attack rolls, and a +2 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability.
''//Song of Freedom (Sp)//'' A druidic bard of 12^^th^^ level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s druidic bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A druidic bard can’t use song of freedom on himself.
''//Inspire Heroics (Su)//'' A druidic bard of 15^^th^^ level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three druidic bard levels the character attains beyond 15^^th^^, he can inspire heroics in one additional creature. To inspire heroics, a druidic bard must sing and an ally must hear the druidic bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the druidic bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
''//Mass Suggestion (Sp)//'' This ability functions like suggestion, above, except that a druidic bard of 18^^th^^ level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated. //Mass suggestion// is an enchantment (compulsion), mind-affecting, language-dependent ability.
!Dryjajidu the Black Dracolich
Male advanced (6 virtual age categories) great wyrm black dracolich cohort
LE Colossal+ undead (augmented dragon, water)
''Init'' +4; ''Senses'' blindsense 60 ft., darkvision 120 ft., keen senses; Listen +31, Spot +31
''Aura'' frightful presence (540 ft., DC 46)
''Languages'' Draconic, Abyssal, Almebezbik, Celestial, Ignan, Infernal, Giant, Sylvan, Terran
----
''AC'' 68 (-8 size, +20 armor, +56 natural), touch 22, flat-footed 68; //epic mage armor//
''hp'' 660 (55 HD); ''DR'' 15/epic and 5/bludgeoning
''Immune'' acid, cold, death effects, disease, electricity, mind-affecting effects, paralysis, poison, polymorph, //sleep// effects, stunning
''Fort'' +29, ''Ref'' +29, ''Will'' +37; ''SR'' 43
----
''Speed'' 60 ft. (12 squares), fly 300 ft. (clumsy), swim 60 ft.
''Melee'' bite +78 (8d6+30+1d6 cold plus paralysis/19-20) and 2 claws +76/+76 (4d8+15+1d6 cold plus paralysis) and 2 wings +76/+76 (4d6+15+1d6 cold plus paralysis) and tail slap +76 (4d8+45+1d6 cold plus paralysis)
''Space'' 30 ft.; ''Reach'' 25 ft. (35 ft. with bite)
''Base Atk'' +55; ''Grp'' +101
''Atk Options'' paralyzing gaze, Power Attack, tail sweep (4d6+45, 45 ft., DC 46)
''Special Actions'' breath weapon (160 ft. line of acid, 48d4, DC 46), //charm reptiles// 3/day (DC 19), //control undead// 1/3 days (CL 15th), //corrupt water// 1/day (540 ft., DC 46)
''Sorcerer Spells Known'' (CL 27^^th^^)
| | 11^^th^^ (1/day)|||
| | 10^^th^^ (1/day)|||
| | 9^^th^^ (6/day)|—|//Mordenkainen's disjunction, shapechange, wish//|
| | 8^^th^^ (7/day)|—|//greater plane shift, greater stunning breath// (DC 27), //superior invisibility//|
| | 7^^th^^ (7/day)|—|//insanity// (DC 26), //solipsism// (DC 26), //synostodweomer//|
| | 6^^th^^ (7/day)|—|//chain lightning// (DC 25), //disintegrate// (DC 24), //true seeing//|
| | 5^^th^^ (7/day)|—|//baleful polymorph// (DC 24), //burning blood// (DC 24), //graymantle// (DC 24), //greater dimension door//|
| | 4^^th^^ (8/day)|—|//animate dead, greater wings of air, rebuking breath, sharptooth//|
| | 3^^rd^^ (8/day)|—|//chain missile, displacement, fireball// (DC 22), //haste//|
| | 2^^nd^^ (8/day)|—|//cat's grace, death armor, protection from arrows, razorfangs, scintillating scales//|
| | 1^^st^^ (8/day)|—|//feather fall, mage armor, magic missile, shield, spirit worm// (DC 20)|
| | 0 (6/day)|—|//acid splash, amanuensis, detect magic, launch bolt, mage hand, open/close, ray of frost, read magic, resistance//|
''Epic Spells Known'' (2/day) //epic mage armor, let go of me// (DC 29)
''~Spell-Like Abilities'' (CL 55^^th^^)
| | 3/day|—|//darkness// (180 ft. radius), //insect plague//|
| | 1/day|—|//plant growth//|
----
''Abilities'' Str 71, Dex 10, Con —, Int 26, Wis 27, Cha 28
''SQ'' invulnerability, undead traits, water breathing
''Feats'' Alertness, ~Blind-Fight, Cleave, Empower Spell, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved Initiative, Improved Sunder, Maximize Spell, Multiattack, Power Attack, Weapon Focus (bite, claw, wing, tail slap), Wingover
''Epic Feats'' Epic Spellcasting, Improved Spell Capacity (10^^th^^, 11^^th^^)^^B^^
''Skills'' Concentration +67, Diplomacy +73, Escape Artist +58, Hide +42, Intimidate +67, Listen +68, Knowledge (Arcana) +66, Move Silently +58, Search +66, Sense Motive +66, Spellcraft +44 (+50 deciphering scrolls), Spot +68, Swim +88, Use Magic Device +67 (+73 involving scrolls)
----
The black dragon mount and cohort of [[Zodyu the Grotesque]].
''Water Breathing (Ex)'' A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
''//Control Undead (Sp)//'' Once every three days, a dracolich can use control undead as the spell (CL 15th). The dracolich cannot cast other spells while this ability is in effect.
''//Corrupt Water (Sp)//'' Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
''//Charm Reptiles (Sp)//'' A great wyrm black dragon can use this ability three times per day. It works as a //mass charm// spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
//Invulnerability// If a dracolich is slain, its spirit immediately returns to its phylactery. If no dragon-type corpse lies within 90 feet for the spirit to possess, the dracolich is trapped in the phylactery until such a time—if ever—that a corpse becomes available. A dracolich is difficult to destroy. If its spirit is currently contained in its phylactery, destroying that item when a suitable corpse is not within range effectively destroys the dracolich. Likewise, an active dracolich is unable to attempt further possessions if its phylactery is destroyed. The fate of a disembodied dracolich spirit—that is, a spirit with no body or phylactery—is unknown, but presumably it is drawn to the Lower Planes.
''Paralyzing Gaze (Su)'' The gaze of a dracolich’s glowing eyes can paralyze victims within 40 feet who fail a Fortitude save (DC 46). If the saving throw is successful, the character is forever immune to the gaze of that particular dracolich. If it fails, the victim is paralyzed for 2d6 rounds.
''Paralyzing Touch (Su)'' A creature struck by any of a dracolich’s physical attacks must make a Fortitude save (DC same as for the dracolich’s paralyzing gaze) or be paralyzed for 2d6 rounds. A successful saving throw against this effect does not confer any immunity against subsequent attacks.
''Undead Traits'' A dracolich is immune to mind-affecting effects, poison, magic sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. It has darkvision out to 60 feet (unless the base creature had a greater range).
The black dragon who is the father of [[Dryjajidu]]. He was the mount of [[Sir Seaver Warrick]], Grand Knight of [[Seigneaurie Grotesque]].
“The Age of Chaos” was drawing near to its end. Civilization had drifted to the east coast of [[Almebezbik]]. The coastal plains and valleys—protected by the [[Rampart Mountains|The Cataclysm Mountains]]—were flourishing in trade, enlightenment and magic. [[Spuorg Atad]] was also the main source of chaos for the rest of the continent. Their power was unsurpassed and they used it to take advantage of the continent’s resources, treasures and labor.
They deforested much of the continent, fished the seas and lakes to the brink of extinction for hundreds of species, over-hunted game endangering thousands more species, stripped the mountains of their ores and rare minerals, and enslaved nations to perform the labor of building this empire into the greatest in history.
[[Borgose the Blue]] was worshipped above all other gods. The Empress [[Etanimile]] was also her matriarch. Her observances where public, the most beautiful slaves sacrificed four times a year in the High Degradations. [[Messer the Rogue]] held a special place in Borgose’s heart and [[Billiken|"The Billiken"]] the Philosopher was worshipped as the god of the dead. Worshiping the force of Time was outlawed. This was probably the greatest mistake that Emperor [[Gnitæper]] made. Borgosian priests and priestesses have the ability to prophesy, but can not indicate when the events they foretell will occur. Only the priests of Time have this capability.
[[Spuorg Atad]]’s invasions had finally reached [["The City"]]. Between [[The Mage]]’s forces and the [[Grand Druid]]’s powers [[Gnitæper]]’s advance was deflected south. With pleas made to the [[Mage of Miserable|The Mage]] from across the continent to defeat [[Spuorg Atad]], [[Gnitæper]] turned his forces toward the towering stronghold on [[The Barbarian Plains]] to remove this threat. The millenniums old [[Arch-Mage|The Mage]], the Unpronounceable One let [[Gnitæper]]’s forces surround [[Miserable]] not acknowledging their existence. The emperor’s nervous forces kept vigil over the tower that gave no indication of occupation.
[[Gnitæper]] began the physical and magical blockade of [[Miserable]]. After a month, a number of humanoids, demi-humans and humans emerged from the tower. They were decrepit, unarmed prisoners from the dungeon. They explained that the [[Ancient Mage|The Mage]] came and opened all the cells and withdrew to His private chambers. They also informed the emperor that they wandered around inside for over a week and nobody but the haggard wizard was left.
The emperor immediately ordered the stronghold stormed. His forces walked in with no resistance. [[Gnitæper]] entered [[The Mage]]’s private quarters to find him withered and doubled over. His eyes where devoid of their usual fire. Without hesitation or mercy the emperor reached out with his arm and cast a mighty spell obliterating all traces of the [[Arch-Mage|The Mage]]. Feeling confident that he had defeated [[The Mage]], [[Gnitæper]] ordered the entire stronghold searched and then converted to his generals’ use as a command post for the rest of the continent’s conquest.
During the search, shards and shavings of a strange metal were found. It was quickly determined to be [[velarnium|Velarnium]], the metal from which Armee Mann’s Holy Devastator was crafted. The means for working the metal were available also in the tower. A small amount was used to make medals for all the soldiers involved with the siege. The rest was carted back to [[Spuorg Atad]] to be fashioned into talismans of power.
The emperor returned triumphantly to [[Spuorg Atad]] with this and the rest of the vast treasures of [[Miserable]] while his generals returned to the conquest of [["The City"]]. The conquest after [[The Mage]]’s demise was barely resisted. Within a few weeks the armies of [[Spuorg Atad]] were surrounding the base of [[Star Point Castle]]’s mesa. [[Spuorg Atad]] engineers were mining passages through the protective rock formation and reconstructing the ramp—destroyed in the retreat—to Star Point’s main portal. As the commanding general of [[Spuorg Atad]] stepped onto the top of the mesa, a loan figure stepped from this portal to face the might of Emperor Gnitæper’s invading armies.
He walked forward sweeping his arms from west to east. A blistering hot wind began to blow. He pointed at the general of the armies and the general grew pale at the site he beheld. Then with a scream the wind ignited him and he was blown eastward in a cloud of flame, ash and boiling blood. Those on the ramp began to panic at the site of the being. Some fell or leapt to a certain death as the wind swept them off to the east; the rest were picked up by the wind and hurled towards the east. And so it was for the rest of the legions of [[Spuorg Atad]] throughout the entire continent. The mysterious robed savior lifted up into the wind and rode it east behind the destroyed legions.
In [[Spuorg Atad]], its verdant vales and abundant fields, the attention of its people was drawn to the [[Rampart Mountains|The Cataclysm Mountains]] by the first of the putrid ash and red glow about the range’s top. The entire range from north to south seemed to be erupting all at once. The uproar in the capital [[Spuorg Gnused]] disrupted even the iron-willed emperor’s enchantments. The citizens became more alarmed as it began to rain blood, then bone and finally the velarnium service medals awarded the army after the siege of [[Miserable]].
“The Rain of Ash,” “The Rain of Blood,” “The Rain of Bone” and “The Rain of the Sharpened Sword” had all been foreseen eons in the past as well as in recent prophecy. No indication was ever given that they were to happen simultaneously on Dodecitina 13^^th^^ 2000^^5^^. “The Rain of Ash” had always been assumed to be the eruption of a volcano. Only prophets in [["The City"]] had ever pointed to [[Spuorg Atad]] as the place they were to manifest. Other interpreters of prophecy often replaced the word “rain” with “reign” thinking it meant the tenure of a cruel tyrant—of course directed at none other than the emperors of [[Spuorg Atad]].
When the precipitation ceased, a bright light as that of a star shown clearly from the peak of one of the southern mountains.
A great voice came from this direction.
“[[Spuorg Atad]] will be no more and will never to be remembered from this day forth!” it exclaimed.
The emperor responded with a great clap of thunder that shook the mountains to its roots and appeared on a northern peek as the mountains came to rest. The bright light lessened into the robed figure of a restored and much younger [[Mage of Miserable|The Mage]] and a wind like that which brought the previous carnage swept across the range melting all of its snow and ice, but having no effect on [[Gnitæper]]. Great black clouds rolled off of [[Gnitæper]]’s hands across the tops of the mountains throwing countless lightning bolts at the [[Unpronounceable One|The Mage]]. They careened and ricocheted off a great invisible shield surrounding Him.
“The destruction has already been too great!” declared [[The Mage]].
“Your armies are no more as are your lands of plenty!” He gestured to the lands to the east below the mountains being washed away by the avalanche of elemental water from the melted range.
The emperor conjured a massive maul and brought it down upon [[The Mage]]’s shield. The shield shattered as the maul crashed on the southern range. A fissure opened like a seam in the mountain range. Molten lava oozed from the crack. [[Gnitæper]] released the maul to see that [[The Mage]] was again slain, but he was not there. A flash in the sky above caused him to glance up at the moment a behemoth battle-axe cleaved him in two. The force of the blow completed the ripping of the fissure. The civilized coast sank beneath the waves of the [[Pelagic Planetary]] followed by the fields, valleys, hills and finally the eastern half of the [[Rampart Mountains|The Cataclysm Mountains]].
All that remains to this day are the extreme peaks of the northern range breaking the surface of the [[Pelagic Planetary]] as islands now known as [[The Index Archipelago]] and two barren, jagged islands off the southeastern coast of the continent. The Rampart Mountains appear the same as they did all that time ago from the west. From the east, however, they appear as twenty to thirty thousand foot shear cliff-faces plunging deep into the sea. The mountain range is called [[The Cataclysm Mountains]] now and the cardinal direction more commonly known as east is Zuoclades or “Towards Cataclysm” in the common tongue of Almebezbik.
As of Player's Handbook II, Wizards of the Coast thought it appropriate to have dual-schools spells. In my opinion, this is a bad idea and totally unnecessary. All of the spells that have dual-school status are actually quite strongly aligned with one of the two schools and it is not appropriate or necessary to have them dual-schooled.
Therefore, dual-schools spells have only the more appropriate school and the other is dropped. Below is the list of dual-school spells and what school they keep.
|''Single School for ~Dual-School Spells''|c
|!Spell|!School|!Reason|h
|//Burst of Glacial Wrath//| transmutation [cold] |the area of effect is transformed rather than evoked|
|//Ferocity of Sanguine Rage//| divination |the morale bonus is due to realization of opponent's dire intentions|
|//Firestride Exhalation//| conjuration (creation, teleportation) [fire] |breath weapon is created by exhaling|
|//Kelgore's Fire Bolt//| evocation [fire] |damage causing energy-based spell with evoked core similar to //magic missile//|
|//Kelgore's Grave Mist//| necromancy [cold] |mist drawn from targets causing intense cold|
|//Lord of the Sky//| transmutation [electricity] |the area about the subject is transformed electrically|
|//Passage of the Shifting Sands//| transmutation [air] |manipulating air to draw sand into it|
|//Rot of Ages//| necromancy |debris from ground exists and is not conjured|
|//Slashing Dispel//| abjuration |damage caused by the forceful rending of the spell effects from the target|
|//Vision of the Omniscient Eye//| divination |the //faerie fire// effect is a transfer of the divination power to the subject, highlighting it|
|//Wingblast//| transmutation |manipulating air for effects|
This dungeon is peppered with //greater glyph of warding// placed as defense by [[Zodyu the Grotesque]]. They are of the electricity variety with a password of __leh__ or the fire variety with a password of __fah__ dealing 10d8 damage (Reflex DC 23, CL 21^^st^^, Search DC 31).
!Level 1
!!Entrance
In this 30 ft. by 30 ft. room are four zombies. They will attack anybody, except Zodyu, on sight, as will be the case with all undead in this dungeon.
!!Hexagonal Chamber
Five zombies stand in this room.
!!Large Square Chamber
Four zombies stand in this room.
!!Large Rectangular Chamber
Four zombies stand in this room.
!!Rectangular Chamber
Eight zombies stand in this room.
!!Square Room
Three zombies stand in this room.
!!Rectangular Chamber with Stairs
45 zombies stand in this room.
The stairs go down two levels.
!!Triangular Chamber
220 zombies stand in this room.
!!Rectangular room
Four norkers guard this room
!!Rectangular room
Six norkers dwell in this room. They possess 65 cp, 50 sp, 785 [[ep|Coinage of the Occidental World]], 275 gp and 100 pp.
!!Stairs
# Down one level.
# Down two levels.
# Down one level.
# Up to surface (north tower).
# Down one level.
!!The River
Going down the passages that lead to the river requires a DC 10 Reflex save to keep from falling in and being swept away by the current. The river is eight feet deep. Those that fall in may be able to swim until they can get to the bend in the river. If they swim to the left, they need to make a Swim check DC 10 to stop themselves on the wall. If they swim to the right, a DC 15 Swim check will have them catch hold of the rope from the well of the castle.
Opening the door to the river requires a DC 15 Reflex save to avoid falling in.
The unfortunate adventurer that misses stopping himself will float down the river until he eventually falls in to the Pool of Wishes on the 11^^th^^ level. Should one manage to go against the current as the giants from the 7^^th^^ level do, it will lead to the surface a mile west of [[Grotesque's Towers]].
|''Wandering Monsters''|c
|!d10|!#|!Creature|h
| 1-4 | 3d8 |Zombies (up to 200 total)|
| 5-8 | 2d4 |Norkers (if in east half of the level)|
| 9 | 1 |Ogre (only 1)|
| 10 | 1 |Ice Troll (only 1|
|>|>| 25% chance every 30 ft. |
----
!Level 2
!!Rectangular Room
Three ice trolls guard 4,000 gp in this room.
!!Rectangular Room
36 zombies stand in this room.
!!Rectangular Room
A coffer corpse has come in to existence in this room. His treasure includes 1,007 ep and 5 gems (100 gp, 2x500 gp, 2x800gp).
!!Rectangular Room
Eighteen zombies stand in this room.
!!Stairs
# Up one level.
# Up one level.
# Up one level.
!!Elevator Room
# Down one level.
|''Wandering Monsters''|c
|!1d10|!#|!Creature|h
| 1-6 | 3d8 |Zombies|
| 7-10 | 1 |Ice Troll (up to 3, but not at dead ends)|
|>|>| 25% chance every 30 ft. and passing dead ends |
----
!Level 3
!!Rectangular Room
24 ghouls guard 6,000 gp in this room.
!!Rectangular Chamber
Five huecuva guard 5,000 sp and 750 gp in this room.
!!Square Chamber
A [[berbalang|Berbalang]] has moved into this room. There are 1,000 gp also hidden here.
!!The Dragon's Lair
This is the home of Zodyu's mount Dryjajidu.
!!!Dryjajidu the Black Dragon CR 14
Male advanced mature adult black dragon
CE Huge dragon (water)
''Init'' +4; ''Senses'' blindsense 60 ft., darkvision 120 ft., improved low-light vision; Listen +31, Spot +31
''Aura'' fear (210 ft., DC 24)
''Languages'' Draconic, Almebezbik, Sylvan
''AC'' 31 (–2 size, +23 natural), touch 8, flat-footed 31
''hp'' 275 (24 HD); ''DR'' 10/magic
''Immune'' acid, //sleep//, paralysis
''Fort'' +19, ''Ref'' +14, ''Will'' +16; ''SR'' 21
''Speed'' 60 ft. (12 squares), fly 100 ft. (average), swim 60 ft.
''Melee'' bite +31 (2d8+14) and 2 claws +29/+29 (2d6+7) and 2 wings +29/+29 (1d8+7) and tail slap +29 (2d6+21)
''Base Atk'' +24; ''Grp'' +41
''Atk Options'' crush (2d6+21, DC 27), Power Attack
''Special Actions'' breath weapon (100 ft. line of acid, 15d4, DC 27), //corrupt water// 1/day (210 ft., DC 24)
''Sorcerer Spells Known'' (CL 6^^th^^)
3^^rd^^ (3/day)—//displacement//
2^^nd^^ (6/day)—//cat's grace, protection from arrows//
1^^st^^ (7/day)—//feather fall, mage armor, magic missile, shield//
0 (6/day)—//acid splash, detect magic, mage hand, open/close, ray of frost, read magic, resistance//
''~Spell-Like Abilities'' (CL 24^^th^^)
3/day—//darkness// (70 ft. radius)
''Abilities'' Str 28, Dex 10, Con 21, Int 14, Wis 15, Cha 14
''Feats'' Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Multiattack, Power Attack, Wingover
''Skills'' Hide +15, Listen +31, Knowledge (Arcana) +29, Move Silently +27, Search +29, Spellcraft +33, Spot +31, Swim +41
''Horde'' 94,320 cp; 231,400 sp; 95,760 ep; 5,000 gp; 95,700 pp; 259 gems (worth 648,795 gp); 90 art objects (worth 217,950 gp); //elixir of fire breathing; +1 spear; +1 battleaxe; +2 battleaxe; +3 vorpal battleaxe; +1 longsword; +2 longsword; +3 buckler; +2 scale mail//; d20 Modern heavy assault armor; //wand of magic missiles// (CL 5^^th^^, 94 charges); //arcane scroll (Tasha's uncontrollable hideous laughter); arcane scroll (amanenusis, chill fire, bestow curse); divine scroll (protection from energy, plant door, owl's wisdom, beget bogun, transmute rock to mud); divine scroll (imbue with spell ability, poison, create minor helm, horrid wilting, monster summoning V, holy word, fire storm); arcane scroll (bull's strength, fire trap, shadow magic, finger of death, shadow form, fear ward, temporal reinstatement)//.
The mount of Sir Seaver Warrick, Drymorjoc, also lairs in this cave. He is Dryjajidu's father, but he is rarely here. His treasure includes 60,000 gp; 200,000 sp; 80,000 ep; 120,000 gp; 1,000 pp; 200 gems (worth 501,000 gp); 80 art objects (worth 193,733 gp); //elixir of charm monster; potion of cure serious wounds; arcane scroll (find traps); divine scroll (remove paralysis); staff of thunder and lightning //(20 charges); //wand of anyspell //(26 charges); //amulet of detect thoughts; trident of warning; +1 heavy steel shield; +2 bronze half-plate; +1 dancing longsword; +2 dagger//.
The stairs in this cave go up two levels.
!!Stairs
# Up one level.
# Down two levels.
!!Elevator Rooms
# Down two levels.
# Up one level.
# Down one or two levels.
|''Wandering Monsters''|c
|!d30|!#|!Creature|h
| 1-9 | 4d6 |Ghouls (up to 36)|
| 10-18 | 2d4 |Huecuva (up to 24)|
| 19-27 | 1d3 |Ogres (up to 13)|
| 28 ||Dryjajidu or Drymorjoc |
| 29 ||Zodyu or Sir Seaver Warrick|
| 30 ||Zodyu with Dryjajidu and|
|||Sir Seaver with Drymorjoc|
|>|>| 12% chance every 60 ft. |
----
!Level 4
In the square hall near the eleveator room wander seven sons of Kyuss. They will be met as wandering monsters.
!!Square Room
There are sixteen ghasts guarding 4,000 cp; 4, 000 sp; 3,000 pp; 4 gems (50 gp; 100 gp; 1,600 gp; 2,000 gp); //potion of clairaudience/clairvoyance; potion of cure moderate wounds; elixir of slipperiness; potion of command plants; potion of polymorph; arcane scroll (material, Otiluke's freezing sphere, control water, spirit wrack); divine scroll (cure light wounds, tree, hallucinatory forest, speak with plants), divine scroll (protection from evil)//.
!!Mined Cave
Twenty ogres plus the Chieftain Melzibog, two lieutentants, twelve femails and five young dwell here. Each ogre carries 50 gp, each lieutenant carries 60 gp and the chieftain 70 gp. Eight of the ogres also have a number of gems (3 [100 gp, 200 gp, 500 gp], 1 [450 gp], 3 [2x200 gp, 500 gp], 3 [10 gp, 50 gp, 100 gp], 4 [70 gp; 2x100 gp; 1,100 gp], 3 [2x50 gp; 1,000 gp], 2 [100 gp, 500 gp], 1 [80 gp]) There are also 1,000 ep and 2 gems (50 gp, 250 gp) hidden in the cave.
!!Elevator room
# up one level or down seven levels.
|''Wandering Monsters''|c
|!d10|!#|!Creature|
| 1-3 | 1d6 |Ghasts (up to 80)|
| 4-8 | 1d3 |Sons of Kyuss (up to 7, but only near elevator)|
| 9-10 | 1d3 |Ogres (only outside on cliffs)|
|>|>| 12% chance every 60 ft. |
----
!Level 5
!!Rectangular Room
There is a pit in this room that is a portal to The Abyss. The pit will not be present when there is an encounter here. 99% of the time something will be here. See the ''Wandering Monsters'' table below. There is never any treasure with these encounters.
To avoid falling in the pit when it is present requires a Reflex save DC 15.
!!Retangular Room
Two dretch dwell here. They possess 28 cp, 22 sp, 14 ep and 5 gp.
!!Rectangular Room
This room is occupied by a succubus. She wears a silver ring set with gems (worth 2,000 gp). Also in the room is a small silver box set with gems (worth 4,000 gp).
!!Square Room
One nabassu which has done in six victims so far dwells in this room. It treasure includes 11 gems (5 gp, 2x10 gp, 30 gp, 50 gp, 55 gp, 2x100 gp, 200 gp, 550 gp); //potion of flying; stone of good luck; +1 leather armor; +1 shield//.
Avoiding falling in the crack in this room requires a Reflex save DC 20.
!!Stairs
# Down one level.
!!Elevator Room
# Up two levels.
|''Wandering Monsters''|c
|!d%|!|>|!Monster Type||h
| 01-63 ||>|Tanar'ri||
|| ''d%'' || ''#'' | ''Demon'' |
|| 01-08 || 5d4 |Manes|
|| 09-50 || 1d6+1 |Dretch|
|| 51-63 || 1d4 |Rutterkin|
|| 64-69 || 1d2 |Babau|
|| 70-75 || 1d2 |~Bar-Lgura|
|| 76-81 || 1 |Hezrou|
|| 82-87 || 1 |Succubus|
|| 88-94 || 1 |Vrock|
|| 95-97 || 1 |Glabrezu|
|| 98-100 || 1 |Nabassu (hatchling)|
| 64-76 ||>|Undead||
|| ''d%'' || ''#'' | ''Undead'' |
|| 01-60 || 2d4 |Ghouls|
|| 61-85 || 1d3 |Ghasts|
|| 86-95 || 1d3 |Shadows|
|| 96-100 || 1 |Allip|
| 77-79 ||>|Fiendish Elves||
|| ''d%'' || ''#'' | ''Drow'' |
|| 01-85 || 3d4 |Fiendish Drow|
|| 86-100 || 1d3 |Fiendish Driders|
| 80-89 ||>| 1d4+1 |Fiendish Ogres|
| 90-100 ||>|Chaos Creatures||
|| ''d%'' || ''#'' | ''Miscellaneous'' |
|| 01-73 || 1d3 |Gargoyles|
|| 74-88 || 1d2 |Margoyles|
|| 89-97 || 1 |Quasit|
|| 98-100 || 1 |Hoardling|
|>|>|>|>| 12% chance every 60 ft. |
----
!Level 6
!!Cave
Twelve trolls, twelve half-troll hill giants, three half-troll ettins and two spectral trolls. They guard part of Dryjajidu's horde which includes 41,000 cp; 70,000 sp; 39,000 ep; 50,600 gp; 132 gems (worth 330,660 gp); 47 art objects (worth 284,350 gp); //wand of ghoul touch //(85 charges); //+1 ring mail; +1 short sword; +1 dagger//.
|''Wandering Monsters''|c
|!d12|!#|!Creature|h
| 1-4 | 1d3 |Trolls (up to 9)|
| 5-7 | 1d2 |~Half-Troll Hill Giants (up to 10)|
| 8-9 | 1 |Spectral Troll (only 1)|
| 10-12 | 1d2 |~Half-Troll Ettins (up to 3)|
|>|>| 12% chance every 10 minutes |
----
!Level 7
!!Secret Room
One ettin stands guard here.
!!Secret Room
One ettin stands guard here. His bag holds 1,000 cp.
!!Square Chamber
One hill giant dwells here. His bag holds 5,000 gp.
!!Large Trapezoidal Chamber
Two hill giants dwell here. One has 1,000 gp and the other has 6,000 gp. There is another 6,000 gp hidden in the room.
!!Rectangular Room
One female hill giant dwells here.
!!Rectangular Room
One young hill giant dwells here.
!!Rectangular Room
One hill giant dwells here. His bag holds 3,000 gp.
!!Square room
One ettin stands guard here.
!!Small Trapezoidal Chamber
One ettin dwells here. He possess 2,000 gp. He guards 5,000 sp; 6,000 gp; 3 gems (2x10 gp; 1,000 gp); //+1 longsword (cursed), +1 arrow// (17).
!!Square Room
One half-troll ettin guarding 7,000 ep and 13 gems (worth 32,565 gp).
!!Square Room
One half-troll ettin dwells here.
!!Square Room
One half-troll ettin dwells here.
!!Stairs
# Down one level.
|''Wandering Monsters''|c
|!d10|!#|!Creature|h
| 1-3 | 1d3 |Ettins|
| 4-6 | 1d2 |Hill Giants|
| 8-10 | 1 |~Half-Troll Ettin|
|>|>| 17% chance every 60 ft. |
----
!Level 8
!!Octagonal Chamber
207 skeletons stand here.
!!Rectangular Room
One vampire spawn guards 25 gems (worth 62,625 gp), //potion of command plants, divine scroll (spike growth, summon swarm, hallucinatory forest, produce fire), cloak of elvenkind, +2 bronze half-plate, +2 elven chainmail//.
!!Stairs
# Up one level.
# Down one level.
|''Wandering Monsters''|c
|!#|!Creature|
| 8d4 |Skeletons|
|>| 17% chance every 60 ft.|
----
!Level 9
!!Rectangular Room
One vampire spawn dwells here.
!!Rectangular Room
One vampire spawn dwells here.
!!Rectangular Room
One vampire cleric 8 dwells here. It has 600 pp and 14 gems (worth 35,070 gp).
''Cleric Spells Prepared'' (CL 8^^th^^)
4^^th^^-//inflict serious wounds, poison//
3^^rd^^-//animate dead, bestow curse// (DC 17), //meld into stone//
2^^nd^^-//conceal charm, resist energy, withdraw//
1^^st^^-//bestow curse// (DC 15), //darkness, inflict light wounds//
!!Stairs
# Up one level.
!!Elevator Room
# Down one or two levels.
|''Wandering Monsters''|c
|!#|!Creature|
| 1 |Vampire Spawn|
|>| 12% chance every 120 ft. |
----
!Level 10
!!Rectangular Room
One vampire wizard 10 dwells here. His treasure includes //potion of command plant, divine scroll (protection from good), ring of faerie, mantle of Celestian, +1 chainmail//.
''Wizard Spells Prepared'' (CL 10^^th^^)
5^^th^^-//animate dead, feeblemind// (DC 19)
4^^th^^-//Otiluke's resilient sphere// (DC 18), //Rary's mnemonic enhancer//
3^^rd^^-//magic circle against good, suggestion// (DC 17), //wind wall//
2^^nd^^-//deeper darkness, forget, ray of enfeeblement, vocalize//
1^^st^^-//affect normal fires, burning hands, shocking grasp, sleep//
!!Cave
558 skeletons stand here.
!!Cave
390 skeletons stand here.
!!Cave
225 skeletons stand here.
!!Elevator Room
# One level up or down.
|''Wandering Monsters''|c
|!d10|!#|!Creature|h
| 1-4 | 10d4 |Skeletons|
| 5-7 | 10d3 |Zombies|
| 8-10 | 3d4 |Ghouls|
|>|>| 12% chance every 30 ft. |
----
!Level 11
!!The Cave of Pools
There are pools around the outside all of this cave and one in the middle. The seven outer pools correspond to the six ability scores and hit points. Stepping into these pools will increase or decrease the appropriate score. This is done by taking two different color six-sided dice and designating on as positive and one as negative. Roll them and add them together to get the change in the score. For hit points this affects each hit die, but won't reduce hit points below 1 per hit die or increase them beyond maximum possible hit points. Each of these pools will only work once per individual who enters them.
The center pool is a talking pool. It is chaotic evil, so those of different alignments will take 2d20 hit points of damage each time the pool is touched. If one shares the pool's alignment, the pool will grant a //wish// to this person. Every ten years, the same person will be granted another //wish// if they visit the pool again. The individual has one year to make this //wish//.
!!Sliding Wall Trap
Wall slides across passage and blocks return for 5 to 10 hours.
!!Crushing Pit Trap
A pit in the hall requires a DC 25 Search check to find and a DC 25 Disable Device check to make it avoidable. The pit walls move to crush victims to death in 1d4+1 rounds.
!!Elevator Rooms
# Up seven or eight levels.
# Up one or two levels.
This is the eastern sea of [[Trohlken's|Trohlken]] Baads sub-continent, which as an outlet to the [[Beasturis Ocean]].
This a small bay in the northern extents of the continent of [[Demogrozh]].
//The Bringer of Justice//
''Intermediate Deity''
| ''Symbol''|A Keep Supported By Clouds|
| ''Home Plane''|Bytopia|
| ''Alignment''|LG|
| ''Portfolio''|Justice|
| ''Worshippers''|Judges, those seeking justice...|
| ''Cleric Alignments''|LG, LN|
| ''Domains''|Good, Law, Retribution, Storm|
| ''Favored Weapon''|Light Mace|
----
[>img[./castle_in_clouds.jpg]]
Eins ({{{Inz}}}) is the judge of the gods. He has knowledge of any law ever passed, but weighs the justice of each. His power has diminished some since the end of the First Cycle of Man.
This deity appears as a small child whose size constantly shifts between 18 inches and 24 inches tall with varying degrees of heftiness. He wears a tunic and often uses his //staves of the magi and power// as stilts.
If he is confronted hostilely, he will become wrathful and probably destroy the offender with the snap of a finger.
He is a beneficial deity if reacted to properly, gifting useful mundane items.
//+5 called ghost touch nimbleness spell resistance (15) elven chain//
CG intelligent magic armor
''Senses'' 120 ft. darkvision, hearing; Listen +13, Spot +13
''Languages'' [[Almebezbik|AlmebezbikLanguage]], Draconic, Elven, Sylvan; //telepathy//
----
''Special Purpose'' Defend elves
''Dedicated Power'' +2 luck bonus on attacks, saves and checks
----
''Abilities'' Int 17, Wis 17, Cha 10
''Ego'' 26
''Skills'' Listen +13, Search +13, Spot +13
''Value'' 1,798,150 gp
''Major Organization:'' AL LN; 100,000 gp resource limit; Membership 500 (Isolated; human 96% (480), half-dragon human 4% (20))
//''Authority Figure:''// The General male half-dragon human marshal 16/legeandary leader 5/dragon samurai 5
//''Important Characters:''// ...
//''Others:''// Battalions of the Elite Dragon Samurai
----
This organization was founded millennia ago by [[Aifos]] the Dragon Guardian to further the protection of gold dragons on Almebezbik.
!Ember, Queen of [[Saje]] CR 20
CG Female human rogue 19/bard 1; ''XP'' 204,390
Medium humanoid (human)
''Init'' +14; ''Senses'' Listen +26, Spot +37
''Languages'' [[Almebezbik|AlmebezbikLanguage]], Elven, [[Sajenese]]
----
''AC'' 40 (armor +9, deflection +5, insight +4, Dex +7, natural +5), touch 26, flat-footed 33; improved uncanny dodge
''hp'' 142 (20 HD)
''Resist'' improved evasion
''Fort'' +14, ''Ref'' +28, ''Will'' +15; slippery mind, trap sense +6
----
''Speed'' 30 ft. (6 squares)
''Melee'' //+5 ghost touch keen spell effect (greater invisibility) rapier// +30/+25/+20 (1d6+8/12-20)
''Ranged'' //+6 icy blast light crossbow// +30 (1d8+6+3d6 (cold)/19-20)
''Base Atk'' +14; ''Grp'' +17
''Atk Options'' sneak attack +10d6, opportunist
''Special Actions'' bardic music 1/day (countersong, //fascinate// 1 creature, inspire courage +1)
''Combat Gear'' //chaos diamond, staff of life, wand of eagle’s splendor, wand of Melf’s acid arrow, +1 arrow// (x50), //+1 brilliant energy seeking arrows// (x50)
''Bard Spells Known'' (CL 1^^st^^)
| | 0 (2/day)|—//detect magic, ghost sound// (DC 17), //light, prestidigitation//|
----
''Abilities'' Str 16, Dex 25, Con 16, Int 16, Wis 18, Cha 24
''SQ'' bardic knowledge +6, trapfinding
''Feats'' Acrobatic, Alertness, Combat Reflexes, Education (Knowledge (History), Knowledge (Nobility and Royalty)), Improved Critical (Rapier), Improved Initiative, Negotiator, Persuasive, Quicker than the Eye, Weapon Finesse, Weapon Focus (Rapier)
''Skills'' Balance +9, Bluff +23, Decipher Script +28, Diplomacy +14, Disable Device +20, Gather Information +11, Hide +35, Intimidate +18, Knowledge (History) +13, Knowledge (Nobility & Royalty) +9, Knowledge (Local) +5, Listen +26, Move Silently +35, Open Lock +18, Search +21, Sense Motive +27, Spot +37, Tumble +15, Use Magic Device +23, Use Psionic Device +20
''Possessions'' //+5 absorbing called shadow silent moves mithral chain shirt, +5 ghost touch keen spell effect (greater invisibility) rapier, +6 icy blast light crossbow, +1 short bow, amulet of natural armor +5, belt of mighty prowess, blue orb// (+10 competence Spot) //ioun stone, boots of speed, cloak of resistance +5, gloves of dexterity +6, dusty rose prism// (+4 AC insight) //ioun stone, mantle of great stealth, mask of the performer, monocle of translations, ring of protection +5, ring of sustenance, ring of the Spuorg Emperor, tome of leadership and influence +5// (used), //tome of understanding +3// (used), masterwork thieves’ tools.
----
Ember replaced Sara Hostier in the adventuring realm so Sara could help protect [[Walton|The City-State of Walton]]. Ember is a member of the First Family of [[Saje]]. She was in exile and had several tails tracking her for a number of reasons. The only one still interested in finding her now is a lich and may start paying attention to her again now that she has exposed herself. She has recovered a major [[Spuorg Atad]] artifact that translates and relates the language and history of Spuorg Atad.
''Creator and Player'' Renee Chizek
''Created By:'' Tom Chizek
''Play Tested By:'' Gay ~Pliska-Matyshak
''Hit Die:'' d4.
!Requirements
To qualify to become a Enchantrix, a character must fulfill all of the following criteria.
''Feats:'' Spell Focus (Enchantment)
''Spells:'' Must be able to cast //lesser geas//
!Class Skills
The enchantrix's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nobility & Royalty) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: Enchantrix''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spells per Day|
|1^^st^^| +0 | +0 | +0 | +2 |Improved Diplomacy|+1 level of existing class|
|2^^nd^^| +1 | +0 | +0 | +3 |Augmented Enchantment|+1 level of existing class|
|3^^rd^^| +1 | +1 | +1 | +3 |Extended Enchantment|+1 level of existing class|
|4^^th^^| +2 | +1 | +1 | +4 |Contingent Enchantment|+1 level of existing class|
|5^^th^^| +2 | +1 | +1 | +4 |Girded Enchantment|+1 level of existing class|
!Class Features
All of the following are class features of the enchantrix prestige class.
''Weapon and Armor Proficiency:'' Enchantrix gain no proficiency with any weapon or armor.
''Spells per Day:'' When a new enchantrix level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit of a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an enchantrix, she must decide to which class she adds the new level for purposes of determing spells per day.
''Improved Diplomacy:'' At 1^^st^^ level, the enchantrix gains a +2 insight bonus to all Diplomacy checks.
''Augmented Enchantment:'' At 2^^nd^^ level, the enchantrix gains the [[Augmented Enchantment]] feat.
''Extended Enchantment:'' At 3^^rd^^ level, all enchantment spells that the enchantrix casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the enchantment spells do not change, however. This ability stacks with the effects of the Extend Spell feat, which does change the spell's level.
''Contingent Enchantment:'' A 4^^th^^ level enchantrix can prepare an enchantment spell ahead of time to be triggered by some other event. This functions as described for the //contingency// spell, including having the enchantrix cast the enchantment spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent enchantment may fail when triggered. The enchantment spell occurs based solely on the stated conditions, regardless of whether the enchantrix wants it to, although most enchantments can be dismissed normally. A enchantrix can have only one contingent enchantment active at a time.
''Girded Enchantment:'' All enchantment spells cast by a 5^^th^^ level enchantrix gain a +2 bonus against being dispelled.
A couple of weeks before the journey to the ruins of the original Walton there was a loss in Clef Lightoot's family. A first cousin named Donaly from the Lower Quarter was slain and carried away by a demon on the full phase of the moons. Also, a month earlier during the same phase a town crier disappeared. It is now suspected that the demon also took the town crier. Speculation is that the full phase that begins tomorrow will attract the demon to the city again.
Since you, as adventurers, have gained some respect in the community for surviving the exploration of the ruined keep, you have been recruited as a special city watch for this full phase of the moons.
Not accepting this assignment means imprisonment until the demon is destroyed. Successfully destroying the demon promises a rich reward and a recognition in a ceremony at Grotesque's Towers presided over by the overlord himself.
While on patrol late in the day at the peak of the phase rumors in the streets suddenly run rampant that the demon has been spotted flying into the city from the woods near the Zuodeyja Gate.
Three hours before the new day your patrol passes a beggar known as Robbie. He has been begging at the gate between the Lord's Quarter and the Twin's Realm as long as thirty years. You personally have never given anything to him in your lives. However, if one does make a contribution, you will have to deal with eight of Robbie's acquaintances.
Two-and-a-half hours before the new day you are greeted by several of the various tradesmen of Walton on their way to work after some time off.
Two hours befor the new day three older gentlemen who are regarded highly in this city break any formation you are moving in as they walk through it deep in a political discussion regarding the reduced tariffs businesses pay for transporting their goods throughout the Seigneaurie. Zodyu has reduced once exorbitant fees for using the areas paved roads in an effort to ease the tensions of the city since it was annexed by his spreading influence. Theses seniors are believed to have some control of Walton, though they will deny it if confronted. They will make life very difficult in Walton for the characters if they are crossed.
One-and-a-half hours before the new day you meet the three gentlemen still in debate, but the subject has changed. The lumber interests in Walton are concerned with the production limits set down by the overlord. With the limits on lumbering also came a ceiling on the price of their products. Surprisingly, many of the lumberjacks that lost their jobs because of this development rejoiced because Tangle Wood was being damaged by the practices used by the loggers.
An hour before the new day you come across a disturbance outside The Burning Blood Tavern. There are four young gentlemen that are highly intoxicated and causing such a racket that other folks are becoming annoyed. However, if there is even the slightest reference made about the overlord, they will sober up in the blink of an eye. This tavern is popular with the cityfolk because Zodyu's first visit to Walton ended in his slaying of five drunken racketeers who were feared and loathed by the citizens of Walton. The name of the tavern refers to the flaming blood left in pools around the victims by Zodyu and his flaming bastard sword.
Half an hour before the new day five porters pass carrying a litter of eight large clay planters.
You pass Robbie again as the new day begins.
Half an hour into the new day you hear a woman screaming. As you are running toward the screaming, it stops suddenly. As you turn the corner, you encounter a gaunt ten-foot tall humanoid with large, leathery wings flying toward you carrying a woman who appears to be dead. The beast will attempt to fly away with its prey, but if it is badly wounded, it will drop the woman and fly away. If the party destroys this projection of a king berbalang, it will crash and disappear. However, by this time there are witnesses, so the slaying will be confirmed.
If the berbalang does get away, following it is futile since it moves so fast as it heads straight for its lair. Following the direction the monster flies by turn up something, however not following it at all will find the berbalang wreaking havoc on the city in no fewer days that it takes to heal.
The berbalang flies northwest and should you follow it in that direction, you will eventually happen upon a small stand of elm trees.
This takes about six hours of steady travel on foot or about four hours on horseback. The grove is very overgown with briars and entering it will set off a whip trap. Anyone entering witll find briars whipping back at them. After ten minutes of searching the woods, you will find what is left of the town crier: his skeleton and tattered clothing remain. More searching reveals the remains of Donaly in the same condition as the crier.
From Donaly's body the party notices a fallen tree with the roots facing them. This tree has fallen from a hillock. There is a hole in the top of this hillock left by the tree having been uprooted.
This is the king berbalang's lair. Anyone man-sized or smaller and not wearing heavy armor will be able to climb into this hole. Upon entering this hole you find yourselves in a cave. The first adventurer to enter will be immediately attacked by the king berbalang and from then on one character can enter the cave per round. Only three man-sized individuals can safely wield two-handed weapons or five man-sized individuals with smaller weapons. A sixth individual makes the entire situation a grapple, giving the king berbalang a distinct advantage.
The king berbalang will materialize four projections of itself and send them out to occupy the party above while he deals with the first adventurer to enter the cave.
Provided the company triumphs, there is quite a treasure horde here to divide among the survivors or possibly make all the members survivors.
Scattered over the floor of the cave is well over a thousand pounds of coins: 300 pounds of copper, 200 pounds of silver, 90 pounds of electrum, 600 pounds of gold and 90 pounds of platinum. There are also forty gems among the coins: 3 amber (100 gp, 500 gp, 500 gp), 2 amethyst (100 gp each), an aquamarine (750 gp), 2 azurite (7 gp, 10 gp), a banded agate (10 gp), a black pearl (1,200 gp), a black sapphire (5,000 gp), 2 carnelian (50 gp each), a chrysoprase (55 gp), some coral (300 gp), 2 eye agates (10 gp each), a fire opal (5,000 gp), 2 garnets (100 gp, 450 gp), 3 jet (100 gp, 350 gp, 500 gp), a moss agate (5 gp), an obsidian (10 gp), an onyx (100 gp), an opal (1,000 gp), an oriental amethyst (800 gp), a peridot (1,000 gp), a sardonxy (100 gp), a smoky quartz (50 gp), a blue spineal (1,000 gp), a red spineal (500 gp), 2 star rose quartz (50 gp each), a star ruby (700 gp), a tiger eye (10 gp), a tourmaline (120 gp) and 2 turquoise (20 gp, 50 gp). The there is a brass-bound book with vellum pages which is a //manual of quickness in action//, a silver bracelet (900 gp), a gold choker (1,400 gp), a gold clasp set with gems (8,000 gp), an empty gold coffer (1,500 gp), a gold comb (500 gp), a hammered-tin flask containing //oil of etherealness//, a silver headband (300 gp), a silver medal set with gems (6,000 gp), a silver necklace set with gems (5,000 gp), a silver pendant set with gems (6,000 gp), a gold ring (1,800 gp), an empty gold snuff box set with gems (6,000 gp), //+1 spear//
The Adventuring Company has had a time to rest, wait and confront adventure during their hiatus in Walton waiting, essentially, for Sir Derringer Quaid to have the final fitting for his new symbol of status, brand-new custom-made suit of full plate armor. Elainey, Jessepar Embrillium, ~Ti-Gess and ~Ti-Rig have been in the service of Jessepar's unwitting father, Latham Embrillium. The rest of the Company has been hired to escort the elves to Grotesque's Towers. They have also encountered one of the least popular members of Seigneaurie Grotesque's officers, Arkel Dielwar, the Marshall Provost of Walton.
As a tax-collector, he is an unpopular figure without necessarily being evil. However, his position is actually a fraud. His name is Arkel Dielwar, but he was never supposed to be the Marshall Provost. He is an assassin whose target is Latham Embrillium, but he has failed to negotiate the obstacle of the temptation of elven treasure and now must thread lightly in the circles of Walton's ruling class. Someone in thes ruling class has enlightened himself of this fraud and has targeted Arkel for assassination and the assassin hired to perfom the deed is none other than Quintillian.
Arkel's first lead-footed move after being caught attempting to make off with shipping schedules and elven trinkets is to attempt to recover his most prized possession, and //Assassin's Blade of Toxin//. This tool of his trade has been his means of survival for the last six years. He has become so dependent on it, thought, that he will attempt anything to get it back. Unwittingly, Jessepar made off with it when she recovered the elven treasures and the Freighters' Guild's shipping schedules from Arkel's home the night he escaped after having his greed get the better of him. the //Blade// has been examined by Enchrome, Latham's retainer. and determined that anyone of good or lawful nature should shun its use.
Arkel gathers up all of his courage and brings to bear all of his skills to succeed in his original mission to assassinate Latham, but first he must recover the //Blade// to insure success.
Arkel doest manage to recover the //Blade// during the two weeks between his blunder in the Teamsters' mansion and the send off of the elves and moves into position as Latham's guide at the ceremony held in honor of the Adventuring Company.
In the course of the ceremony Mayor Dekker announces each member of the Company. He conveniently introduces Jessepar Embrillium last which causes a stir among the elven nobles present at the gathering.
During the scandalous murmuring and outright denial by several in the elven court present at the ceremony, an emotionally infirm Latham cries out as if to beg for mercy for his spirit with his dying breath, as Arkel moves to catch the falling noble on the point of his invisible death blade. As Latham convulses from the injection of poison into his person, the knife is wrenched from Arkel's grip and it falls to the platform appearing as it lands point-first into the plank at his feet. In the rush to Latham's assistance by the concerned members of the audience, Quintillian is knocked prone on the platform just avoiding being sliced by the bloody, poison-coated //Blade//. Arkel is caught up in the wave of people moving in to give aid to the fallen noble and can not retrieve his weapon.
After the commotion has died down and Latham's life has been saved by one of the elven clerics present at the ceremony, the Company finds themselves alone in the square behind The Battlemens' Bar, the highest point in Walton. They notice Arkel leave his house in a panic and head straight over to the platform where the ceremony had been held. He searches madly for his dagger under the platform.
While Arkel is occupied with his search, Jessepar and Quintillian enter the house and ~Kana-Ter stands outside to warn them when Arkel returns. Jessepar immediately begins searching for proof that will uncover Arkel's fraud to everyone in Walton. Quintillian waits in the hallway to the front door, //Blade// invisibly in hand, for Arkel's return with every intention of fulfulling the contract on Arkel's life.
A preoccupied Arkel returns to the house and is completely surprised by Quintillian in the hall. Quintillian's strike was flawless and Arkel's life was taken without a sound.
~Kana-Ter enters the house after Arkel to find Quintillian standing over his body. ~Kana-Ter takes the stairs to the upper floors to look for Jessepar since she had not responded to his warning of Arkel's approach.
Jessepar has been busy collecting evidence of Arkel's fraud and without a word ran it over to the jail.
As Quintillian and Jessepar are rejoining the rest of the Company, a large briar wall suddenly appears out of nowhere and the Company finds themselves in a corridor with walls fashioned from twisted, thorny vines of briar.
!The Corridor
The briars are an illusion of a never-ending hallway in two directions: The way one is facing and the way one is not. There is an illusionary blade that scythes through the hallway periodically. There is also an extra-dimensional pit that opens underneath the Company periodically. If something is dropped into the pit and left there, it will be in the next pit that opens. There is a section of the thorny wall that will periodically fall upon a character and hold that character fast. It lets go after a couple of minutes, just long enough fo the leprechauns to enjoy the struggle the characters put up to free the victim. The leprechauns will become present snickering and taunting at first, but eventually let the Company see them just before the characters figure out the shenanigans and enter the leprechaun's extra-dimensional domain.
!The Leprechaun's Domain
The 29 leprechauns do not dwell unmolested in this Tartus-like vessel. They have several unwanted guests not including the Company.
They include Eddy, a two-headed half-troll half-ogre mage, who is a cross between an ettin and a troll and then born of the gian two-headed troll offspring and an ogre mage. He has som innate magical talent over which he has no control and is quite simple-minded. His interest is captured by any sort of puzzle or riddle and he may even ask the party the answer to a common riddle. If he is refused an answer or a chance to work on a new riddle or puzzle, he will become violent and attack.
The ogre mage calling himself Nalprool has been trapped in this place for a long time and is to the point of begging anyone to help him get free of the place. He is very sincere and will be an ally of the Company if they allow him to live.
There are two dozen or so goblins. These little monsters have just recently become trapped in this place and have been drinking from a fountain.
There is also a wraith. This fearsome being is extremely belligerent and cunning and will make every attempt to build up his underlings from this Company.
All of these beings roam around the a castle. The first area the Company enters is a small courtyard surrounded by the castle's curtain wall. There is a dead, fallen tree here that fills most of the yard. The ground is covered with yellow, orange, red and brown leaves. Several leprechauns can be seen stirring about under the leaves, but are not otherwise mischievous.
Eddy is sitting in a donjun with his back to the Company trying to each of a large ring of keys in the lock to the door so he can get out of the donjun and look for the leprechauns.
There is a room with a bath of healing water. The ogre mage is bathing in the pool talking to himself about the troll that used to be so friendly. He is healing the wounds he suffered slaying Eddy's mother. He is a very amiable sort of fellow that really wants to be free of this place.
In a chamber with a fountain flowing with //inter-breeding potion// there are the goblins which have a strange aura that makes them seem like adorable little people. However, they are a bit overwhelming in their approach to breed with those compatible members of the Company.
There is a pillared room in which the wraith has a great advantage since he can pass through the pillars to overcome any member of the Company. He will be sated if he manages to drain some life five times from the members of the Company. If any of the drained are slain by its touch he will command them to attack while he completes his quota or flees to another area of the leprechauns home.
By the time the Company reaches the actual inside of the castle, there will be all 29 leprechauns around, underneath or above a vast table. This table is covered with a relief map of The Plane in the center of which is depicted Almebezbik in the scale 1:100,000. One of the leprechauns is flying above the table holding something which seems very heavy, but also very small. It is a token of this vessel these beings call home. They inadvertently take the Company to various points on the world as an "escort" for the Company's knowledge of the world.
First they show the Company that they landed in the Rearing Realm and unknowingly take on another unwanted passenger, a dwarven riding dog.
Next they set down on Mount Grimslade in Genesee where the Company witnesses the hatching of a copper dragon in a lair set atop the summit. This culminates with a very angry mother who moves in to protect her offspring.
Finally the briar patch lands on The Plains of the Death Master and takes on another wraith.
After the close call with the dragon and the wraith, the leprechauns return to the Mount of Walls where they deposit the adventurers in the midst of a crowd looking at the giant briar patch which had appeared behind The Battlemens' Bar and immediately disappears.
![[Thieves' Thought]], [[Almebezbik]], [[The Mirror]]
This is the base of operations of the "thieves' guild" of [[The Almebezbikian Empire]].
Etanimile was a power priestess of [[Borgose the Blue]] and last empress of [[Spuorg Atad]]. She is now a demilich that dwells in the undersea ruins of that forgotten realm.
''[Special, Magical]''
You can memorize domain-specific spells as if they were general cleric spells.
!Prerequisite
Ability to cast clerical spells, Any domain
!Benefit
You can prepare domain spells from all of your chosen domains in your clerical spell slots. You may still only prepare domain spells in your domain spell slots.
!Notes
If you wish, you can still substitute domain spells memorized in regular spell slots for cure or inflict spells via spontaneous casting.
!Created By
Carl Cramér, Curtis Bennett; Revised by the Netbook of Feats Review Board
''[Monster]''
The creature can use one of its supernatural or spell-like abilities more often.
!Prerequisite
Innate supernatural or spell-like ability.
!Benefit
Choose one innate supernatural or spell-like ability that the creature can use one or more times per day. The creature can now use this ability one more time per day.
!Special
This feat can be taken multiple times and will stack with itself. Each additional time that this feat is taken you can apply it to the same innate supernatural or spell-like ability or to one of your other innate supernatural or spell-like abilities. This feat cannot be used with class-based spell-like abilities, like the druid's wild shape or paladin's ability to cure disease.
!Created By
Eric D. Harry
Faeries are generally considered the rulers of the elven races on [[Almebezbik]]. They are also referred to as gray elves and their stats conform to those stated on page 104 of the Monster Manual. Almost all faeries on Almebezbik live in [[The City of Grayholm]]. Fewer and fewer faeries live with any sort of freewill, as the illithids that thrive within The Spire have been enslaving them since [[Grayholm]] was restored. Within 500 years of this restoration, faeries are mistrusted and avoided because each is usually dominated by a mind flayer and doing its bidding.
High elves are just call elves, while aquatic, wild and wood elves retain their prefixes. Half-elves are from any variety of elf, but those that have a faerie parent are often referred to as half-faeries.
Half-faeries are outcasts, reviled by faeries, who consider them on par with orcs and drow. They do not find much acceptance elsewhere on Almebezbik except in the town of [[Redemption]] where individuals of all races are considered equal.
[img[./KinfolkForest.PNG]]
''[Special]''
Your familiar can concentrate on spells for you.
!Prerequisite
A familiar
!Benefit
When you cast a spell that normally requires your concentration, you can let your familiar do the concentrating for you if it is within 5 ft. of you at the time of casting. Your familiar must remain within 5 ft. of you while concentrating to maintain your spell; otherwise your familiar's concentration is automatically broken. To maintain a certain spell, the familiar must have an Intelligence score of 5 + the level of the spell or higher.
!Notes
Your DM may let you apply this feat to a paladin's mount, special companion, infernal companion, psicrystal or similar pet.
!Created By
Carl Cramér
''[Special]''
You have put time and effort into developing your familiar.
!Prerequisite
A familiar
!Benefit
Your familiar's abilities are figured as if you were two levels higher.
!Special
This feat can be learned more than once and stacks with itself, each time raising your level by +2 when determining your familiar's special abilities.
!Notes
Your DM may let you apply this feat to a paladin's mount, special companion, infernal companion, psicrystal or similar pet.
!Created By
Sébastien Adhikari, Carl Cramér, Eric D. Harry
A rich and ancient empire north of [[Armee’s Canal|Armee's Canyon/Canal]]. It was, until recently, covered by the effects of the [[3rd Wizard’s Cataclysm|Creation of "The Plains of the Death Master"]] of the last cycle. It claims all land north of Armee's Canal between [[The Scathed Marshes]] and [[The Sajenese Plateau]]. It is heavily forested and abundant with mineral resources from it's three mountain ranges.
Feris Antandom is also the occidental naval power of [[Almebezbik]]. They float a substantial fleet of frigates and galleons keeping the monsters of the [[Pelagic Planetary]] off their northern coast at bay as well as the pirates of [[The Index Archipelago]] in check. With difficulty, they established trade with all four realms of the oriental lands. Shipping lanes pass through dangerous waters around both sides of the continent, contending the a great whirlpool off the west coast of [[The Dragon's Tail]] and the ancient horrors of [[Spuorg Atad]] along the east coast.
Emperor [[Stefan I]] is one of the three [[Deity Kings]]. He is originally from another Prime Material existence.
[img[Feris Antandom|./feris.PNG]]
This was "The Common Tongue" of [[Feris Antandom]] prior to the Third Wizards' Cataclysm of the last cycle. After the restoration of [[Feris Antandom]] in the year 38^^9^^ of the last cycle, it reverts to a modern language. Between these two events, Feris Dom is a "dead" language, unspoken for over six millennia.
[>img[Festland|./Festland.jpg]]
This island in the deeps of Zuodeyja [[Pelagic Planetary]] is the legendary Prime Material Plane home continent of the [[Pantheon]].
They no longer dwell here since they departed for the Outer Planes at the beginning of the Second Cycle of Man.
This is "The Language of the Gods." It is the language spoken on the island kingdom of [[Festland]] where the gods of the [[pantheon|Pantheon]] once dwelt. It is the root of all human occidental language—modern and ancient—including [[Bolzish]]. Uses its own alphabet.
![[Festland]], [[The Mirror]]
A mountain on [[Festland]]. The city of [[Wormdorf]] lies at its feet and the dungeon [[DEGTHU]] at its roots.
![[Trohlken]], [[Whelrotis]]
A nearly identical mountain to the one on [[The Mirror]]. The collapsed corridors of a vast dungeon lie beneath it.
A dark reddish-gold metal, fiendharrow is similar to iron and effective against a large number of creatures that resist damage dealt by normal weapons. It is very rare and only found in the far eastern reaches of [[The Malabranche Mountains]]. Weapons made of fiendharrow penetrate damage reduction as if made of both alchemical silver and cold iron and is thus effective against most fiends, lycanthropes, vampires and fey.
Fiendharrow has 15 hit points per inch of thickness and hardness 10.
|!Item|!Base Price Modifier|h
|Ammunition| +50 gp|
|Light weapon| +500 gp|
|One-handed weapon or one head of a double weapon| +2,250 gp|
|Two-handed weapon or both heads of a double weapon| +4,500 gp|
''Suggested by:'' ~CruixLegeand
| //Evocation [fire]//||
| ''Level''|Sor/Wiz 0|
| ''Components''|V, S|
| ''Casting Time''|1 standard action|
| ''Range''|Close (25 ft. + 5 ft./level)|
| ''Effect''|Ray|
| ''Duration''|Instantaneous|
| ''Spell Resistance''|Yes|
----
A ray of fire projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of fire damage.
This is the foremost city of [[Genesee]] where some of the most power mages on [[Almebezbik]] dwell. It is a decadent and inbred population rampant with insanity and barbaric cruelty. Much of the population is slaves, the strongest of which are forced to be gladiators. Visitors to this city must demonstrate magical ability or be immediately enslaved. Visitors should also avoid changing gold [[coinage|Coinage of the Occidental World]] into Wizards unless they intend to spend it all within the capital. Wizard pieces are virtually worthless outside the capital city.
Find Foortmaar's statistic block [[here|FoortmaarStatblock]].
''Foortmaar (large city):'' Non-standard (magocracy) AL LE, Non-standard (slavers) AL N, Magical (archmage) AL CE; 40,000-gp limit; Assets 45,242,000 gp; Population 22,621; Isolated (human 96% (21,717), halfling 2% (452), elf 1% (226), dwarf 0.4% (90), gnome 0.3% (68), half-elf 0.2% (45), half-orc 0.1% (23))
//''Authority Figures:''// [[Gresham the Golden]] male lich human wizard 40/archmage 5
//''Important Characters:''// Captain of the Guard male human warrior 14/wizard 1
//''Others:''// adept 12 (3), adept 6 (6), adept 3 (12), adept 1 (117); aristocrat 10/sorcerer 1 (3), aristocrat 4/sorcerer 1 (6), aristocrat 1/sorcerer 1 (12); barbarian 12/adept 1, barbarian 12/sorcerer 1, barbarian 12 (1 [gladiator]), barbarian 6 (2 [gladiators]), barbarian 5/adept 1 (2), barbarian 5/sorcerer 1 (2), barbarian 3 (4 [gladiators]), barbarian 2/adept 1 (4), barbarian 2/sorcerer 1 (4), barbarian 1 (8 [gladiators]); bard 15 (2), bard 12, bard 7 (4), bard 6 (2), bard 3 (12), bard 1 (388, 68 guards, 295 militia); cleric 14 (2), cleric 11, cleric 7 (4), cleric 5 (2), cleric 3 (8), cleric 2 (4), cleric 1 (24); commoner 23/sorcerer 1, commoner 18/sorcerer 1 (2), commoner 11/sorcerer 1 (2), commoner 8/sorcerer 1 (4), commoner 5/sorcerer 1 (4), commoner 3/sorcerer 1 (8), commoner 2/sorcerer 1 (8), commoner 1 (9,950 [slaves]); druid 14, druid 13, druid 12, druid 7 (2), druid 6 (4), druid 3 (12), druid 1 (24); expert 15/sorcerer 1 (militia), expert 14/sorcerer 1 (2, 2 militia), expert 7/sorcerer 1 (2, 2 militia), expert 6/sorcerer 1 (4, 4 militia), expert 3/sorcerer 1 (4, 4 militia), expert 2/sorcerer 1 (8, 8 militia), expert 1/sorcerer 1 (8, 8 militia), expert 1 (441 [skilled slaves]); fighter 15/wizard 1, fighter 14/sorcerer 1, fighter 14 (1 [gladiator]), fighter 7/wizard 1 (2), fighter 7 (2 [gladiators]), fighter 6/sorcerer 1 (2), fighter 3/wizard 1 (4), fighter 3 (4 [gladiators]), fighter 2/sorcerer 1 (4), fighter 1/wizard 1 (8), fighter 1 (8 [gladiators]); monk 12/sorcerer 1, monk 11/sorcerer 1, monk 10/sorcerer 1, monk 5/sorcerer 1 (4), monk 4/sorcerer 1 (2), monk 2/sorcerer 1 (8), monk 1/sorcerer 1 (4); paladin 10/sorcerer 1 (2), paladin 9/sorcerer 1, paladin 4/sorcerer 1 (6), paladin 1/sorcerer 1 (12); psion 12 (2), psion 11, psion 6 (4), psion 5 (2), psion 3 (8), psion 2 (4), psion 1 (24); psychic warrior 12, psychic warrior 11, psychic warrior 10, psychic warrior 6 (2), psychic warrior 5 (4), psychic warrior 3 (4), psychic warrior 2 (8), psychic warrior 1 (24); ranger 11/sorcerer 1, ranger 10/sorcerer 1 (2), ranger 5/sorcerer 1 (2), ranger 4/sorcerer 1 (4), ranger 2/sorcerer 1 (4), ranger 1/sorcerer 1 (8); rogue 15/wizard 1, rogue 12/sorcerer 1, rogue 10 (1 [renegade]), rogue 7/wizard 1 (2), rogue 5/sorcerer 1 (2), rogue 5 (2 [renegades]), rogue 3/wizard 1 (4), rogue 2/sorcerer 1 (4), rogue 2 (4 [renegades]), rogue 1 (8 [renegades]); sorcerer 12, sorcerer 11 (2), sorcerer 6 (2), sorcerer 5 (4), sorcerer 3 (4), sorcerer 2 (8), sorcerer 1 (10,789, 69 guards, 511 militia); warrior 13/sorcerer 1 (guard), warrior 13/bard 1 (guard), warrior 6/wizard 1 (2, 2 guards), warrior 6/sorcerer 1 (2, 2 guards), warrior 6/bard 1 (2, 2 guards), warrior 2/wizard 1 (4, 4 guards), warrior 2/sorcerer 1 (4, 4 guards), warrior 2/bard 1 (4, 4 guards); wizard 13, wizard 10 (2), wizard 6 (2), wizard 5 (4), wizard 3 (4), wizard 2 (8), wizard 1 (413, 69 guards, 296 militia)
This is the forest in the northeastern reaches of the continent of [[Trohlken]] that surrounds [[Oscical Bay]].
[img[Forest of the Ancients|./forest_ancients.PNG]]
This DM is a strong proponent of multiclassing and strongly encourages multiple classes and prestige classes. As a means of encouragement, I use Andy Collin's house rule for Fractional Base Bonuses as stated in the sidebar on page 73 of Unearthed Arcana. This also is a means of mitigating the common perception that multiclassing is broken.
!Gabrielle, Empress of [[Feris Antandom]]
This rugged land separated from [[The Hinterlands]] by a tract of plains and forest is the ancient realm of a family of powerful mages.
The lich of [[Gresham the Golden]] is the current ruler of this realm. He was [[Zodyu the Grotesque]]’s vizier during the previous cycle.
[img[Genesee|./genesee.PNG]]
This is "The Common Tongue" of [[Genesee]]. It holds power in magic and fear in those not from the capital [[Foortmaar]]. Some elements of this language are drawn from [[Ancient Almebezbik]] and [[Festlandish]].
Ghihzen is the continental home of the [[meziltarni|Meziltarni]] race.
This continent on [[Whelrotis]] is situated in the southern hemisphere south of [[Spihraal]] bounded on the west by the [[Almebezbik Ocean]] and on the east by the southern [[Creestis Ocean]].
It is covered with vast forests and patrolled and protected by meziltarni and elves.
Because of the swirling, cone-shaped cloud formation above Spihraal to the north, the winters on Ghihzen are somewhat gloomy a couple hours each side of noon each day.
!Forests
[[The Grand Elven Forest]]
[[The Grand Druids' Forest]]
[[The Holy Ranger's Forest]]
[[The Meziltarni Forest]]
!Seas
[[The Ghihzen Sea]]
[[The Meziltarni Sea]]
!Mountains
[[Mount Meziltarn]]
[[The Curtain Mountains]]
[[The Fleet Mountains]]
!Rivers
[[The Hierophant Basin]]
[[The Hunter's Flow]]
[[The Larethian Flow]]
[[The Meziltarn River]]
!Map
[img[Continent of Ghihzen|./ghihzen.png]]
| ''Size/Type:''|Huge animal|
| ''Hit Dice:''|4d8+12 (28 hp)|
| ''Initiative:''|+2|
| ''Speed:''|50 ft.|
| ''Armor Class:''|13 (-2 size, +2 Dex, +3 natural), touch 10, flat-foot 11|
| ''Base Attack/Grapple:''|+3/+18|
| ''Attack:''|Hoof +3* melee (1d8+3*)|
| ''Full Attack:''|2 hooves +3* melee (1d8+3*)|
| ''Space/Reach:''|15 ft. /10 ft.|
| ''Special Attacks:''|—|
| ''Special Qualities:''|Low-light vision|
| ''Saves:''|Fort +7, Ref +3, Will +1|
| ''Abilities:''|Str 24, Dex 14, Con 17, Int 2, Wis 11, Cha 4|
| ''Skills:''|Listen +4, Spot +4|
| ''Feats:''|Alertness, Run|
| ''Environment:''|Warm plains|
| ''Organization:''|Solitary or herd (6-30)|
| ''Challenge Rating:''|2|
| ''Treasure:''|None|
| ''Alignment:''|Neutral|
| ''Advancement:''|5-8 HD (Huge)|
| ''Level Adjustment:''|—|
!Combat
*A giraffe’s hooves are treated as secondary attacks and adds only half the giraffe’s Strength bonus to the damage roll.
//+6 vorpal silver greatsword//
NE intelligent magic weapon
''Senses'' blindsense 60ft., darkvision 120 ft., hearing; Listen +5, Spot +5
''Languages'' [[Ancient Almebezbik]], [[Bolzish]], Drow, Elvish, [[Festlandish]], Gith, Illithid, Terithran, [[Zambonese]], Zerth, //telepathy//
----
''Damage'' 2d6+6/19-20
''Special Purpose'' defeat/slay humans and illithids
''~Spell-Like Abilities'' (CL 20^^th^^)
| | As dedicated power|—|//disintegrate// (DC 25) [illithids], //energy drain// (DC 25) [humans]|
| | At will|—|//detect poison, read magic//|
| | 2/day|—|//plane shift//|
| | 1/day|—|//invisibility sphere//|
----
''Abilities'' Int 28, Wis 20, Cha 28
''Ego'' 50
''Value'' lesser artifact
----
This is the phylactery for arch-lich [[Melage Random]]. Any character within its presence (10 ft. or less) for more than an hour will inadvertently be prepared for lichdom. Melage was the first person to die while under this condition, so he is the lich. However, anyone still connected to the phylactery will have to make a saving throw (Will DC 24) or have half of their experience points drained whenever someone attempts successfully or not to sever their bond from the sword. This effects all bonded to the sword. Melage receives all of these experience points, which makes him more powerful.
Incidentally, the Githyanki are still trying to retrieve this sword from the Prime Material Plane. They cannot locate it by any means because it is now the phylactery of an active lich.
This castle is a twisted assembly of towers that rises 500 feet above the town of [[Tower's Heights]] along the northern edge of [[The Almebezbikian Empire]]. This is the reconstructed [[Grotesque's Towers]], which was destroyed during the [[5th Wizards' Cataclysm|The Inundation of Armee's Canyon]]. Its walls sparkle whenever a githyanki enters [[Almebezbik]] within its confines. The walls of the castle cascade a rainbow pattern whenever a githyanki enters [[Almebezbik]] outside its confines.
This hamlet is the gnomish root of the Woodsmiths.
Find Gneville's statistic block [[here|GnevilleStatblock]].
''Gneville (hamlet):'' Conventional (burgomaster) AL NG; 100-gp limit; Assets 1920 gp; Population 384; Isolated (gnome 96% (369), elf 2% (8), halfling 1% (4), dwarf 0.34% (1), human 0.33% (1), half-elf 0.33% (1)).
//''Authority Figure:''// Burgomaster Torzivil Woodsmith male gnome illusionist 3
//''Important Characters:''// Sheriff male gnome fighter 7, Deputy male gnome warrior 4, Deputy female gnome warrior 2, Deputy male gnome warrior 2, Town Recorder male gnome aristocrat 3, Art Advisor female gnome bard 2, Spiritual Advisor male gnome cleric 1, Town Treasurer male gnome commoner 12, Engineer male gnome commoner 6, Historian female gnome commoner 6, Crafts Advisor male gnome expert 5, Magical Advisor female gnome illusionist 1, Alchemist male gnome illusionist 1
//''Others:''// adept 1 (2), aristocrat 1 (2); bard 1 (2); commoner 3 (4), commoner 1 (312); druid 1; expert 2 (2, 2 militia); fighter 3 (2), fighter 1 (4); monk 1; paladin 1; psion 2, psion 1 (2); psychic warrior 1; rogue 2, rogue 1 (2); sorcerer 2, sorcerer 1 (2); warrior 1 (17, 17 militia)
This was the last emperor of [[Spuorg Atad]]. Legend tells that he was cast out of existence by [[The Mage]] and precipitated the [[1st Wizards' Cataclysm|Dual on the East Wall]].
From childhood, you have been hearing tales about the original settlement of Walton. It was an ill-fated affair and many people died. A keep and small settlement was abandoned deeper in Tangle Wood to start over where the present city of Walton now stands. Now that you find yourselves out on your own, your curiosity has reached its peak and you feel obligated to check out the ruins of the old keep. Many people have brought back stories and treasure from the ruins and since something is always re-inhabitting it, there is usually something to find.
Treasured or unheeded words of wisdom from the locals are common in nearly every place in Walton. Here are some examples.
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A drunk adventurer in The Battlemen's Bar blubbers, "So, you're going where everyone else goes."
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An old crone at the Zuodeyja Gate warns, "Beware of the monsters deep in the tangling woods. Those slain from the original settlement are known to haunt its ruins."
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A young soothsayer reads the bones, "Bad luck and ill-fate await you there. Better not to go at all."
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Luther Longgate, a well-known magician from the area states, "I have been there several times. There is always something to bring back."
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A retired adventurer missing two fingers from his left hand, his whole right hand and his left leg announces, "If the bandits don't get you, " holding up his right arm, "the goblins will," pointing at the peg which is now his left leg.
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The proprietor of the magic ship remembers, "A group went that way several days ago. If they haven't come back yet, I don't imagine they will ever come back.
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Since the ruins are visited relatively frequently, there is a rough path through the forest to the clearing in which the ruins stand. The path is not hard to follow and after three hours of travel, you find yourselves in a clearing in which stands one vine-covered twenty-foot tall, forty-foot diameter tower. It looks as though it has been recently repaired, since the door of the tower on the east side has been bricked up. Any attempt to break through the new wall will reveal that it is a solid ten feet thick. The only apparent way into the tower is through the top. A thorough search of the ground around the tower will reveal the presence of five gold coins in the grass near the former door and will take about a half hour. If the party does decide to search, a brown bear will wander out of the woods from the south end of the clearing after a quarter hour. If the group keeps its cool, the bear will sniff around, eat some berries from a bush twenty feet from the tower and then leave the same way it came. If the characters attack or flee, the bear will fight or give chase.
# Climbing the tower will take a turn. It was constructed with rough hewn rocks and is covered with a thick growth of vines. Once on the top of the wall, you will find yourself looking into a deep pit with stairs winding around the inside of the wall and descending about fifty feet deeper than the former entrance to the tower. The stairs are very dangerous, for they are crumbling from the passage of time and the ravages of weather. There are many loose stones and gravel covered spots that could cause even the fleetest of foot to slip and fall to his death in the bottom of the pit. After two complete turns around the inside of the tower, the stairs end at a door. The bronze-bound oaken door has weathered well, but is difficult to open on corroded hinges. Once inside the door, you find yourselves in a series of brick-layered, ten-foot high, ten-foot wide hallways. Many of the bricks in the ceiling and the walls are loose because of the constant seismic activity this continent experiences. These loose bricks sporadically fall to the floor of the hallways, occasionally making it dangerous either because the footing is treacherous or that someone might develop a headache due to a flagrant block of hardened clay.
# You have entered the cell block of the dungeon. This particular cell catches your eye because wedged between the bars in the small window of the door is visored helm. Approaching this cell, the reason becomes apparent that the helmet is there to keep the abundance of rats within the cell confined. If the helmet is removed, the rats will pour out through the bars and make quick work of the person put off balance be wrestling the helmet from the bars.
# This cell is empty, as the others except for the pile of rags in the corner. Displacing the rags will reveal a musty wooden coffer. The coffer's lid seems to be locked and forcing the lock or picking it will cause a poisoned needle to spring from the keyhole and embed itself into the exposed flesh of the meddler. Just picking the box up will reveal that the bottom has rotted through and the 250 gold coins once contained in the box will be spread across the floor of the cell.
# Upon entering this room you will find a badly decaying corpse lying face down, feet toward the door, in the center of the room with a rusty knife thrust deep in the middle of his back. Close examination of the body will reveal a tightly folded piece of parchment in the heel of the man's left boot. The piece of parchment seems to be a map of the immediate area, pointing out the location of Walton, this dungeon and a rock formation or group of hills deeper in Tangle Wood. the map also gives its orientation by indicating the direction of Rebelton and Grotesque's Towers in one direction and Marshe's Edge in the other.
# Movement into this chamber causes a shrieker to begin wailing. There is also an iron-bound wooden chest in this chamber. Picking it up by its handles will reveal the poisoned needles set in them handles to prevent anyone from absconding with it. The latch of the chest is unlocked and opening the chest reveals a treasure of 200 pounds of silver.
# This room has become occupied by two snake-like, electrically-charged volts. They tenaciously defend their dwelling. This forty-foot by forty-foot room is otherwise empty.
# There are nine goblins in this room that have been keeping a close watch on the intruders of their home. They lay-in-wait for any unfortunate being to pass through the doorway into their chamber. This room otherwise has six piles of straw which function as beds for the goblins in less trying times. Searching the mattresses reveal nothing.
# Behind the closed door of this room are twenty dire rats, each with an appetite of a great white shark. They will attack in a frenzy if the door is opened wide. The floor of this room is covered with the rats' waste. Several of the rats are inflicted with rabies and those not rabid are ridden with some other ailment.
# As many of the rooms in this dungeon, this room appears to be empty. However, unlike the other rooms that have brick floors, this one has flagstone-paved floors. Under the loose stone in the center of the room is a hole. This hole contains a large iron trunk. Within the locked trunk is a magic shield.
# Behind the secret door is a room where another adventuring company is in a heated discussion on the subject of leadership. More specifically, who is in charge of making the decisions in their group. Four heavily armed, massive half-orcs are facing three humans with a fourth human standing along the far wall watching the altercation.
## The half-orc arguing his case for being the leader wears banded armor, carries a shield, has a trident strapped to his back and flamboyantly gestures with a sword. On either side of him are his henchmen. There is a male and female each wearing studded leather, carrying a shield and brandishing a longsword. The other is male and wears leather and also carries a shield and wields a longsword.
## The human candidate is a male who, quite a bit smaller than his half-orc opponent, wears no armor and the only visible weapon is a sling hanging from his belt. His support includes a human male wearing ring mail, carrying a shield and letting his flail dangle from the thong attached to his wrist and an impressively built female wearing quilted armor and a longsword at her side. The man in ring mail also displays a pewter inverted five-pointed star unholy symbol of [[Lucifer the Devil]] on a leather core hanging around his neck. The human standing along the back wall is male clad in robes and has no visible weapons. He begins the vocalizations and somantics of creating a magical //shield// as your company enters the thirty-foot by thirty-foot room.
## The half-orcs and human immediately rejoin to engage the intruding company in melee. They want to ensure that they are the only people looking for the treasure hidden within the dungeon. The mage will not attack and will surrrender if confronted. If the half-orc leader is knocked unconscious or slain, the other half-orcs will attempt to escape. If the unarmed human is knocked unconscious or slain, the priest will attempt to escape and the female will retreat to the mage and surrender.
# Stepping on any number of stones in this area will set off the trap. The section of stone south of this area will slide up and interlock with the surrounding section of stone; sealing the area for ten hours. Unless everyone trapped within constantly tries to force their way out of the trap while burning one or more torches, the whole party will survive.. Otherwise, only those who possess the ability of slow respiration or meditation will survive.
# This secret cave can be opened by grasping the stalagmite which happens to point at the opening of this cave and pointing it away from the mouth of the cave. Inside the cave is a large stone vault carved to appear is a large chest. It is secured with a massive adamantite padlock that must have five procedures of lock picking done to successfully to open it. Once opened and the lid lifted, it can be seen that there are 100 pounds of silver and a magnificent sun-shaped medallion wrought of a gold metal. Each of its twelve points is tipped with a quarter-point diamond and the body of the sun is a three-inch diameter disc of fiery blue opal.
A grand druid is the highest ranking, though not necessarily the highest level, druid on a given world.
Grayholm is the recently resurrected elvish kingdom that has been buried since the end of the Second Cycle of Elves.
This kingdom has not returned without it’s share of problems. The illithids had influence over the buried ruins of the city of Grayholm and held onto it after it was raised into the light.
[[Reginald Blazenabend Lisethy]] is the current overlord of the elves.
Click [[here|GrayholmStatblock]] for information on the city of Grayholm.
[img[Grayholm|./grayholm.PNG]]
''Grayholm (including Highholm and The Spire) (metropolis):'' Conventional (overlord) AL N, Conventional (mayor) AL CG, Non-standard (elf parliament) AL CG, Magical (?) AL ?, Monstrous (illithid) AL NE; 100,000-gp limit; Assets 480,280,000 gp; Population 96,056; Isolated (elf 96% (92,214 [high elf 90% (82,993), gray elf 10% (9,221)]), halfling 2% (1,921), human 1% (961), dwarf 0.4% (384), gnome 0.3% (288), half-elf 0.2% (192), half-orc 0.1% (96))
//''Authority Figures:''// King Reginald Blazenabend Lisethy male gray elf rogue 10/wizard 8/fighter 4
//''Important Characters:''// Captain of the Guard male elf warrior 22, Xxeggsdas male paragon mind flayer telepath 10/metamind 10
//''Others:''// adept 21 (2), adept 17 (2), adept 10 (4), adept 8 (4), adept 5 (8), adept 4 (8), adept 2 (32), adept 1 (471); aristocrat 19, aristocrat 17 (2), aristocrat 16, aristocrat 9 (2), aristocrat 8 (6), aristocrat 4 (16), aristocrat 2 (32), aristocrat 1 (471); barbarian 17 (2), barbarian 16 (2), barbarian 8 (8), barbarian 4 (16), barbarian 2 (32), barbarian 1 (64); bard 20, bard 19 (2), bard 17, bard 10 (2), bard 9 (4), bard 8 (2), bard 5 (4), bard 4 (12), bard 2 (32), bard 1 (64); cleric 20, cleric 19, cleric 17, cleric 16, cleric 10 (2), cleric 9 (2), cleric 8 (4), cleric 5 (4), cleric 4 (12), cleric 2 (32), cleric 1 (64); commoner 25, commoner 24 (2), commoner 21, commoner 12 (6), commoner 10 (2), commoner 6 (12), commoner 5 (4), commoner 3 (24), commoner 2 (8), commoner 1 (85,675); druid 19, druid 17 (2), druid 16, druid 9 (2), druid 8 (6), druid 4 (16), druid 2 (32), druid 1 (64); expert 24 (militia), expert 22 (2, 2 militia), expert 19 (militia), expert 12 (2, 2 militia), expert 11 (4, 4 militia), expert 9 (2, 2 militia), expert 6 (4, 4 militia), expert 5 (8, 8 militia), expert 4 (4, 4 militia), expert 3 (8, 8 militia), expert 2 (24, 24 militia), expert 1 (2,824, 936 militia); fighter 21 (2), fighter 19, fighter 17, fighter 10 (4), fighter 9 (2), fighter 8 (2), fighter 5 (8), fighter 4 (8), fighter 2 (32), fighter 1 (64); monk 19, monk 18, monk 17 (2), monk 9 (4), monk 8 (4), monk 4 (16), monk 2 (32), monk 1 (64); paladin 18 (3), paladin 16, paladin 9 (6), paladin 8 (2), paladin 4 (16), paladin 2 (32), paladin 1 (64); psion 18 (2), psion 16 (2), psion 9 (4), psion 8 (4), psion 4 (16), psion 2 (32), psion 1 (64); psychic warrior 18, psychic warrior 17 (2), psychic warrior 16, psychic warrior 9 (2), psychic warrior 8 (6), psychic warrior 4 (16), psychic warrior 2 (32), psychic warrior 1 (64); ranger 18, ranger 17, ranger 16 (2), ranger 9 (2), ranger 8 (6), ranger 4 (16), ranger 2 (32), ranger 1 (64); rogue 20 (2), rogue 17, rogue 11 (2), rogue 10 (4), rogue 8 (2), rogue 5 (12), rogue 4 (4), rogue 2 (32), rogue 1 (64); sorcerer 18 (2), sorcerer 16 (2), sorcerer 9 (4), sorcerer 8 (4), sorcerer 4 (16), sorcerer 2 (32), sorcerer 1 (64); warrior 20 (2, 2 guards), warrior 18 (guard), warrior 11 (2, 2 guards), warrior 10 (4, 4 guards), warrior 9 (2, 2 guards), warrior 5 (12, 12 guards), warrior 4 (4, 4 guards), warrior 2 (32, 32 guards), warrior 1 (4,707, 901 guards, 3,806 militia); wizard 19, wizard 18 (2), wizard 16, wizard 9 (6), wizard 8 (2), wizard 4 (16), wizard 2 (32), wizard 1 (64)
!Gresham the Golden CR 40
Male lich human wizard 33/archmage 5
NE Medium undead (augmented humanoid [human])
''Init'' +1; ''Senses'' //arcane sight//, darkvision 60 ft., //detect magic//; Listen +13, Spot +13
''Aura'' fear (60 ft., DC 33)
''Languages'' [[Genesian]], Abyssal, [[Almebezbik|AlmebezbikLanguage]], Draconic, [[Feris Dom]], Infernal, [[Sajenese]]; empathic link, speak with familiar, //comprehend languages, read magic, tongues//
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''AC'' 50 (armor +20, shield +4, deflection +5, Dex +1, natural +10), touch 40, flat-footed 49; //shield//
''hp'' 247 (38 HD); ''DR'' 15/bludgeoning and magic
''Immune'' cold, electricity, polymorph, mind-effects, death, disease, poison, //sleep//, paralysis, stunning critical hits, subdual damage, ability damage, energy drain, death from massive damage
''Resist'' turn resistance +4
''Fort'' +20, ''Ref'' +21, ''Will'' +31; ''SR'' 21
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''Speed'' 30 ft. (6 squares)
''Melee'' //Prodigy's Edge// +25/+20 (1d4+6/19-20)
''Melee'' touch +19/+14 (1d8+6 plus paralysis)
''Melee'' //staff of the magi// +19/+14 (1d6)
''Ranged'' arcane fire +20 touch (5d6+[1-13]d6|900 ft.)
''Base Atk'' +10; ''Epic Atk'' +9; ''Grp'' +19
''Special Actions'' arcane reach, mastery of elements, mastery of shaping
''Wizard Spells Prepared'' (CL 39^^th^^)
| | 13^^th^^—|quickened //meteor swarm// (DC 33), quickened //time stop//|
| | 12^^th^^—|still silent quickened //chain lightning// (DC 30), still silent quickened //greater dispel magic//|
| | 11^^th^^—|quickened //prismatic spray//, still silent //time stop//|
| | 10^^th^^—|still silent quickened //bestow curse// (DC 28), quickened //disintegrate//|
| | 9^^th^^—|//energy drain// (DC 33), //foresight, meteor swarm// (DC 33), //time stop//, still silent quickened //fireball// (DC 27)|
| | 8^^th^^—|//horrid wilting// (DC 32), //mind blank, Otiluke's telekinetic sphere// (DC 32), //trap the soul// (DC 32)|
| | 7^^th^^—|//control undead// (DC 31), //delayed blast fireball// (DC 31), //Mordenkainen's sword, plane shift, prismatic spray// (DC 31), still silent quickened //magic missile//|
| | 6^^th^^—|//chain lightning// (DC 30), //disintegrate// (DC 29), //globe of invulnerability, greater dispel magic, true seeing//|
| | 5^^th^^—|//baneful polymorph// (DC 28), //contact other plane, dominate person// (DC 28), //magic jar// (DC 29), quickened //magic missile//, quickened //magic missile//|
| | 4^^th^^—|//bestow curse// (DC 28), //contagion// (DC 28), //enervation// (DC 28), //fire shield, Otiluke's resilient sphere// (DC 28), //stone skin//|
| | 3^^rd^^—|//displacement, fireball// (DC 27), //fireball// (DC 27), //lightning bolt// (DC 27), //fly, phantom steed//, still silent //magic missile//, still silent //magic missile//|
| | 2^^nd^^—|//alter self, command undead// (DC 26), //darkness, detect thoughts// (DC 25), //Melf's acid arrow, scorching ray, web//|
| | 1^^st^^—|//cause fear// (DC 25), //endure elements, expeditious retreat, magic missile, obscuring mist, ray of enfeeblement, shield, shield//|
| | 0—|//arcane mark, mage hand, open/close, prestidigitation//|
''Epic Spells Known'' (3/day)—//epic mage armor, spell worm// (DC 34)
''Permanent Spells'' //arcane sight, comprehend languages, darkvision, detect magic, read magic, see invisibility, tongues//
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''Abilities'' Str 11, Dex 13, Con —, Int 39, Wis 16, Cha 18
''SQ'' familiar, high arcana, scry on familiar, share spells, spell power, undead qualities
''Feats'' Craft Magic Arms and Armor^^B^^, Craft Wondrous Item^^B^^, Greater Spell Penetration, Improved Familiar, Quicken Spell^^B^^, Scribe Scroll^^B^^, Silent Spell, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Spell Mastery (//baneful polymorph, bestow curse, contingency, delayed blast fireball, disintegrate, energy drain, greater teleport, magic missile, Mordenkainen's sword, prismatic spray, read magic, shapechange, time stop//)^^B^^, Spell Penetration^^B^^, Still Spell
''Epic Feats'' Craft Epic Arms and Armor^^B^^, Craft Epic Wondrous Item, Epic Spell Penetration, Epic Spellcasting, Improved Spell Capacity (10^^th^^), Improved Spell Capacity (11^^th^^), Improved Spell Capacity (12^^th^^), Improved Spell Capacity (13^^th^^), Multispell^^B^^, Scribe Epic Scroll^^B^^
''Skills'' Bluff +9, Concentration +45, Craft (Alchemy) +55, Decipher Script +55, Diplomacy +28, Hide +9, Knowledge (Arcana) +56, Knowledge (Nobility & Royalty) +19, Knowledge (The Planes) +55, Listen +13, Move Silently +9, Search +23, Sense Motive +16, Spellcraft +60, Spot +13
''Possessions'' //Prodigy’s Edge// (//+6 brilliant energy spell storing dagger//), //staff of the magi, black robe of the archmage, amulet of natural armor +5, headband of intellect +6, ring of protection +5, cloak of resistance +5, tome of intellect +5// (used), [[Genesee]], [[Foortmaar]]
''Spellbook'' all spells in core rules and Spell Compendium
!!Quomende CR —
Demon, Quasit, Familiar
CE Tiny outsider (chaotic, extraplanar, evil)
''Init'' +7; ''Senses'' darkvision 60 ft.; Listen +7, Spot +6
''Languages'' Abyssal, [[Genesian]], empathic link, speak with master
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''AC'' 35 (size +2, Dex +3, natural +20), touch 15, flat-footed 32
''hp'' 123 (38 HD), fast healing 2; ''DR'' 5/cold iron or good
''Immune'' poison
''Resist'' fire 10, improved evasion
''Fort'' +14, ''Ref'' +17, ''Will'' +23; ''SR'' 38
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''Speed'' 20 ft. (4 squares), fly 50 ft. (perfect)
''Melee'' 2 claws +24/+24 (1d3-1 and poison) and bite +19 (1d4-1)
''Base Atk'' +10; ''Epic Atk'' +9; ''Grp'' +10
''Space'' 2½ ft.; ''Reach'' 0 ft.
''Atk Options'' deliver touch spells, poison (DC 31, 1d4 Dex/2d4 Dex)
''~Spell-Like Abilities'' (CL 6^^th^^)
| | At will—|//detect good, detect magic, invisibility// (self only)|
| | 1/day—|//cause fear// (DC 11, 30-foot radius)|
| | 1/week—|//commune//|
''~Spell-Like Abilities'' (CL 38^^th^^)
| | 1/day—|//polymorph any object// (DC 23), //symbol of insanity// (DC 23)|
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''Abilities'' Str 8, Dex 17, Con 10, Int 22, Wis 12, Cha 10
''SQ'' alternate form, grants to master
''Feats'' Improved Initiative, Weapon Finesse
''Epic Feats'' Familiar Spell (x2)
''Skills'' Bluff +6, Concentration +41, Craft (Alchemy) +47, Decipher Scripts +47, Diplomacy +25, Hide +17, Intimidate +2, Knowledge (Arcana) +47, Knowledge (Nobility & Royalty) +11, Knowledge (The Planes) +47, Listen +7, Move Silently +9, Search +10, Sense Motive +6, Spellcraft +49, Spot +6
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''Alternate Form (Su)'' a quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12^^th^^), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.
''Grants to Master'' Quasit familiars grant their masters Alertness when within 5 ft.
This was a prince of [[Genesee]] and prodigy of [[The Mage]]. He perished stopping the spread of the [[2nd Wizards' Cataclysm|The Second Elvish War]].
The castle of [[Zodyu the Grotesque]].
This impressive, but disturbing structure is of githyanki fabrication and was occupied by Zodyu and his followers after driving them out.
The west half, inside the wall is the gardens of the castle. Some of the castle's food is produced here.
The east half inside the wall is stables and corrals. All of Zodyu's cavalry mounts are kept here. They include
* 10 [[colossus warhorses|Colossus Warhorse]] (plate barding for each is stored in the armory)
* 25 dire horses (plate barding for each stored in the armory)
* 80 heavy warhorses (chain barding for each is stored in the armory)
* 150 light warhorses (leather barding for each is stored in the armory)
There are sixteen gargoyles and eight [[margoyles|Margoyle]] that roam the walls of the castle and towers. They only attack occasionally because Zodyu comes out and kills them off if they kill too often.
!Level 1 – The Town Level (ceiling 120 ft.)
* 82 residences
* 48 apartments
* 32 shops/businesses
* kitchen
* banquet hall
* mess hall
* barracks
* armory
* library
* 4 great halls
* well (center of the great halls' intersection)
* 3 stair wells (two of which are heavily guarded)
!!Gatehouse
The portcullis and both sets of great doors are open at all times except during dark days at which time all three portals are closed and locked. The guard stations are always manned by six archers, three in each location. Visitors will always be greeted at the gates unless a certain person or group of people are not wanted in the castle.
!!Barracks
This is actually part of the gate house. The majority of the castle's men-at-arms live here
!!!Infantry
* 80 heavy footmen with scale mail and heavy wooden shield; longsword and halberd
* 40 pikemen with studded leather; long spear and short sword
* 20 archers with leather armor; composite longbow, 20 arrows and short sword
!!!Calvalry
* 20 heavy horsemen with plate armor and heavy steel shield; lance and light mace
* 50 heavy horsemen with chainmail and light steel shield; lance and longsword
* 50 light horsemen with leather armor; composite shortbow, 20 arrows and short sword
!!!Leadership
* 26 sergeants
* 6 lieutenants
* 2 captains
!!Zuooriri Hall
# ''Chief Porter'' – Anthony Porter is the first person that anyone entering the castle will meet. He is generally receptive to people and creatures entering the castle. He was a monk forced to become a fighter after some indiscretion. He is especially proficient with the three-section-staff and proficient with many other oriental weapons. He also trains people in their use as well as crafts and sells them.
# ''Bailiff'' – Truman Bailey is the overseer of Zodyu's estate. This specifically means he is in charge of collecting the taxes. Due to the fact that he handles so much money, he is also the moneychanger. All provosts report directly to him.
# ''Forester'' – Beck Blackoak is the keeper of Zodyu's ever increasing forest claims. He is also a master woodscrafter.
# ''Game Warden'' – Marcus Boarslayer is in charge of an extenstive reserve. Due to his patrols of the reserve, he has begun to collect maps as well as make maps in collaboration with the cartographer living in the West Hall. Marcus is also a fantastic archer.
#
#
!!Library
The library is split between two chambers. One is managed by Eric Faustus and the other by Merton Dante, arguably the smarted men in [[Seigneaurie Grotesque]].
[img[Grotesque's Towers - Ground Floor|./GrotesquesTowers-Level1.png]]
!!Zuoclades Hall
!!!First Story
# ''Potter'' – Leroy the Potter is an aspiring alchemist.
# ''Musical Instruments'' – Dieris Skald is an outcast high elf bard and was nearly killed by Zodyu because of his race. He was save because he saved Zodyu's life in the hills of "The City" shortly after Zodyu was born. Dieris' skills with working rare woods surpasses Blackoak the Forester's. Dieris is also a skilled whitesmith and makes musical metal instruments as well as wooden ones.
# ''Glassblower'' – Fremont Flaskpourer is another up and coming alchemist.
# ''Tavern/Inn'' – "The Severed Talon" is a typical adventurer's hang out. Its owner is a dwarf named Fronfrun who has been known to drink pint for pint with Zodyu. The tavern's name is a reference to Zodyu's former deity, Vaprak the Destroyer.
# ''Brewer'' – Dale Delusion is a bumbling alchemist who is actually a very good brewer and even has a small chance of successfully manufacturing a useful potion.
# ''Cobbler'' – Corwin Cobbler is the town's shoemaker. He has had an encounter with a pair of fey which have taught him ways to repair magical footware. He has a pair of //shoes of Fharlanghn// that he had repaired long ago, but their owner never returned to pick them up.
# ''Alember'' – Denys Daniels is the castle's liquor distiller and a fair alchemist as well. He has successfully manufactured several potions which are for sale in this shop.
# ''Magic Shop'' – Emil Ecru is the owner of an extensive collection of material spell components and foci. He also has several minor magic items for sale.
# ''~Barber-Surgeon'' – Philo Razor is the chief doctor of the town. He is talkative at times and very somber at others.
# ''Tavern/Inn'' – "The Dunjon" is regularily frequented by humanoids, but anyone is accepted as long as they show they can easily defend themselves. The owner is a half-orc named Eustis Error.
# ''Whitesmith'' – Michael Metalcarver is a worker of gold, silver and other precious metals. He also has some armor smith and blacksmith experience.
# ''~Bowyer-Arrowsmith-Fletcher'' – Alton Arrowsmith is the castle's main bow and arrow maker.
# ''Whitesmith'' – Justin the Jeweled is a superior smith to any in the area, but he chooses to work with precious metals. He works extensively with the weaponsmiths and jeweler to manufacture masterwork weapons.
# ''Blacksmith'' – Endor Ironbender is a massive smith with such strength that he bends iron into difficult and intricate shapes. He has no apparent magical help.
!!!Second Story
# ''Groom'' – Norvall Brusher is in charge of grooming the castle's compliment of horses. He has several stable hands at his service. He reports to the marshal.
# ''Butler'' – Leighton Longgate is an extraordinarily tall, lanky man who was the culprit in a "the butler did it" mystery in a South Town noble's murder. Leighton escaped before he was suspected and was hired by Zodyu to butler his castle. He lives in the town as part of the conditions of his employment.
# ''Gardener'' – Colwyn Comfrey has an extensive and exquisite garden inside the castle's curtain wall. He is a major supplier of food for Zodyu's grand feasts.
# ''Cellarer'' – Gothard Stocker is the chief handler of the kitchen's supplies. He is very heavy set due to his liberties with the supplies, but he does not tax the food to greatly.
# ''Netman'' – Sprigg Jinxkin is a member of the hunting crew. His name is attributed to an encounter with net-throwing bane-midges.
# ''Kennelman'' – Reed Wolfhound is the keeper of the hunting and wardogs. He owns a wolfhound that is a foot and a half taller than himself and is only five years younger than he. Reed is forty-eight years old and is six feed tall. The kennel is located in the same area as the stables.
# ''Scribe'' – Griffith Gules is a proficient artist and an heraldic master. He is usually very busy with castle business.
# ''Falconer'' – Stafford Sparrowhawk is Zodyu's hunting bird keeper. He has managed to train an advance eagle which is very paranoid of Zodyu.
# ''Brothel'' – Madame Maria is the wealthy procuress of this establishment. She, as well as four of the other twelve prostitutes, is also a cleric of [[Borgose the Blue]] and her chamber is consecrated to that deity.
# ''Cook'' – Quinn Crumpet is a cook who works in the vast kitchen of the castle. He helps out in The Dunjon occasionally.
# ''Cook'' – Albin Roaster is another of the cooks that work in the castle's kitchen.
# ''Bladesmith'' – Warrick Weaponer is the castle's main blade forger. He and Alton co-own the shop and forge where both their works can be purchased.
!!Zuomystos Hall
!!!First Story
# ''Weapon Maker General'' – Quentin the Quiet is the weaponer general who smiths with a soundless hammer. This hammer also doubles his monthly output. He can make an absolutely perfect, exquisite metal weapon if he takes the time someone with a regular hammer would take trying to create a masterwork weapon.
# ''Jeweler/Lapidary'' – Leon ~Lapis-Lazuli is a masterful jeweler.
# ''Tinker'' – Esmond Tinker is a major person in town where food is concerned, for he makes and repairs the kettles and pots used in the kitchen.
# ''Baker'' – Roderick Roundcake is a halfling and an excellent baker. He works in his own bakery as well as the castle's kitchen.
# ''Gemcutter'' – Fenglar is a fair gnomish gemcutter.
# ''Tavern/Inn'' – "The Black Dragon" is the name of this tavern because when the interior of the castle was being completed, Dryjajidu wandered into the construction and took a nap on this spot. The owner is Osmond Ochre.
# ''Carpenter'' – Xerxes Awl is the one how maintains the woodwork of the castle.
# ''Stonemason'' – Pigot Pyrite is the maintainer of the castle's stonework.
# ''Provisioner'' – Fredrick Fahren is the person to see if one plans to go adventuring and needs gear.
# ''Locksmith'' – Dwyer Tumbler is the castle's lock maker and repairer.
# ''Soothsayer'' – Milas the Seer is a blind half-elf that has a vast amount of psionic power. He also knows a number of arcane spells.
# ''Leatherworker'' – Saxon Bevel is the castle's leatherworker. He also works with Corwin Cobbler and Ronald Tweed.
# ''Master Huntsman'' – Preston Slayer is actually a bounty hunter, but he keeps in practice by hunting for Zodyu's castle.
# ''Blacksmith'' – Ernest Evers is a superb smith, but not nearly as strong as Endor.
!!!Second Story
# ''Beater'' – Julius Jacanth is one of the hunting crew that flushes game from cover. He has been accidentally hit by arrows twice, but has continued to be a beater.
# ''Chef'' – Roark Cook is the chef in charge of the castle's kitchen. He is the everyday food preparer.
# ''Beater'' – Latham Luger is another of the hunting crew. He has been more lucky than his friend Julius.
# ''Netman'' – Patrick Retarius is an exceptional net thrower and is also proficient with trident.
# ''Limner'' – Miller Sable is an artist and a good painter of armorial bearings and other sigils.
# ''Head Groom'' – Sebastian Gourmet is the great feast constructor. He rarely does any cooking, but when he does it is fantastic.
# ''Cartographer'' – Hillary Vellum is the map-maker of the castle.
# ''Dairyman'' – Rubin Redbull is a collector of dairy products. He works with Truman Bailey and also in the kitchen.
# ''Cook'' – Alton Allsauce is another of the castle's cooks.
# ''Poultryman'' – Bourke Foul is the castle's poultry collector and keeper. He prepares birds for any kind of meal.
# ''Cook'' – Galen Grub is a cook, but he is also in charge of the worker that clean and maintain the kitchen.
# ''Tailor'' – Ronald Tweed is the clothes maker. He co-owns the shop with Saxon Bevel.
!!Mess
This is where the castle's men-at-arms eat.
!!Kitchen
This is where the food is prepared for the Mess and any banquets.
!!Banquet Hall
This room is normally a chaotic mess of low tables and cushions to sit on. There is always a long table near the north wall of this chamber. This is where Zodyu and his officers and guests of honor sit. There is, very often following a meal, some form of entertainment.
!!Zuodeyja Tower
This tower is off limits to all but those who are given permission by Zodyu, personally. This chamber is the entrance to [[Dungeon Dryjajidu]]. Very often, this tower will be choked with animated skeletons, zombies and other forms of undead.
----
!Level 2 – The Office Level (ceiling 100 ft.)
* 10 chambers
* 3 hallways
* 2 stairwells
* 22 jail cells (south wall)
* 4,600 mausoleum caskets (south wall above jail cells)
!!Zuodeyja Hall
!!!The Chamberlain
The first door on the left in this hall is the entrance to Chamberlain Denys's office. He is the head of the housekeeping and keeps the accessible parts of the castle as clean as the castle's activities allow. He works his crew very hard, but they seem to become stronger instead of weaker because of it.
!!!The Steward
The next and last door on the left in this hall is the entrance to the office of Steward Pierre. He is the one in charge of the cooks and kitchen personnel. He may even cook occasionally himself.
!!The Main Hall
!!!The Seneschal
The only door to the right besides the door to the court is on the right. This is the office of Seneschal Silvan. He is the one in charge of [[Seigneaurie Grotesque]] when Zodyu is unavailable. He is a brilliant, imaginative and outstanding right-hand man. He is a jack-of-all-trades and had dabbled in nearly every profession at one time or another. He is now venerable, but has nearly half a century ahead of him.
!!!The Court
The west end of the main hall is the entrance to the west tower and the court of [[Seigneaurie Grotesque]]. This is the chamber that Zodyu spends the most time in exclusive of the dungeon. It serves as the high court, great feast hall and audience chamber. The doors are usually closed, as he will be directing undead for their dark day activity or discussing affairs with his officers. It is said he never sleeps, though it is rumored he has the accommodations.
!!!The Marshall
The first door on the left heading east down the main hall is to Marshall Keary's office. He is a very important person, for he is in charge of the stables. His office has two chambers. The main one and the one along the outer wall with the window, so he can observe the stables from the castle.
!!!Interrogation Chamber
The next door down is one of the executioner's chambers. Ulric the Executioner is very tall and looks emaciated, but this is deceiving. He is very strong and cruel, for his appearance is due to torture. He is only occasionally in this room. Most of the time one of his henchmen is looking after the business of this room as well as guarding the stairwell. The stairs are the only way up to the rest of the castle excluding the east tower.
!!!Knight in Residence
The third door on the left is the entrance to the office of the foreign diplomat. Sir Seaver Warrick is usually here with his retainers. Only when there is a diplomatic emergency such as [[Seigneaurie Grotesque]] being on the bring of war, will Sir Seaver be absent. He is the one who helped Zodyu train Dryjajidu.
!!!The Alchemist
At the east end of the main hall behind the stairwell is the residence, workshop and lab of Oswin Ochrejelly, a grandmaster alchemist. This level of the east tower is just barely enough to hold his collections, concoctions and lab. Only he knows exactly where anything is and where everything should be. The stairwell here provide access to the upper levels of the east tower.
!!The Wizard's Hall
This is the southern side passage off the main hall.
!!!The Wizard
[[Gresham the Golden]] is the wizard of The Wizard's Hall. He is also known as the Black Archmage. His residence is entered through the too at the end of this hall. There are only rumors about what is in this chamber. One rumor has it that he has tomes of such power and wealth that he could take over an area twice as large as Seigneaurie Grotesque. Another rumor among the officers is that Gresham has made the prerequisite incantations and phylactery to become a lich when the time is right.
!!The Watchtower
The top level of the forbidden north tower is supplied with a different man-at-arms each month and is served directly by the steward. The watcher is aided with //eyes of the eagle// and has a permanent //low-light vision// spell cast upon him. They are very often honored by being granted undead status depending on their condition and helpfulness at the end of the month.
!!Jail
The south wall of the main hall and a small section of either side of The Wizard's Hall conceals secret jail cells.
!!Mausoleum
Above the cells is a mausoleum which will eventually be turned into an army of skeletons over four thousand strong.
[img[Grotesque's Towers - 2nd and 3rd Floor|./GrotesquesTowers-Levels23.png]]
!Level 3 – The Living Level (ceiling 100 ft.)
* 6 chambers
* 2 hallways
* 4 stairwells
!!Stair Tower
The stairwell to this level is in the stair tower. This place is patrolled by Ulric's henchmen and occasionally he is also in this tower. A hall leads from this tower to the castle proper.
!!The Chamberlain's Quarters
This is the north chamber of this level in which Denys, his wife and four children live.
!!The Steward's Quarters
This is the southwest chamber where Pierre, his wife and ten children live.
!!The Marshall's Quarters
This is the southeast chamber where Keary, his wife and son live.
!!Zuomystos Hall
There is a wide hall that connects the stairwell of the west tower and the castle proper.
!!Zuomystos Tower – The Seneschal's Quarters
In the west tower lives Silvan. He is a widower and he chooses not to remarry. Instead, he cares for his collections of arcane, mundane and martial belongings. These items fill his chambers well. He enjoys children and entertains the other officers' children often. He has a large amount of sage-like knowledge though he claims not to be a sage.
!!Zuoclades Tower – The Knight's Quarters
Sir Seaver and his retainers and followers are often here. At times, this knight will sponsor balls and have them held in his own quarters if there is no other place to hold them.
----
!Level 4 – The Sleeping Level (ceiling 100 ft.)
* 6 chambers
* 1 hallway
!!Zuomystos Tower
The Seneschal's sleeping chambers.
!!Zuoclades Tower
The Knight's sleeping chambers.
!!Hall
This hall leads to another stair tower. The ceiling in the center section of this hallway conceals a secret staircase that only Zodyu knows of. These stairs lead directly in to his chambers on the 5th level.
!!Stair Tower
This tower contains a stairs up to the next level and beyond. There are illusions concealing the 5th level.
!!Torture Chamber
This is Ulric's secondary torture chamber. The devices here include: a bench, an iron boot, a branding iron and brazier, a chair with clamps, a fire pit and grill, a huge pot and barrel of oil, a set of thumbscrews and an assortment of chains, ropes, manacles and other small torture implements.
!!Castle Proper
!!!Zuooriri Chamber
Marshall Keary's sleeping chambers.
!!!Zuodeyjaclades Chamber
Steward Pierre's sleeping chambers.
!!!Zuodeyjamystos Chamber
Chamberlain Denys' sleeping chambers.
[img[Grotesque's Towers - Upper Floors|./GrotesquesTowers-Levels456.png]]
!Level 5 – The Visitor's Level (ceiling 120 ft.)
* 3 chambers
* 3 stairwells
* 1 secret passage
!!Castle Proper
This chamber is fully lighted by windows. This is the visitor's lounge and recreation areas.
!!Zuooririmystos Tower
This is believed to be Zodyu's private chambers. Nobody knows for sure but Zodyu himself. He is the only one with a key for either door to this chamber. The secret door and passage are only known to Zodyu because he had anyone else who knew about them killed.
!!Zuooririclades Tower
This is a theater for keeping guests entertained. Sometimes there is a carnival held here and it runs into the lounge area as well.
----
!Level 6 – The Highest Level (ceilings vary)
* 4 chambers
* 3 stairwells
* 2 trap doors
!!Castle Proper
This is Ulric's quarters and favorite torture chamber. All of Ulric's "toys" are here. The include: a bench, an iron boot, two branding irons and brazier, a cage, an iron maiden, a rack, a "U" rack, a wheel and assorted chains, ropes and whips.
!!Zuooririmystos Tower
These are guest suites for highly honored visitors.
!!Zuooririclades Tower
This is presently a storage room, but it is believed that a vampire hides here.
''Hit Die:'' d8.
!Requirements
To qualify to become a guildmaster, a character must fulfill all of the following criteria.
''Skills:'' Craft (any) or Profession (any) 9 ranks, Diplomacy 5 ranks.
''Feats:'' Favored In Guild^^1^^, Leadership, Skill Focus (chosen Craft or Profession).
''Special:'' Must own a prosperous business and be elected to a union or guild office.
!Class Skills
The guildmaster's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Knowledge (Local), Knowledge (Nobility and Royalty), Profession (Wis), Sense Motive (Wis).
''Skill Points at Each Level:'' 4 + Int modifier.
|''Table: Guildmaster''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|
|1^^st^^| +0 | +0 | +0 | +2 |Political, Reputation +1|
|2^^nd^^| +1 | +0 | +0 | +3 ||
|3^^rd^^| +1 | +1 | +1 | +3 |~Know-Your-Business +2|
|4^^th^^| +2 | +1 | +1 | +4 ||
|5^^th^^| +2 | +1 | +1 | +4 |Reputation +2|
|6^^th^^| +3 | +2 | +2 | +5 ||
|7^^th^^| +3 | +2 | +2 | +5 |~Know-Your-Business +4|
|8^^th^^| +4 | +2 | +2 | +6 ||
|9^^th^^| +4 | +3 | +3 | +6 |Reputation +3|
!Class Features
All of the following are class features of the guildmaster prestige class.
''Weapon and Armor Proficiency:'' Guildmasters gain no proficiency with any weapon or armor.
''~Know-Your-Business:'' At 3^^rd^^ and 7^^th^^-level a guild master gains an additional +2 bonus to Appraise skill checks related to their chosen Craft or a +2 bonus to their Sense Motive skill checks related to the activities of their chosen Profession.
''Political:'' A guildmaster receives a synergistic +2 bonus to Diplomacy with 5 or more ranks in Knowledge (Local) due to his connections with other craftsmen and professionals.
''Reputation:'' At 1^^st^^-level and every 4 levels after a guildmaster gets a +1 bonus to their Leadership score.
^^1^^ DMG II
''Created By:'' Kolja Raven Liquette
''Hit Die:'' d10.
!Requirements
To qualify to become a ~Half-Ogre Paragon, a character must fulfill all of the following criteria.
''Race:'' Half-ogre
!Class Skills
The half-ogre paragon’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
''Skill Points at Each Additional Level:'' 4 + Int modifier.
|''Table: ~Half-Ogre Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +2 | +0 | +0 |Divided ancestry, natural weapon|
|2^^nd^^| +2 | +3 | +0 | +0 |Mighty reach|
|3^^rd^^| +3 | +3 | +1 | +1 |Ability boost (Str +2)|
!Class Features
All of the following are class features of the half-ogre paragon class.
''Weapon and Armor Proficiency:'' Half-ogre paragons are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
''Divided Ancestry (Ex):'' Unlike other racial paragons, half-ogres can take levels in more than one racial paragon class. After gaining at least one level as a half-ogre paragon, a character can take either ogre paragon levels or human paragon levels (but not both).
''Natural Weapon (Ex):'' A half-ogre paragon gains a slam attack that deals 1d8 points of bludgeoning damage plus 1 1/2 their Strength bonus.
''Mighty Reach (Ex):'' At 2^^nd^^ level, a half-ogre paragon can take advantage of their Large size by making an attack of opportunity against an opponent using the withdraw action to leave their threatened area.
''Ability Boost (Ex):'' At 3^^rd^^ level, a half-ogre paragon's Strength increases by 2 points.
This is now a hamlet only in name. Since being rebuilt after the cataclysm, it quickly grew into a town.
Find Hamlet Arcana's statistic block [[here|HamletArcanaStatblock]].
![[Gneville]], [[Almebezbik]], [[The Mirror]]
Gnome settlement in Zuomystos [[Tanglewood]] near [[The City-State of Walton]].
![[Hamlet Arcana]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
The center of arcane education in [[The Almebezbikian Empire]].
![[Isilville]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A farming community in the northern empire between [[Bard's Bridge]] and [[Castle of the Canyon Guardian]].
![[Marshe's Edge]], [[The Almebezbikian Empire]], [[The Mirror]]
A community on the edge of [[The Grotesque's Swamp]].
![[Tangleton]], [[Tanglewood]], [[The Mirror]]
A community whose mission it is to bring together all dwellers of Tanglewood in unity.
This city was designed and built by [[Steelisinia]] and ceded to the Bard's Bridge Demesne. It is at the end of [[The Cliffs of Grayholm]] and connected to [[Bard's Bridge]] by a separate leg of the bridge.
Find Heaven's statistic block [[here|HeavenStatblock]].
''Heaven (small city):'' Magical (mayor) AL LG, Non-standard (merchant coalition) AL NG; 15,000-gp limit; Assets 5,256,000 gp; Population 7,008; Integrated (human 37% (2,593), halfling 20% (1,402), elf 18% (1,261), dwarf 10% (701), gnome 7% (491), half-elf 5% (350), half-orc 3% (210))
//''Authority Figures:''// Mayor male human wizard 9, Coalition Member male human commoner 14, Coalition Member female halfling commoner 13, Coalition Member male elf commoner 7, Coalition Member male dwarf commoner 7, Coalition Member male gnome commoner 6, Coalition Member female half-elf commoner 6, Coalition Member female human commoner 3
//''Important Characters:''// Captain of the Guard male human fighter 12, Salastar male human wizard 9
//''Others:''// adept 12, adept 7, adept 6 (2), adept 3 (6), adept 1 (33), aristocrat 7 (2), aristocrat 3 (4), aristocrat 1 (33); barbarian 8 (2), barbarian 4 (4), barbarian 2 (8), barbarian 1 (16); bard 11, bard 7, bard 5 (2), bard 3 (2), bard 2 (4), bard 1 (12); cleric 10, cleric 9, cleric 5 (2), cleric 4 (2), cleric 2 (8), cleric 1 (16); commoner 3 (7), commoner 1 (6,039); druid 11, druid 8, druid 5 (2), druid 4 (2), druid 2 (8), druid 1 (16); expert 14 (militia), expert 13 (militia), expert 7 (2, 2 militia), expert 6 (2, 2 militia), expert 3 (8, 8 militia), expert 1 (199, 60 militia); fighter 7, fighter 6 (2), fighter 3 (6), fighter 1 (12); monk 10, monk 8, monk 5 (2), monk 4 (2), monk 2 (8), monk 1 (16); paladin 9 (2), paladin 4 (4), paladin 2 (8), paladin 1 (16); psion 9, psion 8, psion 4 (4), psion 2 (8), psion 1 (16); psychic warrior 9, psychic warrior 8, psychic warrior 4 (4), psychic warrior 2 (8), psychic warrior 1 (16); ranger 9, ranger 8, ranger 4 (4), ranger 2 (8), ranger 1 (16); rogue 12 (2), rogue 6 (4), rogue 3 (8), rogue 1 (16); sorcerer 9, sorcerer 8, sorcerer 4 (4), sorcerer 2 (8), sorcerer 1 (16); warrior 11 (guard), warrior 9 (guard), warrior 5 (2, 2 guards), warrior 4 (2, 2 guards), warrior 2 (8, 8 guards), warrior 1 (332, 56 guards, 276 militia); wizard 4 (4), wizard 2 (8), wizard 1 (16)
This town quickly formed at the [[Legion Hedge]] end of The Bard's Bridge and was annexed during [[The Seven-Years War]]. It is a raucous and relatively lawless community.
Find Hell's statistic block [[here|HellStatblock]].
''Hell (small town):'' Conventional (lord) AL NE; 800-gp limit; Assets 59,520 gp; Population 1,488; Isolated (human 96% (1,429), halfling 2% (30), elf 1% (15), dwarf 0.4% (6), gnome 0.3% (4), half-elf 0.2% (3), half-orc 0.1% (1))
//''Authority Figures:''// Lord Milinor male human aristocrat 4
//''Important Characters:''// Captain of the Guard male human warrior 6
//''Others:''// adept 2, adept 1 (7), aristocrat 2 (2), aristocrat 1 (7); barbarian 4, barbarian 2 (2), barbarian 1 (4); bard 4, bard 2 (2), bard 1 (4); cleric 1; commoner 9,, commoner 4 (2), commoner 2 (4), commoner 1 (1,292); druid 6, druid 3 (2), druid 1 (4); expert 10 (militia), expert 5 (2, 2 militia), expert 2 (4, 4 militia), expert 1 (43, 8 militia); fighter 6, fighter 3 (2), fighter 1 (4); monk 2, monk 1 (2); paladin 1; psion 3 (1), psion 1 (2); psychic warrior 1; ranger 1; rogue 5, rogue 2 (2) rogue 1 (4); sorcerer 3, sorcerer 1 (2); warrior 3 (2, 2 guards), warrior 1 (71, 12 guards, 59 militia); wizard 3, wizard 1 (2)
''Hit Dice: d8''
!Requirements
To qualify to become a High Necromancer, a character must fulfill all the following criteria.
''Alignment:'' any evil
''Feats:'' Greater Spell Focus (Necromancy), Lichloved
''Skills:'' Knowledge (Arcana) 9 ranks, Knowledge (Religion) 9 ranks
''Spells:'' Must be able the cast 3^^rd^^ or higher necromancy spells
''Special:'' Must have experienced an undead drain attack and must find another high necromancer to be their instructor
!Class Skills
The high necromancer's skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: High Necromancer''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spells per Day|h
|1^^st^^| +1 | +0 | +0 | +2 |Rebuke Undead|+1 level of existing class|
|2^^nd^^| +2 | +0 | +0 | +3 |Extra Turning|+1 level of existing class|
|3^^rd^^| +3 | +1 | +1 | +3 ||+1 level of existing class|
|4^^th^^| +4 | +1 | +1 | +4 |Ability Damage/Drain Immunity|+1 level of existing class|
|5^^th^^| +5 | +1 | +1 | +4 |Extra Turning|+1 level of existing class|
|6^^th^^| +6 | +2 | +2 | +5 ||+1 level of existing class|
|7^^th^^| +7 | +2 | +2 | +5 |Energy Drain Immunity|+1 level of existing class|
|8^^th^^| +8 | +2 | +2 | +6 |Extra Turning|+1 level of existing class|
|9^^th^^| +9 | +3 | +3 | +6 ||+1 level of existing class|
|10^^th^^| +10 | +3 | +3 | +7 |Lichdom|+1 level of existing class|
!Class Features
All of the following are class features of the high necromancer prestige class.
''Weapon and Armor Proficiency:'' A high necromancers is proficient in all simple weapons and scythe. They are proficient with light and medium armor.
''Spells per Day:'' When a new high necromancer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit of a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a high necromancer, he must decide to which class he adds the new level for purposes of determining spells per day.
''Rebuke Undead (Su):'' A high necromancer turns undead as a cleric of evil alignment using character level as his turning level. The high necromancer may command any number of undead whose total Hit Dice does not exceed ten times his turning level.
''Ability Damage/Drain Immunity:'' At 4^^th^^ level, a high necromancer is no longer susceptible to ability damaging or draining attacks and effects.
''Energy Drain Immunity:'' At 7^^th^^ level, a high necromancer is no longer susceptible to energy draining attacks or effects.
''Lichdom:'' At 10^^th^^ level, a high necromancer may choose to create a phylactery and become a lich. Apply the lich template to the character when this process is complete.
!!High Necromancer Spell List
If a high necromancer does not already have access to these spells on his spell list from a previous spellcasting class, he may add them.
''0''—//disrupt undead, inflict minor wounds, nature watch, negative energy ray, touch of fatigue//.
''1^^st^^''—//cause fear, chill of the grave, chill touch, deathwatch, detect undead, doom, ghoul light, inflict light wounds, hide from undead, ray of enfeeblement, spirit worm, summon undead I//.
''2^^nd^^''—//blindness/deafness, bonefiddle, curse of ill fortune, curse of impending blades, death armor, death knell, decomposition, desecrate, desiccating bubble, false life, gentle repose, ghoul glyph, ghoul touch, healing sting, inflict moderate wounds, life bolt, living death, ray of sickness, ray of weakness, scare, spectral hand, shroud of undeath, spawn screen, stolen breath, stone bones, summon undead II, wracking touch//.
''3^^rd^^''—//animate dead, bestow curse, clutch of Orcus, contagion, dehydrate, fangs of the vampire king, fear, feign death, ghoul gesture, greater disrupt undead, healing touch, incorporeal enhancement, infestation of maggots, inflict serious wounds, junglerazer, mass curse of impending blades, mind poison, negative energy burst, ray of exhaustion, rejuvenative corpse, reveille, skull watch, speak with dead, spider poison, summon undead III, undead lieutenant, undead torch, vampiric touch//.
''4^^th^^''—//blight, burning blood, consumptive field, contagious touch, cursed blade, death ward, delay death, enervation, ghoul gauntlet, heart ripper, inflict critical wounds, iron bones, miasma of entropy, negative energy aura, negative energy wave, poison, rebuking breath, summon undead IV, unholy blight, wither limb, wrack//.
''5^^th^^''—//circle of doom, death throes, elemental shroud, graymantle, incorporeal nova, magic jar, mass contagion, mass curse of ill fortune, revive undead, slay living, spirit wall, summon undead V, symbol of pain, unhallow, wail of doom, waves of fatigue//.
''6^^th^^''—//antilife shell, aura of terror, awaken undead, barghest's feast, circle of death, create undead, curse of lycanthropy, eyebite, fleshshiver, harm, imperious glare, ray of entropy, spectral touch, symbol of fear, undeath to death//.
''7^^th^^''—//arrow of bone, avasculate, blasphemy, blood to water, death dragon, destruction, energy ebb, evil glare, field of ghouls, finger of death, greater bestow curse, greater consumptive field, kiss of the vampire, scourge, sword of darkness, symbol of weakness, undeath after death, waves of exhaustion, withering palm//.
''8^^th^^''—//avascular mass, binding, bite of the king, blackfire, bodak's glare, clone, create greater undead, death pact, general of undeath, heart of stone, heat drain, horrid wilting, mass death ward, skeletal guard, symbol of death, trap the soul, unholy aura, veil of undeath//.
''9^^th^^''—//astral projection, energy drain, enervating breath, hide life, plague of undead, power word kill, soul bind, wail of the banshee//
This is the largest human city within [[The Hinterlands]]. It is within the borders of [[Steelisinia]], but has resisted annexation for centuries. The draconic mentality of the rulers of [[Steelisinia]] do not force the issue as they know this city will join the realm eventually. Thus, this city receives all of the support of the realm without the burden of taxation. The steelisin dragons treat it and protect it as one of their hoards.
Find Hinterburg's statistic block [[here|HinterburgStatblock]].
''Hinterburg (large city):'' Conventonal (mayor) AL LE, Non-standard (mafia) AL LE, Magical (wizard) AL LG; 40,000-gp limit; Assets 34,080,000 gp; Population 17,040; Integrated(human 37% (6,305), halfling 20% (3,408), elf 18% (3,067), dwarf 10% (1,704), gnome 7% (1,193), half-elf 5% (852), half-orc 3% (511)).
//''Authority Figures:''// Mayor male human aristocrat 17, Mafia Don male human rogue 20, Wizard female elf wizard 17
//''Important Characters:''// Captain of the Guard male human warrior 20
//''Others:''// adept 19 (2), adept 17, adept 9 (4), adept 8 (2), adept 4 (12), adept 2 (24), adept 1 (79); aristocrat 16, aristocrat 14, aristocrat 8 (4), aristocrat 7 (2), aristocrat 4 (8), aristocrat 3 (3), aristocrat 2 (16), aristocrat 1 (79); barbarian 17 (2), barbarian 13, barbarian 8 (4), barbarian 7 (2), barbarian 4 (8), barbarian 3 (4), barbarian 2 (16), barbarian 1 (40); bard 16 (2), bard 15, bard 8 (4), bard 7 (2), bard 4 (8), bard 3 (4), bard 2 (16), bard 1 (40); cleric 19, cleric 17, cleric 14, cleric 9 (2), cleric 8 (2), cleric 7 (2), cleric 4 (8), cleric 3 (4), cleric 2 (16), cleric 1 (40); commoner 24 (2), commoner 22, commoner 12 (4), commoner 11 (2), commoner 6 (8), commoner 5 (4), commoner 3 (16), commoner 2 (8), commoner 1 (14,443); druid 18, druid 17, druid 16, druid 9 (2), druid 8 (4), druid 4 (12), druid 2 (24), druid 1 (48); expert 22 (militia), expert 21 (militia), expert 19 (militia), expert 11 (2, 2 militia), expert 10 (2, 2 militia), expert 9 (2, 2 militia), expert 5 (8, 8 militia), expert 4 (4, 4 militia), expert 2 (24, 24 militia), expert 1 (476, 139 militia); fighter 21, fighter 20, fighter 17, fighter 10 (4), fighter 8 (2), fighter 5 (8), fighter 4 (4), fighter 2 (24), fighter 1 (48); monk 16 (2), monk 15, monk 8 (4), monk 7 (2), monk 4 (8), monk 2 (16), monk 1 (40); paladin 15 (2), paladin 14, paladin 7 (6), paladin 3 (12), paladin 1 (24); psion 15 (2), psion 14, psion 7 (6), psion 3 (12), psion 1 (24); psychic warrior 16 (3), psychic warrior 8 (6), psychic warrior 4 (12), psychic warrior 2 (24), psychic warrior 1 (48); ranger 15 (3), ranger 7 (6), ranger 3 (12), ranger 1 (24); rogue 17 (2), rogue 10 (2), rogue 8 (4), rogue 5 (4), rogue 4 (8), rogue 2 (24), rogue 1 (48); sorcerer 17, sorcerer 16, sorcerer 15, sorcerer 8 (4), sorcerer 7 (2), sorcerer 4 (8), sorcerer 3 (4), sorcerer 2 (16), sorcerer 1 (40); warrior 19 (guard), warrior 18 (guard), warrior 10 (2, 2 guards), warrior 9 (4, 4 guards), warrior 5 (4, 4 guards), warrior 4 (8, 8 guards), warrior 2 (24, 24 guards), warrior 1 (794, 126 guards, 668 militia); wizard 14 (2), wizard 8 (2), wizard 7 (4), wizard 4 (4), wizard 3 (8), wizard 2 (8), wizard 1 (32)
!Cycles
Cycles are groups of Ages that are generally dominated by a particular race: Dragons, Dwarves, Elves, Humans...
There is no theory on how many cycles there will be. A new cycle is rarely acknowledged until well into the first or second age of a new cycle. The belief among common folk is that the world ended and a new one has begun. The concept of cycles is lost until some powerful individual or group reinforces or "reinvents" it. The occurrence of the First Wizards' Cataclysm of a cycle, if recognized as such, usually brings about a consensus among scholars that a new cycle has begun.
!Ages
Ages are generally two to four millennia spans that are dominated by a particular alignment, thus there are nine ages per cycle. Ages are also referred to as eons.
!Cataclysms
Also known as Wizards' Cataclysms as they are often attributed to magical energies that have gone out of control, there are five in each cycle. The fifth one always marks the end of a cycle and is of such ferocity that many consider the event to be the end of the world.
!!Final Wizards' Cataclysms of Previous Cycles
* [[Battle of The Great Barrier Mountains]] - The Fifth Cataclysm of The First Cycle of Dragons
* [[Unleashing of the Orbs]] - The Fifth Cataclysm of The Second Cycle of Dragons
* [[Invention of Destruction]] - The Fifth Cataclysm of The First Cycle of Dwarves
* [[The Slaying of Ksherea]] - The Fifth Cataclysm of The Third Cycle of Dragons
* [[The Burial of Grayholm]] - The Fifth Cataclysm of The Second Cycle of Elves
* [[The Orbs Reversed]] - The Fifth Cataclysm of The Second Cycle of Dwarves
* [[The Archmage Storm]] - The Fifth Cataclysm of The Fourth Cycle of Dragons
* [[The Balancing Battle]] - The Fifth Cataclysm of The Third Cycle of Elves
!!Wizards' Cataclysms of the First Cycle of Man
# [[Dual on the East Wall]]
# [[The Second Elvish War]]
# [[Creation of "The Plains of the Death Master"]]
# [[The Raising of the Cliffs of Grayholm]]
# [[The Inundation of Armee's Canyon]]
!!Wizards' Cataclysms of the Current Cycle
# [[The False Mountain]]
!!Prophesied Wizards' Cataclysms of the Current Cycle
Following are the cataclysms the prophets known as [[Isildul's Arcaners]] have foretold. They also foretold the [[The False Mountain]], disappeared and mysteriously reappeared two centuries after it occurred.
* [[The Fire Mountain]]
* [[The Mage Realm]]
* [[The Megalopolis]]
* [[The Tower]]
!Timelines
[[Pre-Saasm Space Timeline]]
[[Almebezbik Timeline]]
This is a modification to standard hobgoblin characters. They should have ''no level adjustment''. Just compare them to elves (+2 Concentration checks ''+''; +2 hp/level ''+'', darkvision instead of low-light vision ''±''; +4 to Move Silently instead of +2 to Listen, Spot and Search ''±''; no secret door "noticing" ''–''; no immunity to //sleep// ''–''; no +2 to saving throws against enchantment effects ''–''; no bonus weapon proficiencies [longsword, rapier, bows] ''–'').
!Hobgoblin Racial Traits
* +2 Dexterity, +2 Constitution.
* A hobgoblin’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently checks.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
* Favored Class: Fighter.
[>img[./greatswords.GIF]]
This holy symbol of [[Armee the Father]] has extraordinary additional abilities. They can be found in three different strengths.
Lesser Holy Symbols of Armee Mann transform the user so that they possess four arms wielding duplicate masterwork longswords. While in this condition the user is proficient with longsword and is treated as having the Multiweapon Fighting feat.
Holy Symbols of Armee Mann grant the same abilities as the lesser versions except the longswords have a +1 enhancement bonus. If you are a paladin of Armee the longswords also have the axiomatic and holy special abilities. Also, paladins of Armee are treated as having the Improved Multiweapon Fighting feat.
Greater Holy Symbols of Armee Mann grant the same abilities as the lesser versions except the longswords have a +6 enhancement bonus. If you are a paladin of Armee the longswords also have the axiomatic power and holy power epic special abilities. Also, paladins of Armee are treated as having the Greater Multiweapon Fighting feat.
Strong transmutation; CL 20^^th^^; Craft Wondrous Item (lesser and normal), Craft Magic Arms and Armor (lesser and normal), Craft Epic Wondrous Item (greater), Craft Epic Arms and Armor (greater), //polyporph//, //Tenser's transformation//, creator must be a Lawful Good worshipper of [[Armee the Father]]; Price 25,000 gp (lesser), 100,000 gp (normal), 2,500,000 gp (greater).
!Rule Changes
[[Critical Threat Ranges]] stack between magic and feats
[[Dual-School Spells]] have only one school
[[Fractional Base Bonuses]] Unearthed Arcana's house rule for multiclassing by Andy Collins
[[Share Spells]] with familiars, animal companions and special mounts
!Feats
[[Augmented Enchantment]]
[[Bravery]] - from Netbook of Feats
[[Controlled Burst]] - from Netbook of Feats
[[Expanded Domains]] - from Netbook of Feats
[[Extra Primeval Ability]] - from Netbook of Feats
[[Familiar Concentration]] - from Netbook of Feats
[[Familiar Development]] - from Netbook of Feats
[[Improved Animal Companion]] - from Netbook of Feats
[[Improved Deflect Arrows]] - from Netbook of Feats
[[Improved Subdual]] - from Netbook of Feats
[[Pack Mule]] - from Netbook of Feats
[[Pyramid Spell]]
[[Rank Fighting]] - from Netbook of Feats
[[Reflex Set]] - from Netbook of Feats
[[Signature Focus]] - from Netbook of Feats
[[Spirited Dive]] - from Netbook of Feats
[[Streetwise]]
!Flaws
[[Instigator]]
[[Sapless]]
!Incantations
[[Mopasepti's Phylactery Incapacitator]]
[[Zodyu's Army]]
!Classes
[[Teton Shaman]] an adaptation of the Oriental Adventure's Shaman
!NPC Classes
[[Magician]] an arcane caster NPC class
[[Psychic]] a psionic manifester NPC class
!Prestige Classes
[[Aasimar Paragon]]
[[Bladesinger]] modified version of //Complete Warrior// prestige class
[[Chessmaster]]
[[Dracomundi Dragonslayer]]
[[Dracomundi Slayermage]]
[[Druidic Bard]] 1^^st^^ Edition Bard converted to 3.5 prestige class
[[Enchantrix]]
[[Guildmaster]]
[[Half-Ogre Paragon]] excerpted originally from [[The Waking Lands|http://www.wakinglands.com/htm_files/paragon_classes_half-ogre.htm]] (since has changed)
[[High Necromancer]]
[[Master Smith]]
[[Meziltarni Paragon]]
[[Ogre Paragon]] excerpted originially from [[The Waking Lands|http://www.wakinglands.com/htm_files/paragon_classes_ogre.htm]] (since has changed)
[[Skylord]] modified version of //Book of Exalted Deeds// prestige class
[[Troll Paragon]]
[[Walton Hand-and-a-Halfer]]
[[Wemic Paragon]]
!Races
[[Bolz]] half-human/half-dwarven master race
[[Faerie|FaerieRace]] synonym for gray elves
[[Gnome, Crater|Crater Gnome]] warped gnomes that lived in and around [[Mount of Walls]]
[[Hobgoblin]] modified version of //Monster Manual 3.5// race
[[Meziltarni]] highly magical, ancient human race
!Spells
[[Flame Jet]]
[[Sound Wave]]
![[Sourcebooks]]
//+6 dancing ghost touch bastard sword//
N intelligent magic weapon
''Senses'' blindsense 60ft., darkvision 120 ft., hearing; Listen +7, Spot +7
''Languages'' [[Ancient Almebezbik]], [[Ancient Elven]], Draconic, Druidic, [[Festlandish]]; //telepathy//
----
''Damage'' 1d10+6/19-20
''Special Purpose'' defeat/slay diametrically opposed alignment
''Dedicated Power'' wielder gets +4 luck bonus to all attacks, saving throws and checks
''~Spell-Like Abilities''
| |At will|—|//detect magic, read magic//|
| |3/day|—|//invisibility purge//|
| |1/day|—|//arcane eye//|
----
''Abilities'' Int 18, Wis 24, Cha 24
''Ego'' 39
''Skills'' Diplomacy +17, Knowledge (Nature) +14, Survival +9
''Value'' 2,679,935 gp
The last emperor of [[Feris Antandom]] before the [[3rd Wizards' Cataclysm|Creation of "The Plains of the Death Master"]]. He murdered the previous emperor, his father, to take the throne. He caused the cataclysm by reversing lichdom on his most trusted advisor, [[Udash Nul]]. The undead community revolted and the resulting maelstrom covered the realm with a plague of undeath. Over six millennia later, [[Stefan I]] entered [[Almebezbik]] from another reality and slew "The Death Master," returning [[Feris Antandom]] to its former living state.
This is the guild founded by [[Egalem Random|Ran MCXI]] shortly before ascending the throne of [[Legion Hedge]]. It was originally called the Almebezbikian Trade Guild, but was renamed upon the founding of [[The Almebezbikian Empire]].
''[Special]''
Your animal companion is more powerful than normal.
!Prerequisite
Animal Companion ability
!Benefit
Your effective level for the Animal Companion ability is three levels higher than normal. As noted in the SRD this improves the abilities of your existing animal companion, or alternatively allows you to attract a more powerful one.
!Special
You may select this feat multiple times. It stacks with itself.
!Created By
Rick Coen; Revised by the Netbook of Feats Review Board
''[General, Fighter]''
You can deflect arrows several times in a round.
!Prerequisite
Deflect Arrows, Dex 13
!Benefit
You may Deflect Arrows more than once each round. Each attempt at deflection beyond the first counts as one of your attacks of opportunity for the round.
!Created By
Carl Cramér, Daniel Langdon
''[General, Fighter]''
You are skilled in making nonlethal attacks
!Benefit
When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.
!Normal
Characters striking to subdue with normal weapons do so at -4 to hit.
!Notes
This feat combines the Improved Subdual and Improved Subdue feats from previous versions of the Netbook.
!Created By
Rebecca Glenn, Scott Metzger
| ''Size/Type:''|Dragon (evil)|
| ''Climate/Terrain:''|Any land and underground|
| ''Organization:''|Wyrmling, very young, young, juvenile and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm or great wyrm: solitary, pair or family (1-2 and 2-5 offspring)|
| ''Challenge Rating:''|Wyrmling 6; very young 8; young 10; juvenile 12; young adult 15; adult 17; mature adult 20; old 22; very old 23; ancient 25; wyrm 26; great wyrm 28|
| ''Treasure:''|Triple Standard|
| ''Alignment:''|Always chaotic evil|
| ''Advancement:''|Wyrmling 11-12 HD (Large); very young 14-15 HD (Large); young 17-18 HD (Large); juvenile 20-21 HD (Huge); young adult 23-24 HD (Huge); adult 26-27 HD (Huge); mature adult 29-30 HD (Gargantuan); old 32-33 HD (Gargantuan); very old 35-36 HD (Gargantuan); ancient 38-39 HD (Colossal); wyrm 41-42 HD (Colossal); great wyrm 44+ HD (Colossal+)|
| ''Level Adjustment:''|Wyrmling +5; very young +6; others —|
|''Indigo Dragons by Age''|c
||||||||||!Base Attack||!Fort|!Ref|!Will|!Breath Weapon|!Frightful|h
|!Age|!Size|!Hit Dice (hp)|!Str|!Dex|!Con|!Int|!Wis|!Cha|!/Grapple|!Attack|!Save|!Save|!Save|!(DC)|!Presence DC|h
|Wyrmling| L |10d12+30 (90)| 19 | 10 | 17 | 14 | 15 | 14 | +10/+17 | +13 | +10 | +7 | +9 | 1 (17) | 17 |
|Very Young| L |13d12+39 (117)| 23 | 10 | 17 | 16 | 17 | 16 | +13/+19 | +15 | +11 | +8 | +11 | 2 (19) | 19 |
|Young| L |16d12+64 (160)| 27 | 10 | 19 | 16 | 17 | 16 | +16/+27 | +23 | +14 | +10 | +13 | 3 (21) | 21 |
|Juvenile| H |19d12+95 (209)| 29 | 10 | 21 | 18 | 19 | 18 | +19/+32 | +24 | +16 | +11 | +15 | 4 (23) | 23 |
|Young Adult| H |22d12+110 (242)| 31 | 10 | 21 | 18 | 19 | 18 | +22/+38 | +30 | +18 | +13 | +17 | 5 (25) | 25 |
|Adult| H |25d12+150 (300)| 33 | 10 | 23 | 20 | 21 | 20 | +25/+42 | +34 | +20 | +14 | +19 | 6 (27) | 27 |
|Mature Adult| G |28d12+196 (364)| 35 | 10 | 25 | 20 | 21 | 20 | +28/+48 | +36 | +23 | +16 | +21 | 7 (29) | 29 |
|Old| G |31d12+248 (434)| 39 | 10 | 27 | 24 | 25 | 24 | +31/+49 | +41 | +25 | +17 | +24 | 8 (32) | 32 |
|Very Old| G |34d12+306 (510)| 41 | 10 | 29 | 26 | 27 | 26 | +34/+57 | +45 | +28 | +19 | +27 | 9 (35) | 35 |
|Ancient| C |37d12+370 (592)| 45 | 10 | 31 | 28 | 29 | 28 | +37/+62 | +46 | +30 | +20 | +29 | 10 (38) | 38 |
|Wyrm| C |40d12+451 (697)| 47 | 10 | 33 | 30 | 31 | 30 | +40/+66 | +50 | +33 | +22 | +32 | 11 (40) | 40 |
|Great Wyrm| C |43d12+528 (792)| 49 | 10 | 35 | 32 | 33 | 32 | +43/+70 | +55 | +35 | +23 | +34 | 12 (43) | 43 |
|''Indigo Dragon Abilities by Age''|c
|!Age|!Speed|!Initiative|!AC|!Special Abilities|!Caster Level^^1^^|!SR|h
|Wyrmling|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |17 (-1 size, +8 natural)|Rebuke/command undead| — | — |
|Very Young|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |20 (-1 size, +11 natural)|//Animate dead//| — | — |
|Young|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |23 (-1 size, +14 natural)|| 1^^st^^ | — |
|Juvenile|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |25 (-2 size, +17 natural)|Extra turning| 3^^rd^^ | — |
|Young Adult|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |28 (-2 size, +20 natural)|DR 5/magic and good| 5^^th^^ | 22 |
|Adult|60 ft., fly 200 ft. (poor), burrow 30 ft.| +0 |31 (-2 size, +23 natural)|//Create greater undead//| 7^^th^^ | 24 |
|Mature Adult|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |32 (-4 size, +26 natural)|DR 10/magic and good| 9^^th^^ | 26 |
|Old|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |35 (-4 size, +29 natural)|Undead Mastery| 11^^th^^ | 28 |
|Very Old|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |38 (-4 size, +32 natural)|DR 15/magic and good| 13^^th^^ | 29 |
|Ancient|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |37 (-8 size, +35 natural)|Zone of Animation| 15^^th^^ | 31 |
|Wyrm|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |40 (-8 size, +38 natural)|DR 20/magic and good| 17^^th^^ | 32 |
|Great Wyrm|60 ft., fly 200 ft. (clumsy), burrow 30 ft.| +0 |43 (-8 size, +41 natural)|//Create dracolich//| 19^^th^^ | 34 |
|>|>|>|>|>|>|^^1^^ Can also cast cleric spells and those from the Chaos, Evil, and Death domains as arcane spells.|
''Breath Weapon (Su):'' An indigo dragon has one type of breath weapon, a cone of //energy drain//. The victims of this breath weapon take a negative level per age category of the indigo dragon. The levels are lost unless a successful Fortitude saving throw is made to remove each negative level after 24 hours.
''Rebuke/Command Undead (Su):'' An indigo dragon may attempt to rebuke/command undead a number of times per day equal to 3 + his Charisma modifier.
''Bonus Feats:'' A juvenile indigo receives Extra Turning as a bonus feat. An old indigo dragon has the bonus epic feat Undead Mastery. An ancient indigo dragon gets Zone of Animation as a bonus epic feat.
''//Create Dracolich// (Sp):'' Through the use of its breath weapon and magical brews a great indigo wyrm can turn other dragons into dracoliches. A great indigo wyrm may use this ability to turn itself into a dracolich.
''Other ~Spell-Like Abilities:'' 3/day-//animate dead// (very young and older), 1/day-//create greater undead// (adult or older)
''Skills'' Hide, Move Silently, and Survival are considered class skills for indigo dragons.
You are particularly tactless and self-absorbed.
!Effect
You take a -4 penalty on Diplomacy checks and Sense Motive checks.
This is the forest in the eastern reaches of the continent of [[Sectris]] between the [[Ovical Sea]] and the [[Sectris Sea]].
[>img[Planet of Ioun and Moons|./ioun.gif]]
Ioun is a virtually barren rock orbiting [[The Red Star]] at 40 million miles.
The planet is actually known for its unusually shaped moons which resemble ioun stones orbiting someone’s head.
Ioun’s underdark is a very lively place as this planet is controlled by illithids. Nothing is known to live on the surface.
Isildul prior to the disappearance of [[Isildul's Arcaners]].
!Isildul CR 20
Male human sorcerer 20
N Medium humanoid (human)
''Init'' +0; ''Senses'' Listen +7, Spot +7
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Ancient Almebezbik]], Celestial, Draconic, Elven, Infernal, empathic link, speak with familiar
----
''AC'' 20 (armor +8, Dex +2), touch 20, flat-footed 18
''hp'' 117 (20 HD)
''Fort'' +9, ''Ref'' +8, ''Will'' +19
----
''Speed'' 30 ft. (6 squares), fly 90 ft. (good)
''Melee'' //Isildul’s staff of abjuration// +13/+8 (1d6+2)
''Base Atk'' +10; ''Grp'' +12
''Sorcerer Spells Prepared'' (CL 20^^th^^)
| | 9th—|chained //chain lightning// (DC 31)|
| | 8th—|chained //cone of cold// (DC 30), chained empowered //fireball// (DC 28)|
| | 7th—|empowered //cone of cold// (DC 30), chained empowered //scorching ray//|
| | 6th—|chained empowered //magic missile//|
| | 5th—|chained empowered //disrupt undead//|
| | 4th—|quickened //disrupt undead//|
| | 3rd—|empowered //magic missile//|
| | 2nd—|empowered //disrupt undead//|
''Sorcerer Spells Known'' (CL 20^^th^^)
| | 9th (8/day)—|//Elminster’s effulgent epuration// (DC 36), //Mordenkainen’s disjunction, wish// (DC 34)|
| | 8th (8/day)—|//Bigby’s clenched fist// (DC 33), //mind blank// (DC 35), //prismatic wall// (DC 35)|
| | 7th (9/day)—|//antimagic aura// (DC 34), //energy immunity, limited wish// (DC 32)|
| | 6th (9/day)—|//antimagic field// (DC 33), //chain lightning// (DC 31), //greater dispel magic//|
| | 5th (9/day)—|//cone of cold// (DC 30), //contact other plane, teleport, teleport block// (DC 32)|
| | 4th (9/day)—|//enervation// (DC 29), //baneful polymorph// (DC 29), //remove curse, stoneskin//|
| | 3rd (10/day)—|//explosive runes// (DC 28), //fireball// (DC 28), //improved alarm, protection from energy//|
| | 2nd (10/day)—|//bull’s strength, cat’s grace, endurance, protection from arrows, scorching ray//|
| | 1st (10/day)—|//comprehend languages, endure elements, mage armor, magic missile, shield//|
| | 0 (6/day)—|//arcane mark, daze, detect magic, disrupt undead, enchanting flavor, minor ward// (DC 27), //prestidigitation, read magic, resistance//|
----
''Abilities'' Str 15, Dex 15, Con 17, Int 24, Wis 24, Cha 39
''SQ'' familiar, scry on familiar, share spells
''Feats'' Alertness (when familiar within reach), Arcane Preparation, Chain Spell, Craft Staff, Empower Spell, Greater Spell Focus (Abjuration), Quicken Spell, Spell Focus (Abjuration), Spellcasting Prodigy (Cha), Toughness (when familiar within 1 mile)
''Skills'' Bluff +24, Concentration +26, Craft (Alchemy) +30, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +30, Listen +7, Spellcraft +17, Spot +7
''Possessions'' //Isuldul’s staff of abjuration// (//shield// (1 chg), //protection from energy// (1 chg), //remove curse// (1 charge), //stoneskin// (1 chg), //antimagic field// (2 chgs), //greater dispel magic// (2 chgs); 50 charges), //bracers of Isildul// (bracers +8, +6 Str, +6 Dex, +6 Con, +6 Int, +6 Wis, +6 Cha), //winged boots, manual of bodily health +5// (used), //manual of gainful exercise +5// (used), //manual of quickness in action +5// (used), //tome of clear thought +5// (used), //tome of leadership and influence +5// (used), //tome of understanding +5// (used)
!!Ozigal, Isildul’s Familiar CR —
Male toad familiar
N Diminutive magical beast (augmented animal)
''Init'' +1; ''Sense'' low-light vision; Listen +5, Spot +5
''Languages'' empathic link, speak with master, speak with amphibians
----
''AC'' 25 (size +4, Dex +1, natural +10), touch 15, flat-footed 24
''hp'' 58 (20 HD)
''Resist'' improved evasion
''Fort'' +6, ''Ref'' +7, ''Will'' +14; ''SR'' 25
----
''Speed'' 5 ft. (1 square)
''Base Atk'' +10; ''Grp'' -11
''Atk Options'' deliver touch spells
----
''Abilities'' Str 1, Dex 12, Con 11, Int 15, Wis 14, Cha 4
''Feats'' Alertness
''Skills'' Bluff +7, Concentration +23, Craft (Alchemy) +25, Hide +21, Knowledge (Arcana) +25, Listen +5, Spellcraft +12, Spot +5
Isildul as of [[The False Mountain]]
!Isildul the Lich CR 32
Male lich sorcerer 30
NE Medium undead (augmented human)
''Init'' +2; ''Senses'' darkvision 60 ft.; Listen +16, Spot +16
''Aura'' fear (60 ft., DC 30)
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Ancient Almebezbik]], Celestial, Draconic, Elven, Infernal
----
''AC'' 41 (armor +20, shield +4, Dex +2, natural +5), touch 36, flat-footed 39; //epic mage armor//
''hp'' 133 (30 HD); ''DR'' 15/bludgeoning and magic
''Immune'' cold, electricity, polymorph, mind affecting attacks
''Fort'' +11, ''Ref'' +13, ''Will'' +25
----
''Speed'' 30 ft. (6 squares), fly 90 ft. (good)
''Melee'' //Isildul’s staff of abjuration// +18/+13 (1d6+2) or
''Melee'' paralyzing touch +17 (1d8+5 plus paralysis)
''Base Atk'' +10; ''Epic Atk'' +5; ''Grp'' +17
''Sorcerer Spells Prepared'' (CL 30^^th^^)
| | 13^^th^^—|quickened chained //chain lightning// (DC 32)|
| | 12^^th^^—|quickened chained //cone of cold// (DC 31), quickened chained empowered //fireball// (DC 29)|
| | 11^^th^^—|quickened empowered //cone of cold// (DC 31), quickened chained empowered //scorching ray//|
| | 10^^th^^—|quickened chained empowered //magic missile//, quickened chained empowered //magic missile//|
| | 9^^th^^—|chained //chain lightning// (DC 32)|
| | 8^^th^^—|chained //cone of cold// (DC 31), chained empowered //fireball// (DC 29)|
| | 7^^th^^—|empowered //cone of cold// (DC 31), chained empowered //scorching ray//|
| | 6^^th^^—|chained empowered //magic missile//|
| | 5^^th^^—|chained empowered //disrupt undead//|
| | 4^^th^^—|quickened //disrupt undead//|
| | 3^^rd^^—|empowered //magic missile//|
| | 2^^nd^^—|empowered //disrupt undead//|
''Sorcerer Spells Known'' (CL 30th)
| | 9^^th^^ (9/day)—|//Elminster’s effulgent epuration// (DC 38), //Mordenkainen’s disjunction// (DC 38), //wish//|
| | 8^^th^^ (9/day)—|//Bigby’s clenched fist// (DC 34), //mind blank, prismatic wall// (DC 37)|
| | 7^^th^^ (9/day)—|//antimagic aura, energy immunity, limited wish//|
| | 6^^th^^ (9/day)—|//antimagic field, chain lightning// (DC 32), //greater dispel magic//|
| | 5^^th^^ (10/day)—|//cone of cold// (DC 31), //contact other plane, teleport, teleport block// (DC 34)|
| | 4^^th^^ (10/day)—|//enervation// (DC 30), //polymorph, remove curse, stoneskin//|
| | 3^^rd^^ (10/day)—|//explosive runes// (DC 29), //fireball// (DC 29), //improved alarm// (DC 32), //protection from energy//|
| | 2^^nd^^ (10/day)—|//scorching ray, bull’s strength, cat’s grace, endurance, protection from arrows//|
| | 1^^st^^ (11/day)—|//comprehend languages, endure elements, mage armor, magic missile, shield//|
| | 0 (6/day)—|//arcane mark, daze, detect magic, disrupt undead, enchanting flavor, minor ward, prestidigitation, read magic, resistance//|
''Epic Spells Known'' (3/day)—//epic mage armor, epic repulsion, let go of me// (DC 39)
----
''Abilities'' Str 9 (15), Dex 9 (15), Con —, Int 20 (26), Wis 20 (26), Cha 37 (43)
''SQ'' familiar, undead traits
''Feats'' Arcane Preparation, Chain Spell, Craft Staff, Craft Wondrous Item, Empower Spell, Greater Spell Focus (Abjuration), Quicken Spell, Spell Focus (Abjuration), Spellcasting Prodigy (Cha)^^B^^
''Epic Feats'' Epic Spellcasting, Epic Spell Focus (Abjuration), Improved Spell Capacity (x4)
''Skills'' Bluff +49, Concentration +49, Craft (Alchemy) +41, Diplomacy +22, Hide +10, Intimidate +20, Knowledge (Arcana) +41, Listen +16, Move Silently +10, Profession (Apothecary) +11, Search +16, Sense Motive +21, Spellcraft +45, Spot +16
''Possessions'' //Isuldul’s staff of abjuration// (//shield// [1], //protection from energy// [1], //remove curse// [1], //stoneskin// [1], //antimagic field// [2], //greater dispel magic// [2]; 50 charges), //bracers of Isildul// (bracers +8, +6 Str, +6 Dex, +6 Con, +6 Int, +6 Wis, +6 Cha), //winged boots, manual of bodily health +5// (used), //manual of gainful exercise +5// (used), //manual of quickness in action +5// (used), //tome of clear thought +5// (used), //tome of leadership and influence +5// (used), //tome of understanding +5// (used), [[The Floating Tower]]
''Minor Organization:'' AL NG; 75,000 gp resource limit; Membership 9 (Isolated; human 78% (7), elf 11% (1), centaur 11% (1))
//''Authority Figure:''// [[Isildul]] male human Sor20
//''Important Characters:''// Angel Modnar female human rogue 7/bard 2/[[chessmaster|Chessmaster]] 9, Drel male human rogue 8/fighter 4, [[Ember]] female human rogue 18, Gynn Taliesin Rue female human psychic warrior 18, [[Mystol Alaphasus]] male elf wizard 2/fighter 4/[[bladesinger|Bladesinger]] 10/arcane archer 2, Sara Hostier female human ranger 7/sorcerer 1/tamer of beasts 5/windrider 3, Shiara Re female centaur fighter 8, [[Tevandel Surefacet]] male human fighter 1/wizard 15/archmage 2
//''Others:''// Followers of Angel Modnar and Sara Hostier
----
This organization is a group of three humans and one elf all born at the same time of day on the same day of the year. The humans were all born on the exact same day. The elf was born exactly 100 years earlier.
They were gathered into this organization by [[Isildul]], one of the most powerful sorcerers on [[Almebezbik]]. His access to [[Valencia's|Valencia the Chronicler]] Book of Prophets let him know the identities of the prophets of the current cycle. His intent was to gather them together to make sure they would protect each other. The prophets are Angel Modnar, cousin of the [[emperor|Ran MCXI]]; [[Mystol Alaphasus]], the elf; Sara Hostier, woodswoman of [[Walton|The City-State of Walton]]; and [[Tevandel Surefacet]], a wizard.
They prophesied the five Wizards' Cataclysms of the current cycle in a sweeping, dream-like broadcast to the entire continent of [[Almebezbik]] in one night.
Besides being an [[Organization]], it was also a [[Campaign]] whose notes can be found [[here|http://webpages.charter.net/almebezbik/Isildul's Arcaners Campaign Notes.pdf]]. This campaign was the first one using 3^^rd^^ edition. It ran for several years. [[Prophet's Return]] was a spin-off of this one.
The second of the great Elven kingdoms founded during the rise of the Elven race during the Third Cycle of Dragons.
''Kettelmettel (thorp):'' Non-standard (council) AL LG; 40-gp limit; Assets 118 gp; Population 59; Isolated (gnome 96% (57), dwarf 2% (1), halfling 1% (1)).
//''Authority Figure:''// Council Elder Gari Arro male gnome commoner 10
//''Important Characters:''// Sheriff male gnome warrior 3
//''Others:''// adept 4, adept 2 (2), cleric 2; cleric 1 (2); commoner 5 (2), commoner 2 (4), commoner 1 (28); expert 4, expert 2 (2), expert 1; fighter 6, fighter 3 (2), fighter 1 (4); paladin 1; rogue 1; sorcerer 1; warrior 1 (2, 2 militia); wilder 1
This is a small gnomish settlement downstream of [[Ladyran Falls]] in [[Tanglewood]] that has been under the tyranny of [[Lord Tangle]] and his line for centuries. These gnomes are the descendants of the those that built the labyrinth that protected the first human queen and wife of [[Ran]], [[Selames]].
Find Kettelmettel's statistics block [[here|KettelMettelStatblock]].
[img[./KinfolkForest.PNG]]
||''King Berbalang''|''Projection''|
| ''Size/Type:''|Large outsider (extraplanar, psionic)|Large construct|
| ''Hit Dice:''|7d8+36 (60 hp)|1d10+10 (15 hp)|
| ''Initiative:''|+1|+1|
| ''Speed:''|30 ft. fly 60 ft. (average)|40 ft. fly 40 ft. (average)|
| ''Armor Class:''|14 (size -1, Dex +1, natural +4), touch 10, flat-footed 13|14 (size -1, Dex +1, natural +4), touch 10, flat-footed 13|
| ''Base Attack/Grapple:''|+7/+15|+0/+8|
| ''Attack:''|2 claws +10 melee (1d6+4) and bite +5 melee (1d8+2)|2 claws +4 melee (1d6+4) and bite -1 melee (1d8+2)|
| ''Space/Reach:''|10 ft./10 ft.|10 ft./10 ft.|
| ''Special Qualities:''|darkvision 720 ft., psionics|construct traits, fast heal 10|
| ''Saves:''|Fort +8, Ref +6, Will +9|Fort +0, Ref +1, Will +4|
| ''Abilities:''|Str 18, Dex 13, Con 17, Int 18, Wis 18, Cha 19|Str 18, Dex 13, Con -, Int -, Wis 18, Cha 19|
| ''Skills:''|Bluff +14, Gather Information +16, Hide +11, Intimidate +16, Knowledge (Local) +14, Knowledge (The Planes) +14, Listen +14, Move Silently +11, Search +14, Sense Motive +14, Spot +14, Survival +14|-|
| ''Feats:''|Cleave, Flyby Attack, Power Attack|Cleave^^B^^, Flyby Attack^^B^^, Power Attack^^B^^|
| ''Environment:''|Any land|Any land|
| ''Organization:''|Solitary|Solitary, pair, group (3 - 4)|
| ''Challenge Rating:''|7|-|
| ''Treasure:''|Triple Standard|None|
| ''Alignment:''|Always chaotic evil|Always chaotic evil|
| ''Advancement:''|8 - 14 HD (Huge)|-|
This terrible monster is one of the Astral Plane’s strongest, indigenous beings, but it occasionally journeys to the Prime Material Plane to feed. This is unlike the creatures it commands, or possibly a misnomer. It appears as a giant-sized berbalang. Its eyes glow, looking like black opals.
!Combat
''~Psi-Like Abilities:'' At will-persistent //astral construct// (up to four simultaneously as projections), //psionic plane shift// (self only). Manifester level 7^^th^^.
An oriental culture similar to medieval Japan.
[img[Kozukura|./kozukura.PNG]]
Krostian is the great continent that caps the planet of [[Whelrotis]].
!Forests
[[Der Grosser Ring Wald]]
!Mountains
[[The Crown of the World]]
!Seas
[[North Krostian Sea]]
[[South Krostian Sea]]
!Maps
!!Krostian West
[img[Continent of Krostian - West|./krostian_west.png]]
!!Krostian East
[img[Continent of Krostian - East|./krostian_east.png]]
[[Almebezbik|AlmebezbikLanguage]] - Common tongue of the continent of [[Almebezbik]]
[[Ancient Almebezbik]] - Language of magic
[[Ancient Elven]] - Dead elven language
[[Bolzish]] - Tongue of the [[Bose-Halb-Zwergen|Bose-Halb-Zwerg]]
[[Festlandish]] - Tongue of the [[Pantheon]]
[[Feris Dom]] - Tongue of [[Feris Antandom]]
[[Genesian]] - Tongue of [[Genesee]]
[[Lascathe]] - Tongue of [[The Scathed Lands]]
[[Meziltarni|MeziltarniLanguage]] - Common tongue on the continent [[Ghihzen]] on the planet [[Whelrotis]]
[[Sajenese]] - Tongue of [[Saje]]
[[Senchenese]] - Secret tongue of [[Kozukura]]
[[Tzutonese]] - Common tongue of oriental [[Almebezbik]]
[[Zambonese]] - Euphemism for unknown tongue
![[Dragon Port]], [[Dracomundi]], [[The Mirror]]
Humanoid freehold on [[Dracomundi]]
![[Hinterburg]], ([[Steelisinia]]), [[Almebezbik]], [[The Mirror]]
A city in [[The Hinterlands]]
![[Nieanil]], [[Waldsee]], [[Almebezbik]], [[The Mirror]]
A regional elvish capital within [[Waldsee]]
![[Troll's Bridge]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
The trade capital of [[The Almebezbikian Empire]] about the middle of the First Age of the Twelfth Cycle circa 1000 PC.
![[Hamlet Arcana]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
See [[Hamlets]]
![[Purgatory]] (North Bard's Bridge), [[Almebezbik]], [[The Mirror]]
This town is [[Feris Antandom's|Feris Antandom]] contribution to the Bard's Bridge Demesne.
![[Redemption]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A town consecrated to [[Visaria the Beneficent]] circa 1000 PC.
![[Troll's Bridge]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A burgeoning town populated by the refugees of [[Walton|The City-State of Walton]] circa 130 PC.
Those of "[[The Scathed Lands]]" only speak this language. It has a couple [[Genesian]] and [[Feris Dom]] words, but is otherwise nothing like other languages spoken on [[Almebezbik]]. There is actually a heavy influence from Wemic. Wemics are the primary inhabitants of [[Treyscathe]], the "Scathed Land" south of [[Armee's Canal|Armee's Canyon/Canal]].
[img[Legend's Spirit|./legends_spirit.PNG]]
Legion Hedge was the realm centered on [["The City"]] during the last age of the last cycle.
It was ruled by an order of cavaliers led by the ~Cavalier-Commander Garrett Bartholomew until [[Zodyu the Grotesque]] slew him during the final cataclysm of the cycle.
[[Ran MCXI]] assumed the leadership of this realm and [[Seigneaurie Grotesque]] when Zodyu ascended into the [[Pantheon]], thus creating [[The Almebezbikian Empire]].
Prior to the [[fourth cataclysm|The Raising of the Cliffs of Grayholm]] of the last cycle, this realm included the lands now claimed by [[Grayholm]] and the Zuoclades extent of [[Steelisinia]] as far as the Zuoclades foothills of the Crescent Mountains.
//The Creator of the World, Patron of Mages, Lord of Spells, The Father of All Magic//
''Greater Deity''
| ''Symbol''|A Triangle, Point Up|
| ''Home Plane''|Mechanus|
| ''Alignment''|Lawful Neutral|
| ''Portfolio''|Magic, Creation|
| ''Worshippers''|Arcane spellcasters, lawmakers...|
| ''Cleric Alignments''|LN|
| ''Domains''|Creation, Law, Magic, Spell|
| ''Favored Weapon''|Quarterstaff|
----
[>img[./triangle.jpg]]
Lehnbor ({{{'lAn-bOr}}}) is the creator of these worlds. All things evolve from his design.
He appears as a gray elf with silver skin and wearing magnificent robes. He always carries a staff.
He can cast any spell at any time. He will use magic in preference to any of his other abilities. If forced into melee, he will wield his //dancing dagger//. Being the creator of [[Saasm Space]], he can control the actions of anything or anybody in it.
He is the shipwright and captain of [[The Galley of the Kings]]. When he appears, he will arrive in this giant vessel, even in the middle of a desert.
!Dogma
Lehnbor, as the creator of the world, has always kept a close watch on his works. His designs using ancient magics are kept in force by his followers dedication to magic and order. All arcanists respect, if not admire, his power as he is the real potency behind [[Armee|Armee the Father]], the ruler of the pantheon. His concern for his creations is such that he created another god—[["The Billiken"]]—nearly as powerful as himself to assist in controlling his demesne. The manifestation of this control in the mortal world is the rule of law and government.
His control is never complete as entropy always intrudes. The effect of this intrusion is what is known as Wizards' Cataclysms which occur a number of times per cycle, the worst of which always ends a cycle in a cleansing destruction that ends the world as it was once known.
!Clergy and Temples
Lehnbor's clergy are the divided into three sects: Archmages, Creators and Senators. They all were robes of cloth of gold, but they are distinguished by their roles in society. The archmages govern the use of magic by instruction and apprenticeship. Their figure head is [[The Mage]], his proxy that dwells within [[Miserable]] upon [[The Mirror]]. The creators are responsible for the engineering and architectural feats of the mortal races. The senators are the aspect of Lehnbor that commoners are most familiar with as they are makers of law across the realms of the sphere.
Lehnbor's temples are always great spires that reach hundreds of feet into the sky. Within, they are austere; intended to allow concentration on whatever matters are at hand. The areas around these temples are planned in geometric patterns that eventually give way to the chaos that cities generally descend into.
[<img[./almebezbik.gif]]
Welcome to the home of the Almebezbikian [[Pantheon]].
This prime was created by Lehnbor, the Almebezbikian god of creation.
Come and explore its worlds, creatures, characters and plots.
Read excerpts of the [[ancient journal|Ancient Journal]] attributed to [[Lehnbor the Creator]].
This ten-mile high tower of stone is the tallest mountain on [[Whelrotis]] as well as in [[Saasm Space]]. It stands on the southern most extent of [[Trohlken's|Trohlken]] Baads sub-continent. At its peak stands a temple of [[Lehnbor the Creator]]. Pilgrimages are made from [[Neo-Meziltarn]], [[Nord von Delta]], [[Starport]] and [[Wormdorf]] regularly.
| ''Size/Type:''|Tiny fey|
| ''Hit Dice:''|1d6+1 (4 hp)|
| ''Initiative:''|+4|
| ''Speed:''|30 ft.|
| ''Armor Class:''|16 (size +2, Dex +4), touch 16, flat-footed 12|
| ''Base Attack/Grapple:''|+0/-11|
| ''Attack:''|—|
| ''Full Attack:''|—|
| ''Space/Reach:''|2 ½ ft./0 ft.|
| ''Special Attacks:''|Spell-like abilities, reclaim and run-out.|
| ''Special Qualities:''|Damage reduction 5/cold iron, low-light vision, spell resistance 18|
| ''Saves:''|Fort +1, Ref +6, Will +6|
| ''Abilities:''|Str 5, Dex 18, Con 12, Int 10, Wis 18, Cha 14|
| ''Skills:''|Bluff +11, Diplomacy +6, Escape Artist +8, Listen +10, Sense Motive +10, Sleight of Hand +8|
| ''Feats:''|Skill Focus (Bluff)|
| ''Environment:''|Temperate forests|
| ''Organization:''|Solitary, clan (1-20)|
| ''Challenge Rating:''|1|
| ''Treasure:''|Standard coins (gold only), 50% goods, 50% items|
| ''Alignment:''|Always neutral|
| ''Advancement:''|2-3 HD (Tiny)|
| ''Level Adjustment:''|+4|
This being appears to be a small halfling with pointy hears and nose.
Leprechauns are a diminutive folk who are found in fair, green lands and enjoy frolicking, working magic and causing harmless mischief.
Rumored to be a cross between a species of halfling and a strong strain of sprite, leprechauns are about two feet tall. They have pointed ears and their noses also come to a tapered point. About a third of all male leprechauns have beards. Pointed shoes, brown or green breeches, green or gray coats and either wide-brimmed hats or stocking caps are the preferred dress of the wee folk. Many leprechauns also enjoy smoking a pipe, usually a long-stemmed one.
Leprechauns live in families of up to 20, though they call this unit a clan. They use first names and surnames and it is fairly certain that these names are a good indicator of which clan one is dealing with. A lair usually consists of a warm, dry cave with a hearth, rugs and furniture. Strangely, word travels fast between clans of the same surname and a clan that a group of adventurers runs into may already know the adventurer’s names from another clan the party encountered several days prior.
There is a rumor that a King of the Leprechauns exists, but there seems to be no official political hierarchy. There are no communities or villages of leprechauns.
It is rare to see leprechaun offspring, but they do exist, born with the full magical powers of an adult. For every ten adults encountered in a lair, one child will be found.
Leprechauns enjoy eating the same sorts of foods that humanoids eat, with a special fondness for wine. This weakness may be used to outwit them.
Leprechauns are naturally distrustful of humans and dwarves, since these races have greedy tendencies. They get along will with elves, gnomes and halflings.
A leprechaun will not sit idly by while a helpless creature is attacked, since they have a soft spot for weaker creatures. In general, if a leprechaun senses that a stranger means no harm, he can be quite civil, but he will not bring visitors to his lair. If the leprechaun finds someone hurt, he might take the victim to his lair, but only after making sure that the stranger is not followed and cannot see where he is being taken.
The best times and places to observer leprechauns are called borderlines. Dawn and dusk (which are neither all light nor dark), banks and shores (which is neither all earth nor all water) or equinoxes and solstices (which are neither one season nor another) are the best times and places to see leprechauns and their ilk frolicking and celebrating.
!Combat
These fun-loving creatures of magical talent are by nature non-combative.
''Reclaim and run-out (Su):'' If a leprechaun uses its allotment of limited wish spells up in a day, it will try to convince the grantee to make another wish. If the grantee does, the results of all the previous wishes will be reversed and the intruder plus his group will be teleported (no saving throw) to a random location 2d20 miles away. This also activates a permanent non-detection and mislead effect on the party with regards to that particular leprechaun.
''Spell-like abilities:'' At will—//invisibility// (self only), //major image, polymorph any object// (non-living objects only), //ventriloquism//; 3/day—//limited wish//; 1/day—//teleport// (others).
Being full of mischief, they often snatch valuable objects from adventurers, turn invisible and dash away. If pursued closely, there is a 25% chance per minute of pursuit that the leprechaun drops the stolen goods. The chase never leads to the leprechaun’s lair.
If caught or discovered in its lair, the leprechaun attempts to mislead his captor into believing that he is giving over his treasure while he actually is duping the captor. It requires great care to actually obtain the leprechaun’s treasure.
Gold is the one treasure found in every leprechaun’s hoard. If an intruder secures this treasure, a leprechaun will bargain and beg to get it back. As a last desperate measure, he will grant the intruder three wishes (very limited), but only if the intruder gives over the treasure first. When this is done, the leprechaun will indeed grant the three wishes.
''Skills:'' Leprechauns receive a +2 racial bonus to Bluff, Listen and Sense Motive skill checks.
This neighborhood is the most orderly and planned of the city. At its center is the towering temple of [[Lehnbor|Lehnbor the Creator]].
This neighborhood is the pristine domain of [[Armee|Armee the Father]] and his worshipers. The first sight upon entering this neighborhood is his magnificent temple.
This is a prodigy of [[The Mage]] from ancient [[Feris Antandom]]. He perished stopping the spread of the [[2nd Wizards' Cataclym|The Second Elvish War]]. His lich's phylactery still holds his soul, awaiting a suitable candidate body to help him return as a lich.
This neighborhood is the red-light district of Walton.
This is an associate of [[Lehnbor the Creator]] and advisor to [[The Mage]] from the original world of the [[Pantheon]]. He perished stopping the spread of the [[2nd Wizards' Cataclysm|The Second Elvish War]].
//The Devil, Lord of Darkness, Corruptor of All Things//
''Intermediate Deity''
| ''Symbol''|A Pentagram, Point Down|
| ''Home Plane''|Pandemonium|
| ''Alignment''|Neutral Evil|
| ''Portfolio''|Corruption, Evil|
| ''Worshippers''|Satanic cults|
| ''Cleric Alignments''|NE, LE, CE|
| ''Domains''|Destruction, Evil, Trickery|
| ''Favored Weapon''|Spear|
----
[>img[./Pentagram.jpg]]
Lucifer ({{{'lü-s&-''f&r}}}) is the fallen-angle of antiquity. He maintains a presence in the pantheon and is a rival of [[Borgose the Blue]].
As a fiend, he appears as a tall, reddish-black, bat-winged humanoid with goats legs, barbed tail and horned head. He wears an adamantine breast plate and wields a //sword of wounding//. In his beautiful guise, he is a tall, dark, handsome nobleman in the finest garments in the style of the area, girded with a sword belt on which hangs a rapier or other appropriate hand weapon.
He commands an army of fiends called [[morgermere|Morgermere]]. His palace is called Pandemonium and it rests in the center of the outer plane of that name.
When he leaves the outer planes, he always returns with a soul; usually his most adamant follower or a notorious criminal.
//Bard of Bards, Adventurer of Adventurers, Matron of the Arts//
''Lesser Deity ''
| ''Symbol''|A Harp|
| ''Home Plane''|Celestia|
| ''Alignment''|Neutral Good|
| ''Portfolio''|The Arts|
| ''Worshippers''|Bards, adventurers, artists, sages...|
| ''Cleric Alignments''|NG, LG, CG, N, CN, LN|
| ''Domains''|Craft, Good, Knowledge, Travel|
| ''Favored Weapon''|Longsword|
----
[>img[./harp.jpg]]
Lukinvor ({{{'luk-&n-''fOr}}}) is the goddess of adventurers, the arts and knowledge. She is a recent addition to the pantheon whose power has stabilized since the end of the First Cycle of Man. She ascended to godhood as the greatest bard the world had ever seen.
She was a powerful presence of good who traveled [[Almebezbik]] performing music and good deeds. Her arch-enemy was [[Zodyu the Grotesque]] with whom she battled on many occasions physically and mentally.
She is the keeper of [[Collegiate Universitatus]], the extra-dimensional library of all knowledge. It rests on an island in the Zuomystos [[Outerland Sea|The Outerland Desert/Sea]]. Her priests are the only ones who can open its doors.
The Mage's Alchemist is head of research for the arcane school of Transmutation. This post also entails supervision of all research into alchemy.
!Current Appointee
Muvetj (male human human paragon 3/transmuter 24/master alchemist 10) is from [[Feris Antandom]]. He has mastered most if not all of the alchemical processes used to manipulate [[Steelisin]]. He has also succeeded in creating a philosopher's stone.
!Past Appointees
The Mage's Armor is the head of research for the arcane schools of Abjuration and Divination. This post is responsible for devising magical security and information gathering for [[The Mage]] and his realm.
!Current Appointee
Pilesica III (female baelnorn elf paragon 3/wizard 21/archmage 5/elven high mage 10) is the granddaughter of the Pilesica lost during [[The Second Elvish War]].
!Past Appointees
The Mage's Chamberlain manages the household of the tower. This post also includes control over research of traditional magic and supervising the [[Mage's Alchemist]], [[Armor|Mage's Armor]], [[Conveyor|Mage's Conveyor]], [[Destroyer|Mage's Destroyer]] and [[Diplomat|Mage's Diplomat]]
!Current Chamberlain
Lu Tir Zu IX (male wemic 5HD/wemic paragon 3/sorcerer 20/ranger 20/arcane heirophant 10/archmage 5) is a direct descendant of the legendary Lu Tir Zu lost during [[The Second Elvish War]]. He has prolonged his life through both magic and force of will. He as proven to be an outstanding leader and is beloved by all the dwellers of the tower.
!Past Chamberlains
* Mi Cring
The Mage's Conveyor is the head of research for the arcane school of Conjuration. This post is also responsible for fielding the special forces of the army and transportation of all kinds for [[The Mage]] and his realm.
!Current Appointee
Eogut (male ogre mage 5 HD/sorcerer 21/archmage 5) is an ogre mage who was raised by [[Mi Cring Ono|Mage's Steward]]. He has since grown into his own. He is very energetic, enthusiatic and appears to be on the edge of losing control, but never causes any grief or damage without intention.
He is actually the son of an ogre mage named [[Nalprool]] who lived at the end of the last cycle and spent time on numerous occasions aboard [[The Leprechaun Bus]]. The only thing Eogut possessed when he was found by Mi Cring Ono was a medallion that lets him call this magical vehicle. It was given to him by his father so he could find him again.
!Past Appointees
The Mage's Destroyer is the head of research for the arcane schools of Evocation and Necromancy. This post is charged with developing offensive magical weapons, hunting undead and consulting with the [[Mage's Armor]] on defenses against destructive magic.
!Current Appointee
Hsootmeef (male human human paragon 3/cleric 3/necromancer 23/true necromancer 14/archmage 5) is a defector from [[Genesee]]. He left his homeland because of the culture and slavery. [[Lu Tir Zu|Mage's Chamberlain]] and he were enemies when he arrived at the tower. Since that time they have become close friends. Though he is a necromancer, he uses his knowledge to thwart evil necromancers and undead at every opportunity.
!Past Appointees
* Lotash the Gray
The Mage's Diplomat is head of research for the arcane schools of Enchantment and Illusion. This post is responsible for interacting with the outside world in cooperation with the [[Mage's Seneschal]] as well as devising defenses and strategies for [[The Mage]]'s realm with the [[Mage's Armor]] and the [[Mage's Marshal]].
!Current Appointee
Cuhuti (female quasi-deity outsider 20 HD/sorcerer 20/druid 20/arcane heirophant 10/archmage 5/heirophant 5/[[enchantrix|Enchantrix]] 5) is the public moniker for Tamantha Tetratinge, the daughter of [[Zodyu the Grotesque]] and [[Borgose the Blue]]. She has been under the protection of [[Steelisinia]] and [[The Mage]] since she was only a few months old. She only appears in her true form privately in the presence of The Mage.
!Past Appointees
The Mage's Herald performs the functions one would expect from a herald.
!Current Appointee
Jort Fames (male gnome gnome paragon 3/bard 20/rogue2/druid 1/Fochluchan lyrist 10) is a gnome from [[The Hinterlands]] of some renown. He and his brother [[Hort Foward|Mage's Jester]] came to the tower a century ago as entertainers and have called it home ever since.
!Past Appointees
The Mage's Jester is the director of entertainment within the tower. The holder of this post is also expected to perform.
!Current Appointee
Hort Foward (male gnome gnome paragon 3/jester 20/bard 12) is a gnome from [[The Hinterlands]] of some renown. He and his brother [[Jort Fames|Mage's Herald]] came to the tower a century ago as entertainers and have called it home ever since.
!Past Appointees
The Mage's Marshal is the military commander of the army of [[The Mage]]. This post sees the most turnover of any staff member of the tower. It is also the oldest as it existed before [[Miserable]] was built.
!Current Marshal
C'Astica (female silver half-dragon aasimar half-dragon paragon 3/paladin 20/sorcerer 10/mystic theurge 10) is by far the youngest of the staff of [[Miserable]]. She was born in 299 PC, putting her in her mid-thirties. As is tradition for the holder of this post, she is half-dragon. Untraditionally, she is the first female to ever hold this post. Her troops quickly learned that she was the perfect one for the job when she led Miserable's forces against one of [[Zodyu|Zodyu the Grotesque]]'s last [[high necromancers|High Necromancer]]; soundly defeating his forces, destroying his phylactery and pummeling him to dust.
Her father is [[Agris]] the Silver Dragon of [[Observatory Peak]]. Her mother is an aasimar paladin who traveled [[Almebezbik]] around the turn of the last century. C'Astica was raised by the dwarves that dwell in the mountain below Agris. While C'Astica wandered the continent seeking out injustice and righting it, she received a boon from Bahamut and [[Armee|Armee the Father]] while serving the rulers of [[Steelisinia]]. These deities granted her the ability to remain a paladin while adding arcane spellcasting abilities to her repetoire. This combination of powers attracted the attention of [[The Mage]] whose Marshals - going back to the original - combined sorcery with paladinhood.
!Past Marshals
* [[Aifos]] (male gold half-dragon half-elf sorcerer 2/half-elf paragon 3/human paragon 3/gold dragon disciple 10/paladin 10/mystic theurge 10/half-dragon paragon 3/archmage 5) - The first Mage's Marshal, pre-dates [[Miserable]], contemporary of [[Ran]]
The Mage's Seneschal is the official in charge of [[Miserable]] when [[The Mage]] is not present. This post includes control over magical research beyond the traditional or elemental, including incantations, spelljamming, etc.
!Current Seneschal
Mopasepti IV (male [[meziltarni|Meziltarni]] [[meziltarni paragon|Meziltarni Paragon]] 3/wizard 25/chronomancer 10/cosmic descryer 10/archmage 5) is the great-grandson of the heroic [[Mopasepti]] that was lost during [[The Second Elvish War]]. He is immensely old as his ancestors also came to be. Mopasepti's line has always been the Mage's Seneschal.
!Past Seneschals
* Mopasepti III
* Mopasepti II
* [[Mopasepti]]
The Mage's Steward manages the property claims of [[The Mage]] as well as finances. This post also includes control over research of elemental magic.
!Current Steward
Mi Cring Ono (female human human paragon 3/wu jen 27/archmage 5) is a descendant of the Mi Cring lost during [[The Second Elvish War]].
!Past Stewards
''Hit Die:'' d6.
!Class Skills
The magician’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
''Skill Points at 1st Level:'' (2 + Int modifier) ×4.
''Skill Points at Each Additional Level:'' 2 + Int modifier.
|''Table: The Magician NPC''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|>|>|>|>|>|!Spells per Day|h
|~|~|~|~|~|~|!0|!1st|!2nd|!3rd|!4th|!5th|h
|1st | +0 | +0 | +0 | +2 || 3 | 1 | — | — | — | — |
|2nd | +1 | +0 | +0 | +3 | Summon familiar | 3 | 1 | — | — | — | — |
|3rd | +1 | +1 | +1 | +3 || 3 | 2 | — | — | — | — |
|4th | +2 | +1 | +1 | +4 || 3 | 2 | 0 | — | — | — |
|5th | +2 | +1 | +1 | +4 || 3 | 2 | 1 | — | — | — |
|6th | +3 | +2 | +2 | +5 || 3 | 2 | 1 | — | — | — |
|7th | +3 | +2 | +2 | +5 || 3 | 3 | 2 | — | — | — |
|8th | +4 | +2 | +2 | +6 || 3 | 3 | 2 | 0 | — | — |
|9th | +4 | +3 | +3 | +6 || 3 | 3 | 2 | 1 | — | — |
|10th | +5 | +3 | +3 | +7 || 3 | 3 | 2 | 1 | — | — |
|11th | +5 | +3 | +3 | +7 || 3 | 3 | 3 | 2 | — | — |
|12th | +6/+1 | +4 | +4 | +8 || 3 | 3 | 3 | 2 | 0 | — |
|13th | +6/+1 | +4 | +4 | +8 || 3 | 3 | 3 | 2 | 1 | — |
|14th | +7/+2 | +4 | +4 | +9 || 3 | 3 | 3 | 2 | 1 | — |
|15th | +7/+2 | +5 | +5 | +9 || 3 | 3 | 3 | 3 | 2 | — |
|16th | +8/+3 | +5 | +5 | +10 || 3 | 3 | 3 | 3 | 2 | 0 |
|17th | +8/+3 | +5 | +5 | +10 || 3 | 3 | 3 | 3 | 2 | 1 |
|18th | +9/+4 | +6 | +6 | +11 || 3 | 3 | 3 | 3 | 2 | 1 |
|19th | +9/+4 | +6 | +6 | +11 || 3 | 3 | 3 | 3 | 3 | 2 |
|20th | +10/+5 | +6 | +6 | +12 || 3 | 3 | 3 | 3 | 3 | 2 |
!Class Features
All of the following are class features of the magician NPC class.
''Weapon and Armor Proficiency:'' Magicians are skilled with all simple weapons. Magicians are not proficient with any type of armor nor with shields.
''Spells:'' A magician casts arcane spells which are drawn from the magician spell list (see below). Like a wizard, a magician must choose and prepare her spells in advance.
To prepare or cast a spell, a magician must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magician’s spell is 10 + the spell level + the magician’s Intelligence modifier.
Magicians, like wizards, acquire their spells from books or scrolls, and prepare them through study. Each magician must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the magician decides which spells to prepare.
Like other spellcasters, a magician can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Magician. In addition, she receives bonus spells per day if she has a high Intelligence score.
When Table: The Magician indicates that the magician gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Intelligence score for that spell level.
''Summon Familiar:'' At 2nd level, a magician can call a familiar, just as a sorcerer or wizard can.
''Spellbooks:'' A magician must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook.
A magician begins play with a spellbook containing all 0-level magician spells plus three 1st-level spells of your choice. For each point of Intelligence bonus the magician has, the spellbook holds one additional 1st-level spell of your choice. At each new magician level, she gains two new spells of any spell level or levels that she can cast (based on her new magician level) for her spellbook. At any time, a magician can also add spells found in other magicians’ spellbooks to her own.
!!Magician Spell List
Magicians choose their spells from the following list.
''0''—//amanuensis, arcane mark, caltrops, detect magic, ghost sound, launch item, light, mage hand, mending, open/close, prestidigitation, read magic, repair minor damage, silent portal, stick.//
''1^^st^^''—//alarm, animate rope, appraising touch, benign transposition, comprehend languages, disguise self, dispel ward, distract, erase, grease, guiding light, hold portal, hypnotism, identify, Nystul's magic aura, repair light damage, sleep, slow burn, Tenser's floating disk, unseen servant, ventriloquism, wall of smoke.//
''2^^nd^^''—//arcane lock, cloud of bewilderment, continual flame, darkness, detect thoughts, entice gift, fog cloud, glitterdust, greater alarm, gust of wind, invisibility, Leomund's trap, levitate, locate object, magic mouth, portal alarm, pyrotechnics, rebuke, repair moderate damage, see invisibility, Tasha's hideous laughter .//
''3^^rd^^''—//clairaudience/clairvoyance, daylight, dispel magic, false gravity, gentle repose, illusory script, invisibility sphere, mesmerizing gaze, phantom steed, servant horde, sign of sealing, suggestion, tongues, water breathing, wind wall.//
''4^^th^^''—//animate dead, detect scrying, force chest, forceward, hallucinatory terrain, illusory wall, improved portal alarm, polyporph, scrying, solid fog, translocation trick.//
''5^^th^^''—//Bigby's interposing hand, contact other plane, lesser ironguard, mind fog, mirage arcana, mislead, phantasmal thief, telekinesis.//
!Approximately year 40PC
''Minor Organization:'' AL N; 75,000 gp resource limit; Membership 79 (Isolated; human 96% (75), elf 2% (2), gnome 1% (1), half-elf 1% (1))
//''Authority Figures:''// Dean male human evoker 18.
//''Important Characters:''// Provost male human abjurer 15, Head Mistress female human enchanter 15, School Sorceress female half-elf sorcerer 15, female elf enchanter 7, male gnome illusionist 7, male elf enchanter 4, [[Tevandel Surefacet]] male human fighter1/wizard 15/archmage 2
//''Others:''// Exclusive; abjurer 7, abjurer 3, abjurer 2, abjurer 1 (x4); conjurer 9, conjurer 3, conjurer 2, conjurer 1 (x4); diviner 7, diviner 3, diviner 2, diviner 1 (x4); enchanter 3, enchanter 1 (x4); evoker 9, evoker 3, evoker 2, evoker 1 (x4); illusionist 3, illusionist 2, illusionist 1 (x4); necromancer 4, necromancer 3, necromancer 2, necromancer 1 (x4); sorcerer 7 (x2), sorcerer 3 (x4), sorcerer 1 (x8); transmuter 7, transmuter 3, transmuter 2, transmuter 1 (x4);
wizard 4, wizard 3 (x3), wizard 1 (x4)
Notes: All the sorcerers of this organization have the feat Arcane Preparation and they prepare all of their spell slots. The school sorceress has been with the university since before the cataclysm and instructs sorcerers to prepare their spells the “old-fashioned” way. The numbers above count none of the students at the university.
!Prior to the fall of [[Walton|The City-State of Walton]]
!As of re-establishment in [[Hamlet Arcana]]
[[Lehnbor's Creation]]
[[Where To Start?]]
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[[Saasm Space]]
[[The Mirror]]
[[Almebezbik]]
[[Municipalities]]
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[[Pantheon]]
[[Personalities]]
[[Beings]]
----
[[Languages]]
[[Materials]]
[[Talismans]]
----
[[Companies]]
[[Organizations]]
[[History]]
----
[[House Rules]]
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The first monarch of [[The Elven Monarchy]], Malachi is also the half-brother of [[Visaria the Beneficent]].
//Papa & Nana of Halflings//
''Lesser Deity ''
| ''Symbol''|Dulcimer & Dagger|
| ''Home Plane''|Bytopia|
| ''Alignment''|Lawful Good|
| ''Portfolio''|Community, Halfling, Joy|
| ''Worshippers''|Halflings|
| ''Cleric Alignments''|NG, LG, CG|
| ''Domains''|Halflings, family, perseverance, celebration|
| ''Favored Weapon''|Dagger|
----
Manty & Zenda ({{{'man-tE & 'zen-da}}}) is the duality god of halflings. They achieved ascension when one of their descendents and his companions thwarted a plot by [[Zodyu the Grotesque]] to increase his power and influence in the [[Pantheon]]. The other deities of the Pantheon absorbed the energies meant solely for Zodyu to prevent them from destroying [[The Mirror]] and granted some to the halfling couple that had dwelt on and influenced [[Almebezbik]] for a thousand years.
| ''Size/Type:''|Medium magical beast|
| ''Hit Dice:''|6d10+24 (51 hp)|
| ''Initiative:''|+2|
| ''Speed:''|45 ft. (9 squares), fly 80 ft. (average)|
| ''Armor Class:''|18 (Dex +2, natural +6), touch 12, flat-footed 16|
| ''Base Attack/Grapple:''|+6/+7|
| ''Attacks:''|2 claws +9/+9 melee (1d6+1) and bite +6 melee (1d8) and gore +6 melee (1d8)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Qualities:''|Damage reduction 10/magic, freeze, darkvision 60 ft., low-light vision|
| ''Saves:''|Fort +9, Ref +7, Will +3|
| ''Abilities:''|Str 13, Dex 15, Con 19, Int 8, Wis 12, Cha 8|
| ''Skills:''|Hide +7*, Listen +6, Spot +8|
| ''Feats:''|Multiattack, Weapon Finesse, Weapon Focus (claw)|
| ''Environment:''|Any land and underground|
| ''Organization:''|Solitary, pair or wing (1-2 margoyles and 4-6 gargoyles)|
| ''Challenge Rating:''|5|
| ''Treasure:''|Standard coins; standard goods; double items|
| ''Alignment:''|Always chaotic evil|
| ''Advancement:''|7-9 HD (Medium); 10-18 HD (Large)|
Margoyles are stronger, bigger, and more horrid form of gargoyle. They are found mainly in caves and caverns.
Margoyles speak Common and Terran.
!Combat
Margoyles either remain still, then suddenly attack or dive into their prey.
''Freeze (Ex):'' A margoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the margoyle is really alive.
''Skills:'' *Margoyles receive a +8 racial bonus to Hide checks when concealed against a background of unworked stone (such as is found in caverns and caves).
The Margoyle first appeared in module S4 (Gary Gygax, 1982). It was called the Marlgoyle in S4. Note the extra “l”.
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This hamlet was formerly independent. The hamlet was founded by [[Egalem Random|Ran MCXI]] as a trading outpost. It is the embassy for the Teton Nation.
Find Marshe's Edge's statistic block [[here|MarshesEdgeStatblock]].
''Marshe’s Edge (hamlet):'' Conventional (mayor) AL LN; 100-gp limit; Assets 600 gp; Population 123; Isolated (human 96% (119), halfling 2% (2), elf 1% (1), half-elf 1% (1)
//''Authority Figures:''// Mayor male human aristocrat 6
//''Important Characters:''// Sheriff male human warrior 10, Great Druid of Tangle Wood male human druid 15
//''Others:''// adept 5, adept 2 (2), aristocrat 3 (2); barbarian 2, barbarian 1 (2); bard 7, bard 3 (2), bard 1 (4); cleric 6, cleric 3 (2), cleric 1 (4); commoner 9, commoner 4 (2), commoner 2 (4); druid 7 (2), druid 3 (4), druid 1 (8); expert 12 (militia), expert 6 (2), expert 3 (4); fighter 9, fighter 4 (2), fighter 2 (4), fighter 1 (8); monk 4, monk 2 (2), monk 1 (4); paladin 3, paladin 1 (2); psion 4, psion 2 (2), psion 1 (4); psychic warrior 5, psychic warrior 2 (2), psychic warrior 1 (4); ranger 5, ranger 2 (2), ranger 1 (4); rogue 6, rogue 3 (2), rogue 1 (4); sorcerer6, sorcerer3 (2), sorcerer1 (4); warrior 5 (2, 1 guard, 1 militia), warrior 2 (4, 4 militia); wizard 4, wizard 2 (2), wizard 1 (4)
''Hit Die:'' d8.
!Requirements
To qualify to become a master smith, a character must fulfill all the following criteria.
''Skills:'' Appraise 7 ranks, Craft (any metalworking) 14 ranks.
''Feats:'' Apprentice^^1^^, Mentor^^1^^, Metallurgy^^2^^, Skill Focus (chosen Craft skill).
''Special:'' Must own smithy or workshop and have created masterwork item for use with an item creation feat.
''Racial Mitigations:'' Dwarves may qualify for this prestige class with two less ranks in required skills and only need Skill Focus in their chosen Craft skill. Elves can qualify for this prestige class by having ability, feat and synergy modified skill totals of five more than the listed ranks and do not need the Apprentice or Mentor feats.
!Class Skills
The master smith's class skills (and the key ability for each) are Appraise (Int), Craft (Int), Diplomacy (Cha), Profession (Wis).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: Master Smith''|c
|!Level|!Base Atk Bonus|!Fort Save|!Ref Save|!Will Save|!Special|
|1^^st^^ | +0 | +2 | +2 | +0 |Accurate Appraisal +2, Work Material (Alchemical Silver, Cold Iron, Steel)|
|2^^nd^^ | +1 | +3 | +3 | +0 ||
|3^^rd^^ | +1 | +3 | +3 | +1 |Work Material (Mithral)|
|4^^th^^ | +2 | +4 | +4 | +1 ||
|5^^th^^ | +2 | +4 | +4 | +1 |Accurate Appraisal +4, Work Material (Adamantine)|
|6^^th^^ | +3 | +5 | +5 | +2 ||
|7^^th^^ | +3 | +5 | +5 | +2 |Work Material ([[Steelisin]])|
|8^^th^^ | +4 | +6 | +6 | +2 ||
|9^^th^^ | +4 | +6 | +6 | +3 |Accurate Appraisal +6, Work Material ([[Velarnium]])|
!Class Features
All of the following are class features of the master smith prestige class.
''Weapon and Armor Proficiency:'' Master Smiths gain no proficiency with any weapon or armor.
''Accurate Appraisal:'' At 1^^st^^, 5^^th^^ and 9^^th^^-level a master smith gains an additional +2 bonus to Appraise skill checks related to their chosen Craft. This bonus applies to all Craft skills that the master smith has maximum ranks in.
''Work Material:'' At each odd-numbered level a master smith attains, masterwork items using or incorporating certain rare, high-quality metals become quicker and easier to craft. Add twice your master smith class level to your Craft check when creating a masterwork or special material item. This applies to alchemical silver, cold iron and regular steel starting at 1^^st^^-level, mithral starting at 3^^rd^^-level, adamantine starting at 5^^th^^-level, steelisin starting at 7^^th^^-level and velarnium starting at 9^^th^^-level.
^^1^^ Dungeon Master's Guide II
^^2^^ Races of Faerûn
[[Feybronze]]
[[Fiendharrow]]
[[Steelisin]]
[[Velarnium]]
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This is the father of [[Egalem Random|Ran MCXI]]. He was inadvertently turned into a lich when he recovered [[Gith's Spouse]] on an expedition. He was killed by githyanki forces trying to recover the sword. He arose as an arch-lich and uses the sword to protect renegade githyanki from the Vlaakith.
//King of Thieves, Distributor of Wealth, Lord of Deception//
''Intermediate Deity''
| ''Symbol''|Crossed Dagger and Wand|
| ''Home Plane''|Limbo|
| ''Alignment''|Chaotic Neutral|
| ''Portfolio''|Commerce|
| ''Worshippers''|Rogues, illusionists, merchants...|
| ''Cleric Alignments''|CN, LN, NE, NG|
| ''Domains''|Chaos, Illusion, Luck, Trade, Trickery|
| ''Favored Weapon''|Dagger|
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[>img[./dagger_wand.GIF]]
Messer ({{{'mes-&r}}}) is the god of thieves and deception. His power has waned since the end of the First Cycle of Man.
He appears as a human male with a boyish face. He wears an ethereal cloak and magical leathers.
When he is attacked, he defends himself with a //defender rapier//. If he surprises an opponent, we will sneak attack them with keen blades. He will usually use his illusions to create mischief.
[img[Messerkopf Sea|./messerkopf_sea.PNG]]
![[Mithr]], [[Mith'Quessir]], [[Almebezbik]], [[The Plane|The Mirror]]
The ancient elven capital of [[Mith'Quessir]], pre-cursor to ancient [[Grayholm]].
![[Steelisinia|SteelisiniaCity]], [[Steelisinia]], [[Almebezbik]], [[The Mirror]]
The walled capital of [[Steelisinia]].
![[The City-State of Walton]], [[Almebezbik]], [[The Mirror]]
Metropolis and independent city-state atop the [[Mount of Walls]].
![[Tryst]], [[Saje]], [[Almebezbik]], [[The Mirror]]
The megalopolis capital of [[Saje]].
![[Foortmaar]], [[Genesee]], [[Almebezbik]], [[The Mirror]]
The capital of [[Genesee]].
![[Delta City]], [[Berekiefe]], [[Almebezbik]], [[The Mirror]]
The capital of [[Berekiefe]].
!King Mezildoth XVII
Male quasi-deity [[meziltarni|Meziltarni]] fighter 20/druid 20/[[meziltarni paragon|Meziltarni Paragon]] 3
N Medium humanoid (human)
''Init'' +12; ''Senses'' Listen +10, Spot +10
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Meziltarni|MeziltarniLanguage]], Draconic, Elven, [[Feris Dom]], [[Genesian]], [[Sajenese]], Sylvan; link
----
''AC'' 40 (armor +16, deflection +5, Dex +4, natural +5), touch 19, flat-footed 36
''hp'' 576 (44 HD); ''DR'' 10/epic
''Immune'' ability damage, ability drain, energy drain, mind-effecting affects, transmutation, venom
''Resist'' fire 5; magical resistance, resist nature’s lure
''Fort'' +38, ''Ref'' +26, ''Will'' +38; ''SR'' 32
----
''Speed'' 80 ft. (16 squares); woodland stride
''Melee'' //Meziltarn's Star// +49/+44/+39/+34 (2d6+24 plus 1 Con/15-20)
''Base Atk'' +16; ''Epic Atk'' +12; ''Grp'' +39
''Atk Options'' Cleave, Combat Reflexes, Devastating Critical (greatsword), Great Cleave, Hold the Line, Improved Critical (greatsword), Overwhelming Critical (greatsword), Power Attack
''Special Actions'' a thousand faces, wildshape (~Tiny-Colossal, Elemental 3/day, Animal, Magical Beast, Dragon 6/day)
''Druid Spells Prepared'' (CL 23^^rd^^)
| | 9^^th^^—|//mass cure critical wounds, elemental swarm, foresight, regenerate, storm of vengeance// (DC 29)|
| | 8^^th^^—|//earthquake// (DC 28), //finger of death// (DC 28), //mass cure serious wounds, sunburst// (DC 28), //word of recall//|
| | 7^^th^^—|//control weather, fire storm// (DC 27), //greater scrying, mass cure moderate wounds, true seeing//|
| | 6^^th^^—|//greater dispel magic, live oak, mass cure light wounds, move earth, stone tell, transport via plants//|
| | 5^^th^^—|//atonement, awaken, baneful polymorph// (DC 25), //call lightning storm// (DC 25), //cure critical wounds, hallow, tree stride//|
| | 4^^th^^—|//cure serious wounds, dispel magic, flame strike// (DC 24), //freedom of movement, giant vermin, reincarnate, repel vermin//|
| | 3^^rd^^—|//call lightning// (DC 23), //cure moderate wounds, greater magic fang, quench, remove disease, speak with plants, water breathing//|
| | 2^^nd^^—|//animal messenger, barkskin, bear's endurance, bull's strength, cat's grace, flame blade, owl's wisdom, tree shape//|
| | 1^^st^^—|//calm animals, cure light wounds, detect snares and pits, entangle// (DC 21), //entangle// (DC 21), //longstrider, product flame, speak with animals//|
| | 0—|//create water, cure minor wounds, cure minor wounds, know direction, light, mending//|
----
''Abilities'' Str 32, Dex 18, Con 19, Int 25, Wis 30, Cha 26
''SQ'' animal companion, divine rank 0, human blood, magical penetration, metal attuned, nature sense, shapechanged spellcasting, spontaneous spells (nature's ally), trackless step, timeless body, wild empathy +34
''Feats'' Cleave, Combat Reflexes, Cosmopolitan (Diplomacy), Educated (Knowledge (Nature), Knowledge (Nobility & Royalty)), Great Cleave, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Hold the Line, Improved Critical (greatsword), Improved Initiative, Leadership, Power Attack, ~Self-Sufficient, Track, Weapon Focus (greatsword), Weapon Specialization (greatsword)
''Epic Feats'' Colossal Wildshape, Devastating Critical (greatsword), Dragon Wildshape, Epic Leadership (cohort 54, followers 58), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Gargantuan Wildshape, Legendary Commander, Magical Beast Wildshape, Overwhelming Critical (greatsword), Superior Initiative
''Skills'' Bluff +13, Concentration +27, Diplomacy +61, Handle Animal +55, Heal +33, Jump +15, Knowledge (Nature) +55, Knowledge (Nobility & Royalty) +55, Ride +42, Sense Motive +31, Spellcraft +30, Survival +57, Tumble +8
''Possessions'' //+8 ghost touch mithral full plate, [[Meziltarn's Star]], ring of protection +5, cloak of resistance +5, ring of protection +5//, [[The Organ]], [[Waldsee]]
----
''Cohort and Followers'' Mezildoth’s cohort is 32^^nd^^ level. Mezildoth’s followers include 1 14^^th^^ level NPC, 2 13^^th^^ level ~NPCs, 3 12^^th^^ level ~NPCs, 6 11^^th^^ level ~NPCs, 11 10^^th^^ level ~NPCs, 22 9^^th^^ level ~NPCs, 44 8^^th^^ level ~NPCs, 88 7^^th^^ level ~NPCs, 175 6^^th^^ level ~NPCs, 350 5^^th^^ level ~NPCs, 700 4^^th^^ level ~NPCs, 1,400 3^^rd^^ level ~NPCs, 2,800 2^^nd^^ level ~NPCs and 28,000 1^^st^^ level ~NPCs.
Mezildoth is of a humanoid race from another planet. The druids where his race is from may wear metal armor and use whatever weapons they want. He is the king of Waldsee and has been the ruler there since before the cataclysm. [[Egalem Random|Ran MCXI]] and he adventured together for a time prior to the cataclysm.
!!Thunderclap CR 10
Dire elephant animal companion
N Gargantuan animal
----
''Init'' +0; ''Senses'' low-light vision, scent; Listen +8, Spot +8
''AC'' 10 (size -4, natural +4), touch 6, flat-footed 10
''hp'' 360 (20 HD)
''Fort'' +22, ''Ref'' +12, ''Will'' +8
----
''Speed'' 30 ft., climb 10 ft.
''Melee'' slam +26 (2d8+15) and 2 stamps +21 (2d8+7)
''Melee'' gore +26 (4d6+22)
''Space'' 20 ft.; ''Reach'' 20 ft.
''Atk Options'' trample 4d6+22
----
''Abilities'' Str 40, Dex 10, Con 30, Int 2, Wis 14, Cha 9
''Skills'' Climb +23, Hide -12, Listen +8, Spot +8
+5 ghost touch keen wounding greatsword
N Intelligent weapon
''Senses'' darkvision 120 ft., hearing; Listen +6, Spot +6
''Languages'' Druidic, Giant, Lizardfolk, [[Meziltarni|MeziltarniLanguage]], Sylvan; //telepathy//
----
''Damage'' 2d6+8 plus 1 Con/17-20
''Dedicated Power'' defeat non-neutrals
''~Spell-Like Abilities'' (CL 10^^th^^)
| | At will|—|//see invisibility, detect chaos/evil/good/law, detect magic, read magic//|
| | 1/day|—|//heal//|
| | As dedicated power|—|//confusion// (DC 15)|
----
''Abilities'' Int 17, Wis 22, Cha 11
''Ego'' 34
''Value'' minor artifact
Meziltarni are a rare and ancient off-shoot of humans originating on the planet [[Whelrotis]]. They were originally magically bred in conservative experimentation by [[Lehnbor the Creator]] shortly after the formation of the meziltarni home world. The vast majority of them are spellcasters, favoring the druid and wizard classes.
!Personality
Like humans, meziltarni are adaptable, flexible and ambitious. They tend to be more serious and focused due to there conscious concern with the use of magic and the preservation of nature.
!Physical Description
By all accounts meziltarni are indistinguishable from humans. They display all the diversity, but are more conservative with grooming and dress. Many meziltarni pride themselves on their racial homogeneity, as they can only breed among themselves and other humans that have only minimal traces of other racial blood. Meziltarni-human children are blessed with all the traits of meziltarni blood.
!Relations
As they blend in with humans so completely, they share the ability to easily interact with members of other races.
!Alignment
Meziltarni tend toward no particular alignment, as humans.
!Meziltarni Lands
Meziltarni lands are primarily the continent of [[Ghihzen]] on the planet [[Whelrotis]] were they share and protect the resources of the continent with native elves and tauric races such as centaurs and wemics. The meziltarni capital city is Neo-Meziltarn, situated on a large river island in the northeastern reaches of Ghihzen between [[The Meziltarni Forest]] and [[Mount Meziltarn]]. Meziltarni elsewhere in the Material Plane generally pass as magically powerful humans and even rule human realms (see [[Waldsee]]).
!Religion
Meziltarni worship the [[Almebezbikian Pantheon|Pantheon]] with special reverence to [[Alavasia the Mother]] and [[Lehnbor the Creator]] due to their ties to nature and magic.
!Language
Meziltarni speak [[Meziltarni|MeziltarniLanguage]] as well as [[Almebezbik|AlmebezbikLanguage]]. They readily learn other languages and meziltarni druids will teach other meziltarni Druidic as well.
!Names
As with humans, meziltarni names very greatly, but they are generally complex and have at least three syllables. However, meziltarni take no surname as they consider all members of their race as family members.
!Adventurers
Meziltarni use there magical prowess to gain all manner of wealth, power and respect.
!Meziltarni Racial Traits
* Medium: As Medium creatures, meziltarni have no special bonuses or penalties due to their size.
* Meziltarni base land speed is 30 feet.
* Human Blood: For all effects related to race, a meziltarni is considered a human.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Languages: Almebezbik, Meziltarni. Bonus Languages: Any. See the Speak Language skill.
* Metal Attuned: Meziltarni druids do not need to abide by the armor and weapon prohibitions of the druid class.
* Shapechanged Spellcasting: Meziltarni are able to use their spellcasting abilities while in any other form.
* Favored Class: Any spellcasting class. When determining whether a multiclass meziltarni takes an experience point penalty, his or her highest-level spellcasting class does not count. If a meziltarni has no spellcasting class, he or she takes a 20% experience point penalty.
''Hit Die:'' d8.
!Requirements
To qualify to become a Meziltarni Paragaon, a character must fulfill all of the following critieria.
''Race:'' Meziltarni
!Class Skills
The meziltarni paragon's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Scripts (Int), Knowledge (all skills, taken individually) (Int), Psicraft (Int), Spellcraft (Int), Use Magical Device (Cha), Use Psionic Device (Cha).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: Meziltarni Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spells per Day|h
|1^^st^^| +0 | +0 | +0 | +2 |Magical resistance|+1 level of existing class|
|2^^nd^^| +1 | +0 | +0 | +3 |Magical penetration|+1 level of existing class|
|3^^rd^^| +2 | +1 | +1 | +3 |Ability boost (+2)|+1 level of existing class|
!Class Features
All of the following are class features of the meziltarni paragon class.
''Weapon and Armor Proficiency:'' Meziltarni paragons are proficient with all simple weapons and with light armor, medium armor and shields.
''Spells per Day:'' At each level, a meziltarni paragon gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that he adds the level of meziltarni paragon to the level in the spellcasting class, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before he became a meziltarni paragon, he must decide to which class he adds each level of meziltarni paragon. If a meziltarni paragon has no levels in a spellcasting class, this class feature has no effect.
''Magical Resistance (Ex):'' At 1^^st^^ level, a meziltarni paragon gains a +2 bonus to saving throws against spells, powers, spell-like abilities and psi-like abilities.
''Magical Peneration (Ex):'' At 2^^nd^^ level, a meziltarni paragon gets a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell or power resistance.
''Ability Boost (Ex):'' At 3^^rd^^ level, a meziltarni paragon increases his Intelligence, Wisdom or Charisma ability score by 2 points.
||''[[Meziltarni]], 1^^st^^-Level Wizard''|
| ''Size/Type:''|Medium humanoid (human)|
| ''Hit Dice:''|1d4+1 (5 hp)|
| ''Initiative:''|+1|
| ''Speed:''|30 ft. (6 squares)|
| ''Armor Class:''|11 (Dex +1), touch 11, flat-footed 10|
| ''Base Attack/Grapple:''|+0/-1|
| ''Attack:''|Quarterstaff -1 melee (1d6-1) or light crossbow +1 ranged (1d8/19-20)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Attacks:''|Spells|
| ''Special Qualities:''|Familiar, human blood, metal attuned, shapechanged spellcasting|
| ''Saves:''|Fort +1, Ref +1, Will +4|
| ''Abilities:''|Str 8, Dex 12, Con 13, Int 15, Wis 14, Cha 10|
| ''Skills:''|Concentration +5, Craft (Alchemy) +6, Knowledge (Arcana) +6, Knowledge (The Planes) +6, Spellcraft +6|
| ''Feats:''|Combat Casting^^B^^, Scribe Scroll^^B^^, Skill Focus (Spellcraft)|
| ''Environment:''|Any land|
| ''Organization:''|Solitary, company (2-4)|
| ''Challenge Rating:''|1|
| ''Treasure:''|Standard|
| ''Alignment:''|Usually neutral|
| ''Advancement:''|By character class|
| ''Level Adjustment:''|+0|
----
''Typical Wizard Spells Prepared'' (CL 1^^st^^)
| | 1^^st^^|—//mage armor, magic missile//|
| | 0|—//detect magic, ray of frost, resistance//|
This is a language spoken by a race of humanoid wizards from the planet of [[Whelrotis]]. It is also spoken by courtiers in [[Waldsee]].
This is a wu jen prodigy of [[The Mage]] from the ancient Orient. He perished stopping the spread of the [[2nd Wizards' Cataclysm|The Second Elvish War]].
This 500-foot tall, four-spired tower is the dwelling and divine realm of [[The Mage]]. He is served by a staff of arcane spellcasters and other retainers. Besides being his home, it is also an elite magical research center. It is located on [[The Barbarian Plains]] approximately 200 miles south-southwest of [["The City"]].
!Staff
* [[C'Astica|Mage's Marshal]], Marshal and Commander of the Army of Miserable
* [[Jort Fames|Mage's Herald]], Herald
* [[Hort Foward|Mage's Jester]], Court Jester
* [[Lu Tir Zu|Mage's Chamberlain]] IX, Chamberlain and Master of Traditional Magic
** [[Pilesica|Mage's Armor]] III, Mistress of Arcane Wards and Awareness
** [[Muvetj|Mage's Alchemist]], Master of Arcane Transformations
** [[Cuhuti|Mage's Diplomat]], Mistress of Arcane Deception and Influence
** [[Eogut|Mage's Conveyor]], Master of Arcane Summons and Sojourns
** [[Hsootmeef|Mage's Destroyer]], Master of Arcane Death and Destruction
* [[Mi Cring Ono|Mage's Steward]], Steward and Mistress of Elemental Magic
* [[Mopasepti|Mage's Seneschal]] IV, Seneschal and Master of Imaginative Magic
The first of the great Elven kingdoms founded during the rise of the Elven race during the Third Cycle of Dragons.
This is the first in a line of [[meziltarni|Meziltarni]] [[seneschals|Mage's Seneschal]] of [[Miserable]] and closest adviser of [[The Mage]]. He perished stopping the spread of the [[2nd Wizards' Cataclysm|The Second Elvish War]].
| //Conjuration (summoning)//|
| ''Effective Level''|8^^th^^|
| ''Skill Check''|Knowledge (arcana) DC 14, 4 successes; Knowledge (the planes) DC 14, 4 successes|
| ''Failure''|Attack|
| ''Components''|V, S, F, XP, B|
| ''Casting Time''|8 hours|
| ''Range''|Touch|
| ''Targets''|One phylactery|
| ''Duration''|Permanent|
| ''Saving Throw''|Will negates|
| ''Spell Resistance''|Yes|
----
//Mopasepti's Phylactery Incapacitator// is an incantation that was developed by the original [[Meziltarni]] seneschal of [[Miserable]] before taking that post. It was developed in response to a coterie of wizards all trying to enter lichdom as a group, thus becoming a threat to [[The Little Kingdom]].
The caster surrounds himself with the other twelve members in the ritual, holding the phylactery.
!!!!Failure
The entity or phenomenon summoned to be trapped in the phylactery effects a being strongly connected to the entity, the phenomenon or the event of incapacitating the phylactery by trapping that being in the phylactery or some other likely receptacle in the vicinity.
!!!!Focus
An as yet unused lich's phylactery.
!!!!XP Component
1,000 XP.
!!!!Backlash
Caster reduced to -1 hp.
!!!!Extra Casters
One dozen required; compelling the summoned entity to appear and the enter the phylactery.
!!!!Campaign Use
This incantation was discovered in the Planar Stacks of the libraries of the [[Castle of the Canyon Guardian]] and used to divorce an extra-planar transportation phenomenon from Manitowoc the Rogue that had been plaguing for his entire life. Though not exactly the intent of the incantation, the desired effect is believed to be achievable using this incantation.
||''Morgermere''|
| ''Size/Type:''|Medium outsider (evil, extraplanar, psionic)|
| ''Hit Dice:''|20d8+40 (130 hp)|
| ''Initiative''|+4|
| ''Speed:''|30 ft. (6 squares), fly 60 ft. (average)|
| ''Armor Class:''|18 (Dex +4, natural +4), touch 14, flat-footed 14|
| ''Base Attack/Grapple:''|+10/+13|
| ''Attack:''|//+1 bodyfeeder wounding rapier// +14 melee (1d6+4/18-20) or 2 claws +13/+13 melee (1d8+3) and tail +8 melee (1d4+1)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Attacks:''|gaze, psi-like abilities, spell-like abilities, summon fiend|
| ''Special Qualities:''|alternate form, damage reduction 10/magic and good, darkvision 60 ft., resistance to fire 10, spell resistance 20|
| ''Saves:''|Fort +9, Ref +11, Will +11|
| ''Abilities:''|Str 16, Dex 18, Con 14, Int 18, Wis 18, Cha 22|
| ''Skills:''|Bluff +34, Concentration +25, Diplomacy +35, Disguise +29 (+31 acting), Gather Information +31, Intimidate +31, Knowledge (Local) +27, Knowledge (The Planes) +27, Listen +27, Perform (Acting) +29, Sense Motive +29, Spot +27|
| ''Feats:''|Combat Manifestation, Negotiator, Persuasive, Skill Focus (Bluff)|
| ''Environment:''|Any lower plane|
| ''Organization:''|Solitary or Squad (3-18)|
| ''Challenge Rating:''|20|
| ''Treasure:''|Double standard|
| ''Alignment:''|Always evil|
| ''Advancement:''|by class level|
----
Morgermere appear as sinister but very attractive humanoids with wings, horned head, tail, and goat legs, much the same as their maker. On the Prime Material Plane they may appear as dark, reddish skinned humans without the features of the lower plane of existence. They will then be dressed as nobles or wealthy warriors of the culture in the area they infest.
These beings are very numerous. They are found throughout all of the lower planes from Acheron to Limbo. They occasionally appear on the Prime Material Plane to possess souls to bring back to the lower planes. They are commanded by and exclusively serve their creator, [[Lucifer the Devil]].
Groups of these monsters have strongholds scattered throughout the lower planes. They are tyrants and take whatever they desire from their area.
!Combat
''Alternate Form (Su):'' In their true forms these monsters strike with two talons and a tail. Their Prime Material form is that of a comely male of the dominant race of the society they infiltrate. When in their Prime Material form, morgermere will wield the type of sword that is most fashionable within the society it infiltrates. This sword will always have the bodyfeeder and wounding properties.
''Gaze (Su):'' Once per round, their directed gaze causes 1d4 hit points of damage; no saving throw allowed.
''~Psi-Like Abilities:'' At will - //empty mind, id insinuation// (8 targets; DC 25), //intellect fortress, mental barrier, mind thrust// (20d10 damage; DC 26), //psionic blast// (stun 8 rounds; DC 19), //psychic crush// (8d6 damage successful save; DC 21), //thought shield, tower of iron will//. 1/day - //mindlink// (16 unwilling targets; DC 17), //mind probe// (DC 21), //mind switch// (DC 26), //psionic dominate// (3 targets of any type; 20 days; DC 30), //schism//. Manifester level 20^^th^^. The save ~DCs are Charisma based.
''~Spell-Like Abilities:'' 1/day they can //produce flame//, create a //wall of fire// (DC 20). Caster level 20^^th^^. The save ~DCs are Charisma based.
''//Summon Fiend// (Sp):'' Once per day a morgermere can attempt to summon a death slaad, balor, titan, ultroloth, greater barghest, pit fiend or another morgermere with a 90% chance of success. This ability is equivalent to a 9^^th^^-level spell.
[img[Mount Griimslaad|./mount_griimslaad.PNG]]
This mountain is the legendary birthplace of the [[Meziltarni]]. A ruined tower at the summit is purported to be //The Tower of Astralness and Etherealness// in which [[Lehnbor the Creator]] discovered [[Saasm Space]].
This lone mountain has a history that reaches back to the First Cycle of Dragons when [[Lehnbor the Creator]] first defined the continent of [[Almebezbik]].
When first formed by Lehnbor's magic, this mountain stood alone on the vast central plain of the continent as a prize that dragons and titans fought each other over to claim. The titans, being earthbound, found it first and dwelt within its vast caverns. Soon, however, the dragons discovered it to be a strategic position on the plains by which they could survey the movements of the titans and signal fellow dragons. The titans quickly erected defenses that would prevent safe landing by dragons on its summit by using their magic to build and arrange sharp, wall-like planes of rock that could be thrust outward when a dragon approached. The arrangement of these walls that future races would utilize to build their own fortifications were the result of the titans' last defensive thrust during the [[Battle of The Great Barrier Mountains]] that ended the first cycle and the tenancy of titan on [[The Plane|The Mirror]].
The end of the next cycle saw the Mount of Walls become prominent once more as dragons made their last futile stand against the orb wielding Dwarves that destroyed or drove away every dragon from the continent of Almebezbik.
This geographical feature was prominent at the end of the third cycle as well. The gnomes that had come into being as a result of the Dwarven magic that created the orbs of dragonkind built the factory for their most powerful battle constructs with in the walls on the summit of this mountain. Again, the final cataclysm of the cycle was focused on this mountain as the dragons maneuvered to defeat the gnomes final jewel of industry. The stroke of fate that would forever haunt gnomes destroyed their factory, culture and reputation as they and their constructs accidentally caused their own defenses to backfire.
It would be nearly three cycles before this mountain would again figure in the history of the world. Elves had now tamed draconic aspirations and built vast and powerful nations across [[Almebezbik]]. The emperor or Ksirb overseeing the Elven realms needing a second city from which to administer his empire and built his second capital on a lone mountain surrounded by the forests that now covered the continent. The titanic and gnomish remnants were fashioned into the grand and shining city of Naemithr where [[Ksirb Emitae]] could easily transfer his power from Grayholm and back again as needed. Emitae eventually succumb to the power he held and was corrupted. The kings of the Elves plotted his overthrow, but had no inkling of the defenses woven around Grayholm and Naemithr. As the coup ensued, Ksirb Emitae allowed his mythals to perform their functions as designed. Grayholm was drawn into the ground, not to be seen again for 100 millennia, and Naemithr along with the Mount of Walls was obiliterated by a meteor of Emitae's conjuration.
By the end of the next cycle, the Mount of Walls rose again above the forested continent as Dwarves ruled from the depths and Dragons surreptitiously reclaimed the surface world. [[Ksirb Emitae]] had survived and worked his epic magic once again, rebuilding the mountain as it had been before the construction of Naemithr. There it waited for almost four more cycles until the Humans' power held sway across the world.
[[Legion Hedge]] was extending its sphere of influence at a rapid pace and required vast resources as it grew. There sights were immediately set on harvesting the ironwood trees unique to [[Tanglewood]]. After one failed attempt, a settlement was established on the summit of a mountain in the western end of the forest, [[Ksirb Emitae's|Ksirb Emitae]] Mount of Walls. For centuries the mount supported the thriving metropolis of [[The City-State of Walton]] until it collapsed as a result of the First Wizards' Cataclysm of the current cycle when Emitae again unleashed his magic and destroy the mountain. All that remains of this divine creation is now referred to as [[The Crater]].
![[Planar Metropolises]]
Planar metropolises are the largest of municipalities. Populations exceed 100,000 and are generally unlimited in resources. They are cosmopolitan, having citizens and visitors that hail from other worlds and other planes.
![[Metropolises]]
Metropolises are very large municipalities that have populations between 25,000 and 100,000 and have extensive resources. They may be predominately one race or integrate many.
![[Large Cities]]
These are municipalities with populations between 12,000 and 25,000.
![[Small Cities]]
These are municipalities with populations between 5,000 and 12,000.
![[Large Towns]]
These are municipalities with populations between 2,000 and 5,000.
![[Small Towns]]
These are municipalities with populations between 900 and 2,000.
![[Villages]]
These are municipalities with populations between 400 and 900.
![[Hamlets]]
These are communities with populations between 80 and 400.
![[Thorps]]
These are communities with populations between 20 and 80.
![[Castles]]
These are fortified strongholds.
![[Estates]]
These are private holdings.
!Mystol Alaphasus ECL 21
Male elf wizard 2/fighter 4/[[bladesinger|Bladesinger]] 10/arcane archer 4/[[skylord|Skylord]] 1; ''XP'' 214,035
CG Medium humanoid (elf)
''Init'' +6; ''Senses'' low-light vision, eyes of the eagle; Listen +15, Spot +25
''Languages'' Elven, [[Almebezbik|AlmebezbikLanguage]], Auran, Celestial, Draconic, Orc, Sylvan, empathic link
----
''AC'' 60 (armor +10, shield +8, deflection +5, Dex +9, natural +10, bladesong +8), touch 32, flat-footed 43; Dodge
''hp'' 198 (21 HD); ''DR'' 10/adamantine
''Immune'' //sleep// spells and effects
''Resist'' +2 racial bonus on saving throws against enchantment spells or effects, evasion
''Fort'' +21, ''Ref'' +28, ''Will'' +23; ''SR'' 15
----
''Speed'' 40 ft. (8 squares), fly 60 ft. (good)
''Melee'' //+5 ghost touch elemental aura spell storing longsword// +38/+33/+28/+23 (1d8+17/17-20) or
''Melee'' //+5 ghost touch elemental aura spell storing longsword// +36/+36/+31/+26/+21 (1d8+17/17-20) with Song of Fury
''Ranged'' //+5 ghost touch thundering commanding composite longbow// +39/+34/+29/+24 (1d8+10/x3|110 ft.)
''Base Atk'' +19; ''Epic Atk'' +1; ''Grp'' +30
''Atk Options'' song of fury, Arcane Strike, Combat Expertise, Mounted Archer, Mounted Combat, Point Blank Shot, Precise Shot
''Special Actions'' enchant arrow +2, imbue arrow, seeker arrow, song of celerity 3/day (5^^th^^ level spells)
''Combat Gear'' //brooch of shielding// (101 chgs), //quiver of Ehlonna, rod of metamagic silence, scabbard of keen edges, arcane scroll of feather fall// (CL 1st, 1 round), //arcane scroll of spider climb// (CL 1st, 10 minutes), //staff of fiery passage (astral projection [2], burning hands [1], dimension door [1], fireball [1], greater teleport [2], passwall [1], phase door [2], wall of fire [2],// CL 15th, 50 chgs), //tattoo of call weaponry// (x2), //wand of bear’s endurance// (CL 3rd, 16 chgs), //wand of invisibility// (CL 3rd, 23 chgs)
''Wizard Spells Prepared'' (CL 15th)
| | 7^^th^^—|//Mordenkainen’s sword, prismatic spray// (DC 25)|
| | 6^^th^^—|//globe of invulnerability, greater heroism, Tenser’s transformation//|
| | 5^^th^^—|//Bigby’s interposing hand// (DC 23), //Bigby’s interposing hand// (DC 23), //Rary’s telepathic bond, wall of force//|
| | 4^^th^^—|//dimension door, dimension door, fire shield, greater invisibility, stoneskin//|
| | 3^^rd^^—|//displacement, displacement, fireball// (DC 21), //fireball// (DC 21), //greater magic weapon, haste//|
| | 2^^nd^^—|//blur, blur, cat’s grace, cat’s grace, cat’s grace, cat’s grace, mirror image, mirror image, protection from arrows, protection from arrows//|
| | 1^^st^^—|//burning hands, Kaupaer’s skittish nerves, magic missile, magic missile, protection from evil, shield, shieldbearer, true strike, true strike, true strike//|
| | 0—|//daze// (DC 18), //disrupt undead, flare// (DC 18), //resistance//|
''~Spell-Like Abilities'' (CL 15th)
| | from sword—|//charm person// (DC 16)|
''Note'' //Contingency// casts //stoneskin// when battle ensues
----
''Abilities'' Str 31, Dex 28, Con 17, Int 27, Wis 18, Cha 19
''SQ'' bladesong, elven traits, familiar, flying mount, greater spellsong, lesser spellsong, song of celerity
''Feats'' Alertness (when familiar within 5 ft.), Arcane Strike, Combat Casting, Combat Expertise^^B^^, Dodge^^B^^, Landlord^^B^^, Leadership (cohort 25, followers 28)^^B^^, Mounted Archery^^B^^, Mounted Combat^^B^^, Nymph’s Kiss^^B^^, Point Blank Shot, Precise Shot, Scribe Scroll^^B^^, Spell Mastery (read magic)^^B^^, Weapon Focus (Composite Longbow), Weapon Focus (Longsword)^^B^^, Weapon Specialization (Composite Longbow), Weapon Specialization (Longsword)
''Epic Feats'' Epic Skill Focus (Spellcraft)
''Skills'' Balance +14, Bluff +13, Concentration +33, Diplomacy +10, Handle Animal +18, Intimidate +10, Jump +23, Knowledge (Arcana) +34, Listen +15, Perform (Dance) +10, Perform (Sing) +10, Ride +23, Search +12, Spellcraft +44, Spot +25, Survival +11, Tumble +25
''Possessions'' combat gear plus //+5 called ghost touch nimbleness spell resistance (15) elven chain// “[[Eliamandesante]]”, //+6 heavy steel shield, +5 ghost touch elemental aura spell storing (charm person) longsword, +5 ghost touch thundering commanding composite longbow (+4 Str), +2 arrows// (x40), masterwork arrows (x20), cold iron arrows (x20), silver arrows (x20), //amulet of epic natural armor +10, armband of catfall, belt of epic giant strength +10, boots of striding and springing, cloak of resistant wings +5, blue orb// (+10 competence Spot) //ioun stone, dark purple pyramid// (wizardry I) //ioun stone, dark purple pyramid// (wizardry II) //ioun stone, orange prism// (+2 caster level) //ioun stone, gloves of storing and dexterity +6, greater bracers of archery, headband of intellect +6, helm of comprehending languages and reading magic, manual of bodily health +5// (used), //manual of gainful exercise +5// (used), //manual of quickness in action +5// (used), //ring of jumping and minor cold resistance, ring of evasive protection +5, tome of clear thought +5// (used), //tome of leadership and influence +5// (used), //tome of understanding +5// (used), 1,091 pp, 142,189 gp, 8 sp, 9 cp
''Spellbook'' 0—//acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue//; 1^^st^^—//burning hands, charm person, expeditious retreat, feather fall, identify, Kaupaer’s skittish nerves, mage armor, magic missile, magic weapon, protection from evil, shield, shieldbearer, true strike//; 2^^nd^^—//blur, bull’s strength, cat’s grace, mirror image, protection from arrows//; 3^^rd^^—//displacement, fireball, greater magic weapon, haste, keen edge//; 4^^th^^—//dimension door, fire shield, greater invisibility, stoneskin//; 5^^th^^—//Bigby’s interposing hand, Rary’s telepathic bond, teleport, wall of force//; 6^^th^^—//contingency, globe of invulnerability, greater heroism, Tenser’s transformation//; 7^^th^^—//Mordenkainen’s sword, prismatic spray//
''Cohort and Followers'' Mystol's cohort is the nymph Meliamonee, his followers include 2 6^^th^^-level, 2 5^^th^^-level, 4 4^^th^^-level, 7 3^^rd^^-level, 13 2^^nd^^-level and 135 1^^st^^-level ~NPCs
!!Meliamonee ECL 17
Female nymph cohort
CG Medium fey
''Init'' +3; ''Senses'' low-light vision; Listen +16, Spot +16
''Languages'' Sylvan, [[Almebezbik|AlmebezbikLanguage]], Elven
----
''AC'' 18 (deflection +5, Dex +3), touch 18, flat-footed 15; Dodge
''hp'' 45 (10 HD); ''DR'' 10/cold iron
''Resist'' unearthly grace
''Fort'' +9, ''Ref'' +15, ''Will'' +15
----
''Speed'' 30 ft. (6 squares), swim 20 ft.
''Melee'' +3 dagger +11 (1d4+3/19–20)
''Base Atk'' +5; ''Grp'' +5
''Special Actions'' blinding beauty, stunning glance
''Druid Spells Prepared'' (CL 7th)
| | 4^^th^^—|//rusting grasp//|
| | 3^^rd^^—|//call lightning// (DC 16), //cure moderate wounds, protection from energy//|
| | 2^^nd^^—|//barkskin, heat metal, lesser restoration, tree shape//|
| | 1^^st^^—|//calm animal, cure light wounds, entangle// (DC 14), //longstrider, speak with animals//|
| | 0—|//cure minor wounds, detect magic, flare// (DC 13), //guidance, light, resistance//|
''~Spell-Like Abilities'' (CL 7th)
| | 1/day—|//dimension door//|
----
''Abilities'' Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 20
''SQ'' wild empathy +18
''Feats'' Combat Casting, Dodge, Negotiator, Weapon Finesse
''Skills'' Concentration +14, Diplomacy +9, Escape Artist +16, Handle Animal +18, Heal +16, Hide +16, Listen +16, Move Silently +16, Ride +5, Sense Motive +18, Spot +16, Swim +8*, Use Rope +3 (+5 with bindings)
----
''Skills'' A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
''Blinding Beauty (Su)'' This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude save or be blinded permanently as though by the //blindness// spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.
''Stunning Glance (Su)'' As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 20 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.
!!Morningstar CR —
Male hedgehog familiar
CG Diminutive magical beast (augmented animal)
''Init'' +1; ''Senses'' Listen +5, Spot +5
''Languages'' empathic link
----
''AC'' 17 (size +4, Dex +1, natural +2), touch 15, flat-footed 16;
''hp'' 99 (21 HD)
''Resist'' improved evasion
''Fort'' +11, ''Ref'' +12, ''Will'' +10
----
''Speed'' 15 ft. (3 squares)
''Melee'' bite +24 (1d3-4)
''Space'' 1 ft.; ''Reach'' 0 ft.
''Base Atk'' +19; ''Grp'' +1
''Special Actions'' defensive ball, poison (DC 19, 1d2/1d2 Dex)
----
''Abilities'' Str 3, Dex 12, Con 10, Int 6, Wis 12, Cha 5
''Feats'' Weapon Finesse
''Skills'' Balance +5, Bluff +2, Concentration +24, Hide +17, Jump +1, Knowledge (Arcana) +22, Listen +5, Spellcraft +22, Spot +5, Survival +4, Tumble +16
----
''Defensive Ball (Ex)'' Rolls up as a standard action, granting a +2 circumstance modifier on saves and AC. Unrolling is a free action. When in defensive ball, spines poison foes touching hedgehog.
!!Greymane CR 4
Male celestial pegasus flying mount
CG Large magical beast (extraplanar)
''Init'' +2; ''Senses'' darkvision 60 ft., low-light vision, scent; Listen +8, Spot +8
''Languages'' empathic link
----
''AC'' 18 (size -1, Dex +2, natural +7), touch 11, flat-footed 16
''hp'' 51 (6 HD); ''DR'' 5/magic
''Resist'' acid 5, cold 5, electricity 5; ''SR'' 11
''Fort'' +8, ''Ref'' +7, ''Will'' +5
----
''Speed'' 60 ft. (12 squares), fly 120 ft. (average)
''Melee'' 2 hooves +9/+9 (1d6+4) and bite +4 (1d3+2)
''Space'' 10 ft.; ''Reach'' 5 ft.
''Base Atk'' +6; ''Grp'' +14
''Atk Options'' smite evil 1/day (+6 damage)
''~Spell-Like Abilities'' (CL 5th)
| | At will—|//detect good, detect evil//|
----
''Abilities'' Str 19, Dex 15, Con 16, Int 10, Wis 13, Cha 13
''SQ'' improved natural attacks
''Feats'' Flyby Attack, Iron Will
''Skills'' Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
This is the ogre mage that taught [[Egalem Random|Ran MCXI]] to wield bastard sword. He met [[Spiritus Magna Lumina]], "Dawn Flowing Over the Treetops" and [[Visaria Ijoynvaeh|Visaria the Beneficent]] in their first adventure in the [[campaign|Campaign]] [[To the Mountains]]. He entered [[The Leprechaun Bus]] shortly after this meeting and has dwelt there most of the time since. His son is the [[Mage's Conveyor]].
This is the son of the legendary human king [[Ran]]
This is a planar metropolis on an island in the middle of [[The Meziltarn River]] on the continent of [[Ghihzen]]. It is the cultural center of the [[Meziltarni]].
It is one of four planar metropolises on the planet [[Whelrotis]].
This is the capital of the [[Waldsee]] Province of the Elves. It is the second largest city of elves on [[Almebezbik]] next to [[The City of Grayholm]].
Find Nieanil's statistic block [[here|NieanilStatblock]].
''Nieanil (large city):'' Conventional (Marquise) AL CG; Nonstandard (Waldsee Representative Council) AL LG; Magical (The Grotesque) AL LE; 40,000-gp limit; Assets 28,128,000 gp; Population 14,064; Mixed (elf 79% (11,111), gnome 9% (1,266), halfling 5% (703), human 3% (422), dwarf 2% (281), half-elf 1% (141), half-orc 1% (140)).
//''Authority Figures:''// Marquise Ijoynvaeh female elf aristocrat 14, The Grotesque male human cleric 14 of Zodyu, Nature Consul female elf druid 13, Diplomatic Consul male human aristocrat 13, Divine Consul male human cleric 16 of Lehnbor, Military Consul male elf wizard 3/fighter 4/[[bladesinger|Bladesinger]] 10, Arcane Consul female elf wizard 13, Community Consul female elf commoner 23
//''Important Characters:''// Captain of the Guard female elf warrior 16, High Priest of Corellon Larethian male elf cleric 16 of Corellon, Modaest Illamaesa the Sage of Nieanil male elf commoner 21
//''Others:''// adept 16, adept 15, adept 13, adept 8 (2), adept 7 (2), adept 6 (2), adept 4 (4), adept 3 (8), adept 2 (8), adept 1 (66); aristocrat 11, aristocrat 7 (2), aristocrat 6 (2), aristocrat 5 (2), aristocrat 3 (8), aristocrat 2 (4), aristocrat 1 (66); barbarian 14, barbarian 12 (2), barbarian 7 (2), barbarian 6 (4), barbarian 3 (12), barbarian 1 (24); bard 14, bard 13, bard 11, bard 7 (2), bard 6 (2), bard 5 (2), bard 3 (8), bard 2 (4), bard 1 (24); cleric 8 (4), cleric 7 (2), cleric 4 (8), cleric 3 (4), cleric 2 (16), cleric 1 (40); commoner 18, commoner 11 (2), commoner 10 (2), commoner 9 (2), commoner 5 (8), commoner 4 (4), commoner 2 (24), commoner 1 (12,068); druid 13, druid 12, druid 6 (6), druid 3 (12), druid 1 (24); expert 18 (militia), expert 16 (militia), expert 14 (militia), expert 9 (2, 2 militia), expert 8 (2, 2 militia), expert 7 (2, 2 militia), expert 4 (8, 8 militia), expert 3 (4, 4 militia), expert 2 (16, 16 militia), expert 1 (398, 107 militia); fighter 12, fighter 11, fighter 8 (2), fighter 6 (2), fighter 5 (2), fighter 4 (4), fighter 3 (4), fighter 2 (12), fighter 1 (32); monk 14 (2), monk 12, monk 7 (4), monk 6 (2), monk 3 (12), monk 1 (24); paladin 12 (2), paladin 11, paladin 6 (4), paladin 5 (2), paladin 3 (8), paladin 2 (4), paladin 1 (24); psion 13, psion 12, psion 11, psion 6 (4), psion 5 (2), psion 3 (8), psion 2 (4), psion 1 (24); psychic warrior 13, psychic warrior 12, psychic warrior 11, psychic warrior 6 (4), psychic warrior 5 (2), psychic warrior 3 (8), psychic warrior 2 (4), psychic warrior 1 (24); ranger 13, ranger 12, ranger 11, ranger 6 (4), ranger 5 (2), ranger 3 (8), ranger 2 (4), ranger 1 (24); rogue 14, rogue 13, rogue 12, rogue 7 (2), rogue 6 (4), rogue 3 (12), rogue 1 (24); sorcerer 13, sorcerer 11 (2), sorcerer 6 (2), sorcerer 5 (4), sorcerer 3 (4), sorcerer 2 (8), sorcerer 1 (24); warrior 16 (guard), warrior 14 (guard), warrior 8 (4, 4 guards), warrior 7 (2, 2 guards), warrior 4 (8, 8 guards), warrior 3 (4, 4 guards), warrior 2 (16, 16 guards), warrior 1 (663, 104 guards, 559 militia); wizard 12 (2), wizard 6 (6), wizard 3 (12), wizard 1 (24)
''//Commercialism has finally taken its troll...uh...toll!//'' I've crossed that bridge for the last time.
Through the years of 1^^st^^, 2^^nd^^ and 3^^rd^^ editions, I had bought nearly every rule book produced, switching editions with the ease of a katana slicing through air. My 1^^st^^ edition books were ultimately destroyed in a flood including a first printing of //Deities and Demigods// :( and my 2^^nd^^ edition books were given away to someone with the Wisdom/Will to not go to 3^^rd^^ edition. Two 3^^rd^^ editions left me to unceremoniously toss the 3.0 core books and trade paperbacks when I moved to a new state (of the union, though consciousness seems appropriate also). Two heavily weighted shelves full of 3.5 relevant books and the continuing efforts to convert all of my old material to 3.5 leave me little choice but to say ''"enough is enough."''
This site will continue to grow as I still have two file cabinet drawers of material yet to convert. Campaigns will continue using the 3.5 rules. I will continue to support D&D 3.5 as long as this site remains on the internet. Feel free to contact me through the mail link below the string bass logo or join the Google Group: [[Almebezbik|https://groups.google.com/forum/#!forum/almebezbik]].
This is the only place ''//4th Edition//'' will be referred to on this site.
!Fallacies from ~WotC Marketing
# ''Christmas Tree Effect''—Personally, I like the Christmas tree effect. We are not playing superheroes, this is high fantasy. Talismans are an important part of heroes in high fantasy. Characters are above average, but do not and should not gain the abilities that magic items provide by training. Spells/magic power these items and not just anybody is capable of wielding magic.
# ''Broken Spells''—No such thing. Magic is extremely powerful and dangerous. It is really ultimately the DM that is responsible for how magic effects the game for him/herself and the players.
# ''Social Situations Handled Like Combat''—Not by this DM. This is the roleplaying part of D&D! Why reduce every encounter to a sequence of turns and actions? Just play computer ~RPGs in a vacuum if you want that. Judicious rolls when necessary. Again, the DM needs to lead this while running adventures.
# ''Accidental Lame Characters''—No excuses. The DM and player, but especially the DM needs to figure this out and adjust. Adventuring parties are only 4 or 5 or 6 characters depending on the version of D&D being played. DM's need to be flexible and creative. Imagine having a group of sixteen players! Just after 2^^nd^^ was released, I had a group like that and they showed up every week and they participated every week and I worked by tail off to be ready every week. Two reasons enthusiasm and flexibility.
# ''Lots More Monsters''—How many more monsters do we need! Monster Manual I, II, III, IV, V, Fiend Folio and new ones in most other books. Aside from the Monster Manual, I use regularly maybe a dozen other monsters from all the other books combined.
# ''Combat Takes Too Long''—This is yet another DM/Player management issue that has been around forever and becomes more prominent as ~PCs increase in level. This will, foreseeably, only get worse by adding a fifth party member, making 21^^st^^-30^^th^^ level ~PCs a standard and providing more abilities and options to ~PCs.
!Financials
I don't have figures for 1^^st^^ and 2^^nd^^ editions, but there were a dozen hardcover books for 1^^st^^ edition plus box sets for Forgotten Realms and other settings. 2^^nd^^ Edition had the three core books, almost three dozen trade paperbacks and the five or six other hardcovers as well as the Monstrous Compendium binders and packs.
Except for the core 3.0 books and seven of the trade paperbacks, most of the other 3.0 books were usable with the conversion material for 3.5. By my calculations, I use material from 53 (yes that's 53) ~WotC [[books|Sourcebooks]] costing a total of $1,679.35. Having bought most of these on Amazon and receiving about a 19% discount; that works out to $1,360.27.
!Timing
|''History and Extrapolation''|c
|!Edition|!Date Range|!Number of Rule Books|h
| 1^^st^^ | 1977-1989 | 12+ |
| 2^^nd^^ | 1989-2000 | 45+ |
| 3.0 | 2000-2003 | 25+ |
| 3.5 | 2003-2007 | 40+ |
| 4^^th^^ ^^4^^ | 2008-2011^^1^^ | 48+^^1^^ |
| 5^^th^^ | 2012^^2^^ | 96+^^3^^ |
|>|>|^^1^^ Projected|
|>|>|^^2^^ Conjectured|
|>|>|^^3^^ Conjectured based on $29.95/month online access + PC + internet|
|>|>|^^4^^ Do not actually consider this D&D any longer|
!Now That IT Is Finally Released
I have thoroughly read through the core books. (//Hell, No! I did not buy them! I borrowed them just to make this post.//) Now I can unequivocally state that 4e is, without a doubt, ''NOT'' Dungeons & Dragons. It has elements of D&D as well as elements of every other game Wizards of the Coast has put out over the last decade or so. They produced a game that the latest generation of gamers (//notice I did not say role-players//) might buy if you can drag them way from their game consoles or computers and interact with the world.
For those of you who refuse to change to 4e from a version of D&D, I salute you! For those of you who thought of converting their D&D to 4e, I snicker in your general direction. If it will ever truly be possible, it will be years and several releases of the DMG/PH/MM II/III/IV...
Now, what I am about to write may seem like blaspheme, but I think of it as adding another game to the long list of games I have played over the years. 4e is quite fun...for what it is. I have played 4e one-off adventures twice (playing the dragonborn paladin each time) and I have to say 4e is a good game. It just is not D&D.
!Now That I Have Given It A Chance
After a year of playing and ~DMing 4e I have come to the conclusion it is not worth my effort as I had already determined that it was not worth my money. I will continue to peripherally tinker with it and satisfy my Meetup groups' desire to play it, but I am refocusing on Dungeons & Dragons, which means D&D 3.5.
Below outlines my major issues with 4e:
!!Fundamentally Flawed
If folks thought previous versions of D&D became cumbersome at higher levels, 4e exponentially increased this aspect. In an effort to balance the roles of a party across each character class, all classes have become as complex as the most outrageous build of any D&D 3.5 character.
So much emphasis has been placed on combat that the role-playing aspect of D&D have virtually disappeared.
!!Culturally Abused
Due to the combat oriented bent of 4e, optimization has gone over the top as can be seen on the ~WotC Character Optimization forum. Those players who spend time reading this form trying to "get the most" out of their characters by heeding the advice given on this forum also have the bad habit of imposing this advice upon players who just do not want it.
The combat mindset is so prevalent that efforts to implement the most fundamental role-playing is actually frowned upon, totally ignored or even put down. Completely unacceptable!
!!Just Not Fun
I am one of the players that builds characters based on story and concept. This makes optimization difficult to impossible and thus when receiving optimization advice, I want to give the advisor a boot to the head. I have not been able to avoid being in a group without one of these advisors and thus am not finding 4e much fun.
As a DM, it is very difficult to manage a game with these optimizers playing characters and emphasizing my favorite aspect of D&D, which is role-playing. If you are not trying to get into character, you are not role-playing. Monster hunters can play video games as far as I am concerned.
Besides this, constructing adventures that are challenging without being TPK deadly is very difficult and gets increasingly difficult the higher the level of the party. The guidelines presented make creating groups of monsters for encounters mechanically easy, but even following the templates, encounters rated at the party level are too often cake walks. However, even the slightest upgrading quickly makes these encounters exceedingly deadly.
The mechanism for monster creation and alteration is faulty as well. I can easily create a new monster or alter an existing monster in D&D 3.5 and it will be usable without massive play testing. In 4e, the Monster Builder is too generic and a new monster is a shot in the dark while an altered monster is either far weaker or far stronger than their new level indicates.
With these issues, I was not having fun as a Dungeon Master either and it was not until I resolved to abandon 4e and return to D&D 3.5 that I realized how much it was effecting my enjoyment of Dungeons & Dragons. Having done so has revitalized my attitude and creativity.
Long Live Dungeons & Dragons (<=3.5)! Death to the Impostor (>=4e)!
This is a planar metropolis that is situated at the head waters of one of the estuaries of [[The Great Delta River]] in the center of [[Demogrozh's|Demogrozh]] Apnix sub-continent.
This is one of four planar metropolises on the planet [[Whelrotis]].
||''Norker''|
| ''Size/Type:''|Small humanoid (goblinoid)|
| ''Hit Dice:''|1d8+2 (6 hp)|
| ''Initiative:''|+1|
| ''Speed:''|20 ft. (4 squares)|
| ''Armor Class:''|17 (size +1, Dex +1, natural +5), touch 12, flat-footed 16|
| ''Base Attack/Grapple:''|+1/-3|
| ''Attack:''|Club +1 melee (1d6) or bite +1 melee (1d3)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Qualities:''|Darkvision 60 ft.|
| ''Saves:''|Fort +2, Ref +2, Will +0|
| ''Abilities:''|Str 11, Dex 13, Con 14, Int 10, Wis 11, Cha 8|
| ''Skills''|Hide +3, Listen +4, Move Silently +4, Spot +3|
| ''Feats:''|Alertness|
| ''Environment:''|Temperate and warm land and underground|
| ''Organization:''|Gang (4-9), band (10-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24), or tribe (30-300 plus 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 2-4 dire wolves, and 2-6 hobgoblins)|
| ''Challenge Rating:''|1/3|
| ''Treasure:''|Standard|
| ''Alignment:''|Usually chaotic evil|
| ''Advancement:''|By character class|
----
Norkers are the distant cousins of hobgoblins. They resemble short 4’ tall hobgoblins with 3-inch fangs. Norkers are almost hairless and their skin ranges in color from dark brown to reddish-orange. Their eyes and fangs are yellow. Norkers are not fond of wearing armor since their tough hide provides more than adequate protection.
Armor is not worn by norkers, because their skin is as tough as most armor. For clothing they wear only loin cloths or similar attire. Trophies and other adornments are hung from the belt. Norkers like red and blue over other colors.
Norkers speak Common and Goblin. They do not have a language of their own.
!COMBAT
Norkers attack with either their club or bite. They are not stupid and under the right leadership have been known to carry out detailed and exacting plans of action.
''Skills'' Norkers receive a +4 racial bonus to Move Silently checks.
!NORKER CHARACTERS
A norker’s favored class is fighter and norker leaders tend to be fighters or fighter/rogues. Norker clerics worship Maglubiyet and can choose two of the following domains: Evil, Destruction, and Trickery. Most norker spellcasters are adepts. Norker adepts favor spells that deal damage.
Norker characters possess the following racial traits.
* +2 Dexterity, +2 Constitution, -2 Charisma.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A norker's base land speed is 20 feet.
* Darkvision out to 60 feet.
* +4 racial bonus on Move Silently checks.
* Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
* Favored Class: Fighter.
The Norker first appeared in the Fiend Folio (1981).
This is the forest that covers the northern plains of the continent of [[Demogrozh]] between [[Tanar'ri Mountains]] and the [[Beasturis Ocean]].
This is a small inland sea on the continent of [[Krostian]].
This forest covers the northern reaches of [[Sectris]].
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# COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
This is a prominent tall peak in the northern [[Dragon's Tail|The Dragon's Tail]]. A clan of dwarves live in the caverns in the middle heights of this mountain. A castle of natural formations and a persistent bank of clouds cover the summit where [[Agris]], a silver dragon dwells.
''Created By:'' Kolja Raven Liquette
''Hit Die:'' d12.
!Requirements
To qualify to become a Ogre Paragon, a character must fulfill all of the following criteria.
''Race:'' Ogre or half-ogre
!Class Skills
The ogre paragon's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
''Skill Points at Each Additional Level:'' 2 + Int modifier.
|''Table: Ogre Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +2 | +0 | +0 |Ogre vision, rock throwing|
|2^^nd^^| +2 | +3 | +0 | +0 |Noxious odor|
|3^^rd^^| +3 | +3 | +1 | +1 |Ability boost (Str +2)|
!Class Features
All of the following are class features of the ogre paragon class.
''Weapon and Armor Proficiency:'' Ogres paragons are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
''Ogre Vision (Ex):'' An ogre paragon's darkvision range increases by 30 feet. In addition, their low-light vision increases in range, allowing an ogre paragon to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
''Rock Throwing (Ex):'' An ogre paragon can hurl rocks weighing 40 to 50 pounds each (Small objects) like a hill giant, up to five range increments. The range increment is 100 feet for ogres (80 feet for half-ogres) and the rocks deal 2d6 points of bludgeoning damage plus the ogre paragon's Strength bonus.
''Noxious Odor (Ex):'' As a move action, a 2nd level ogre paragon can emit a foul smelling reek from their body that is debilitating. All living creatures (except ogres and half-ogres) within 30 feet must succeed on a Fortitude save (DC 10 + the ogre paragon's level + the ogre paragon's Constitution modifier) or be sickened for the next 10 rounds. Creature that successfully save cannot be affected again by the same ogre paragon’s noxious odor for 24 hours. A delay poison or neutralize poison spell removes the effect from a nauseated creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
''Ability Boost (Ex):'' At 3rd level, an ogre paragon's Strength increases by 2 points.
This is the original settlement of the second Walton. The first Walton was established down the eastern face of the [[Mount of Walls]]. This is now the neighborhood dominated by the leadership of the city and the temple of [["The Billiken"]].
An administrative and functional structure of persons having a common interest.
![[Collegiate Universitatus]]
College of bards, loremasters and other keepers of knowledge. Headquartered on an island in the [[Outerland Sea|The Outerland Desert/Sea]].
![[Council of Houses]]
The ruling body of [[Troll's Bridge]].
![[Elite Dragon Samurai]]
An army of honorable mercenaries from the Orient.
![[The Heroes of Redemption]]
A group of adventurers that emerge in the midst of the Age of Chaos around the turn of the first millennium of the Second Cycle of Man.
![[Imperial Merchants' Guild]]
The master guild of merchants within [[The Almebezbikian Empire]].
![[Isildul's Arcaners]]
A group of adventurer-prophets gathered together by the sorcerer [[Isildul]] in [[The City-State of Walton]].
![[Magus Universitatus]]
The loose confederation of institutions of magical learning across [[Almebezbik]]. Based in [[The City-State of Walton]] until its destruction. Later headquartered in [[Hamlet Arcana]].
![[Thieves' Thought]]
The criminal syndicate within [[The Almebezbikian Empire]].
This bay lies in the northeastern reaches of [[Trohlken]] and opens into the [[Ostis Ocean]].
One of the four oceans of [[Whelrotis]].
The Ostis Ocean is a shallow expanse of water that lies in the north surrounded by the continents of [[Krostian]] north, [[Sectris]] east and [[Trohlken]] south.
This is a sea in the northeastern extents of the continent of [[Sectris]] just east of [[The Almebezbik Desert]].
''[General]''
Folks can now carry just a wee bit more by knowing how to balance a pack.
!Benefit
You can carry weight (encumbrance) as if your Strength were two points higher.
!Created By
Bradley H. Bemis Jr.
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|!Name|!Rank|!Alignment|!Domains|!Favored Weapon|!Symbol|!Portfolios|h
|[[Aifos|Aifos]]|Q-0| LG |Guardian of Dragons|Rapier|Ten pillars arranged in a circle|Dragons|
|[[Alavasia the Mother]]|G-17| NG |Air, Animal, Earth, Fire, Good, Plant, Water|Scimitar|An oak leaf|Nature|
|[[Armee the Father]]|G-18| LG |Good, Healing, Law, Nobility, Strength, War|Greatsword|Four crossed blades|Rulership|
|[[Borgose the Blue]]|I-11| CE |Chaos, Charm, Darkness, Domination, Evil, Magic|Whip|"69"|Debauchery|
|[[Eins the Justice-Bringer]]|I-13| LG |Good, Law, Retribution, Storm|Light Mace|Keep supported by clouds|Justice|
|[[Gabrielle]]|Q-0| NG |[[Feris Antandom]]|Escrima Sticks|A double-helix|Empress of [[Feris Antandom]]|
|[[Lehnbor the Creator]]|G-20| LN |Creation, Law, Magic, Spell|Quarterstaff|Triangle point up|Creation, law, magic|
|[[Lucifer the Devil]]|I-11| NE |Destruction, Evil, Trickery|Spear|Pentagram point down|Corruption, evil|
|[[Lukinvor the Bard]]|L-9| NG |Craft, Good, Knowledge, Travel|Longsword|Harp|The Arts, adventure|
|[[Manty & Zenda]]|L-6| LG |Community, Halfling, Joy|Dagger|Dulcimer & Dagger|Halflings, family, perseverance, celebration|
|[[Messer the Rogue]]|I-13| CN |Chaos, Illusion, Luck, Trade, Trickery|Dagger|Crossed dagger & wand|Commerce|
|[[Mezildoth XVII]]|Q-0| N |[[Waldsee]]|Greatsword|Shield and oak tree|[[Deity King|Deity Kings]]|
|[[Ran MCXI]]|Q-0| N |[[The Almebezbikian Empire]]|Bastard Sword|Bastard sword engulfed by fireball|[[Deity King|Deity Kings]]|
|[[Stefan I]]|Q-0| LG |[[Feris Antandom]]|Greatsword|Wraith wielding greatsword|[[Deity King|Deity Kings]]|
|[[Tamantha Tetratinge|Mage's Diplomat]]|Q-0| N |The secret one|Scimitar|An extended hand|Daughter of [[Borgose|Borgose the Blue]] and [[Zodyu|Zodyu the Grotesque]]|
|[["The Billiken"]]|G-19| N |Fate, Luck, Sun|Scythe|Image of self|"The Way Things Ought to Be"|
|[[The Mage of Miserable|Tevandel Surefacet]]|D-1| NG |Good, Magic, Spell|Quarterstaff|A tower|Proxy of [[Lehnbor|Lehnbor the Creator]] and [[Armee|Armee the Father]]|
|[[Valencia the Chronicler]]|D-5| N |Knowledge, Oracle, Rune, Time|Short Sword|An open book|History|
|[[Visaria the Beneficent]]|L-8| LG |Community, Excorcism, Family, Good, Healing, Law, Protection|Longsword|A cradled infant|Philanthropy|
|[[Zodyu the Grotesque]]|L-10| LE |Death, Deathbound, Evil, Law, Tyranny, Undead|Bastard Sword|A skull with flaming eye sockets|Death|
|[[Zwei the Light-Hearted]]|I-13| CG |Chaos, Good, Storm, Trickery|Spear|Keep supported by clouds|Change|
The Pelagic Planetary is the ocean of this [[world|The Mirror]]. It stretches out to the edges of the [[velarnium|Velarnium]] plate that is the basin of this world where it is contained by low mountains.
![[Alafi Sunrise]]
* Shared body of an alaghi with [[Mezildoth XVII]] as part of a curse
* Archdruid of [[Tanglewood]] prior to [[The Raising of the Cliffs of Grayholm]]
* Great Druid of [[The Hinterlands]] between [[The Raising of the Cliffs of Grayholm]] and [[The Inundation of Armee's Canyon]]
* Grand Druid of [[The Mirror]] after [[The Inundation of Armee's Canyon]]
![[Ember]]
* One of [[Isildul's Arcaners]]
* Queen of [[Saje]]
![[Gabrielle]]
* Empress of [[Feris Antandom]]
* From an alternate Prime Material Plane
![[Gresham the Golden]]
* ~Wizard-King of [[Genesee]]
* Holds [[Wizard Title]] of Supra ~Arch-Mage
![[Isildul]]
* Founder of [[Isildul's Arcaners]]
* Dwells as a lich in [[The Floating Tower]] after the fall of [[Walton|The City-State of Walton]]
![[Mezildoth XVII]]
* King of [[Waldsee]]
* [[Meziltarni]]
* One of the three [[Deity Kings]]
![[Mystol Alaphasus]]
* One of [[Isildul's Arcaners]]
* Field Marshal of [[Grayholm]]
![[Ran MCXI]]
* Emperor of [[The Almebezbikian Empire]]
* a.k.a. Egalem Random
* One of the three [[Deity Kings]]
* Holds [[Wizard Title]] of Omni ~Arch-Mage
![[Reginald Blazenabend Lisethy]]
* Overlord of [[Grayholm]]
* Re-founded [[Grayholm]]
![[Spiritus Magna Lumina]]
* Gold dragon
* a.k.a. Phoenix Breaking Day, "Dapple of Light on Windswept Water", Ripple
* Chieftain of the [[Tetons]]
![[Stefan I]]
* Emperor of [[Feris Antandom]]
* From an alternate Prime Material Plane
* One of the three [[Deity Kings]]
* Holds [[Wizard Title]] of Wizard ~Arch-Mage
![[Tevandel Surefacet]]
* One of [[Isildul's Arcaners]]
* The current [[Mage of Miserable|The Mage]]
* Holds [[Wizard Title]] of Supra Omni Wizard ~Arch-Mage
This is an elven prodigy of [[The Mage]]. She perished stopping the spread of the [[2nd Wizards' Cataclysm|The Second Elvish War]].
This //+2 alchemical silver longsword// becomes a //+5 holy alchemical silver longsword// in the hands of a paladin.
It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use //greater dispel magic// (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of //greater dispel magic//.)
Strong abjuration; CL 18th; Craft Magic Arms and Armor, //holy aura//, creator must be good; Price 118,405 gp; Cost 59,405 gp + 4,736 XP.
![["The City"]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
The first human city and current capital of [[The Almebezbikian Empire]]
![[The City of Grayholm]], [[Grayholm]], [[Almebezbik]], [[The Mirror]]
The ancient hereditary capital of the Elves
![[Neo-Meziltarn]], [[Ghihzen]], [[Whelrotis]]
The capital of the [[meziltarni|Meziltarni]] race on the continent [[Ghihzen]] one of the four planar metropolis on the planet [[Whelrotis]]
![[Nord von Delta]], [[Demogrozh]], [[Whelrotis]]
A planar metropolis in the southern extent of the continent [[Demogrozh]] on the planet [[Whelrotis]]
![[Starport]], [[Sectris]], [[Whelrotis]]
A planar metropolis at the eastern tip of the continent [[Sectris]] on the planet [[Whelrotis]]
![[Wormdorf]], [[Trohlken]], [[Whelrotis]]
Two cities on different planets that share the same name.
|''Timeline''|c
|!Year|!Event|h
| 3000 BTS|World Formed|
| 2500 BTS|Gods create life|
| 2000 - 1 BTS|Age of Great Unknown Advancements|
| 0 |The Year Time Stopped|
| 1 - 1500 ATS|Life re-created|
| 2005 ATS|~Human-Dwarf Alliance formed|
| 2006 ATS|The city of [[Wormdorf]] founded|
| 2016 ATS|The Grey Elven Palace built|
| 2100 ATS|The High and Wood Elven complexes founded|
| 2115 ATS|The city of Westlot founded|
| 2136 ATS|The cities of Schnellzuge and Hofburg founded|
| 2140 ATS|The city of Sudstadt founded, Gnome Kingdom discovered|
| 2207 ATS|First ~Goblin-Orc War|
| 2223 ATS|The city of Krasse founded|
| 2239 ATS|The ~Elf-Troglodyte War|
| 2299 ATS|The Rising of the Isles|
| 2300 ATS|Lookout Mount established|
| 2328 - 3970 ATS|The Age of Pain|
| 2328 ATS|Bose-Halb-Zwerg created|
| 2349 - 2762 ATS|Ersfirs' Reign|
| 2369 ATS|~Human-Dwarf Alliance dissolved|
| 2504 ATS|The city of Nordstadt founded|
| 2762 ATS|Ersfirs assassinated by Sevizen|
| 2763 - 3195 ATS|The Campaign of Blood|
| 3195 ATS|Konea slays Sevizen the Terrible|
| 3195 - 3595 ATS|Brallzum's Reign|
| 3595 - 3948 ATS|Revelinorg's Reign|
| 3829 ATS|The walled cities of Halbinselspitze, Gefahrstadt and Isoliert founded|
| 3928 ATS|~Lor-Mann born|
| 3948 ATS|~Lor-Mann slays Revelinorg|
| 3948 - 3970 ATS|~Ally-Bolz War|
| 3970 ATS|The Seven Kings crowned|
| 4003 ATS|Second ~Goblin-Orc War|
| 4028 ATS|~Lor-Mann dies, Gaylord Mann crowned human-halfling king|
| 4030 ATS|The city of Grosshafen founded|
| 4083 - 5260 ATS|Ravage of The Old Ones|
| 4103 ATS|Gaylord Mann destroyed by The Nameless One, Brethil Mann crowned human-halfling king|
| 4115 ATS|Dwarven kingdom excavation completed after 4000 years|
| 4200 ATS|Brethil slain by an Old One, Lorfal Mann crowned human-halfling king, first appearance of Bolz in 230 years on Main Flow Island|
| 4221 ATS|Lorfal Mann confines an Old One|
| 4250 ATS|The mountain on Gefahr Insel erupts and dumps black ash on the mountain on the northeastern peninsula making it Black Mountain|
| 4260 ATS|Lorfal Mann dies, Treufer Mann crowned human-halfling king|
| 4260 - 5260 ATS|Treufer Mann's reign|
| 4503 ATS|Glishmev dies, Bordori crowned dwarven king|
| 4616 ATS|Mystizebin dies, Forlen crowned gnomish king|
| 5051 ATS|Bordori dies, Fivifi crowned dwarven king|
| 5201 ATS|Forlen dies, Greven crowned gnomish king|
| 5210 ATS|DEGTHU discovered|
| 5241 ATS|[[Armee Mann|Armee the Father]] born in Isoliert|
| 5253 ATS|Lord Hurricane dies, Typhoon crowned aquatic elven king|
| 5259 ATS|Fivifi dies, Matinia crowned dwarven king|
| 5260 ATS|Treufer slain slaying last Old One, [[Armee Mann|Armee the Father]] crowned human-halfling king|
| 5261 ATS|//Tower of Astralness and Etherealness// created, Teufelrat discovered in Celton Mountain|
| 5262 ATS|Konalbine crowned halfling king, Bullan crowned half-elf king|
| 5263 ATS|Kings receive //Artifacts// and //Rings//, [[Borgose the Blue]] becomes one of [[Lehnbor's|Lehnbor the Creator]] associates|
| 5264 ATS|Aquatic elven royalty claim ancient storm giant' castle, the city of Ostlot founded, first ships sail around Festland|
| 5265 ATS|Renzigil the Red destroyed by [[Messer|Messer the Rogue]], rogue Bolz Fodelin and Benzibin inhabit lair with blue dragons in Die Zeppelinbergen|
| 5266 ATS|DEGTHU cleaned out by [[Armee|Armee the Father]], [[Lehnbor|Lehnbor the Creator]] and [[Messer|Messer the Rogue]], a great silver wyrm becomes [[Armee's|Armee the Father]] special mount and cohort|
| 5267 ATS|[[Messer|Messer the Rogue]] occupies Renzigil's keep, [[Festland]] mapped from sea and sky|
| 5268 ATS|The Mount of the Abyss and [[Bolzland]] publicly revealed|
| 5269 ATS|[[The Galley of the Kings]] built|
| 5270 ATS|Much of population leaves world on [[The Galley of the Kings]], cataclysm destroys planet|
This campaign picks up the characters from [[Isildul's Arcaners]] when they exit //The Rod of Splendorous Paradise// almost 300 years after entering it while investigating the ruins of [[Spuorg Atad]]. They only experienced a couple days in the world within the rod, but time passes outside the rod at almost 100 years per 1 day within the rod. The notes from this campaign can be found [[here|http://webpages.charter.net/almebezbik/Prophets' Return Campaign Notes.pdf]]. [[Reversing a Cataclysm]] is a spin-off of this campaign.
''Hit Die:'' d6.
!Class Skills
The psychic’s class skills (and the key ability for each skill) are Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Psicraft (Int), and Use Psionic Device (Cha).
''Skill Points at 1st Level:'' (2 + Int modifier) ×4.
''Skill Points at Each Additional Level:'' 2 + Int modifier.
|''Table: The Psychic NPC''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Power Points/Day|!Powers Known|!Maximum Power Level Known|h
|1st | +0 | +0 | +0 | +2 || 1 | 1 | 1st |
|2nd | +1 | +0 | +0 | +3 | Bonus psionic feat | 1 | 1 | 1st |
|3rd | +1 | +1 | +1 | +3 || 2 | 2 | 1st |
|4th | +2 | +1 | +1 | +4 || 2 | 3 | 1st |
|5th | +2 | +1 | +1 | +4 || 5 | 3 | 2nd |
|6th | +3 | +2 | +2 | +5 || 5 | 4 | 2nd |
|7th | +3 | +2 | +2 | +5 || 9 | 5 | 2nd |
|8th | +4 | +2 | +2 | +6 || 9 | 5 | 2nd |
|9th | +4 | +3 | +3 | +6 || 14 | 6 | 3rd |
|10th | +5 | +3 | +3 | +7 || 14 | 7 | 3rd |
|11th | +5 | +3 | +3 | +7 || 22 | 7 | 3rd |
|12th | +6/+1 | +4 | +4 | +8 || 22 | 8 | 3rd |
|13th | +6/+1 | +4 | +4 | +8 || 29 | 9 | 4th |
|14th | +7/+2 | +4 | +4 | +9 || 29 | 9 | 4th |
|15th | +7/+2 | +5 | +5 | +9 || 41 | 10 | 4th |
|16th | +8/+3 | +5 | +5 | +10 || 41 | 11 | 4th |
|17th | +8/+3 | +5 | +5 | +10 || 50 | 11 | 5th |
|18th | +9/+4 | +6 | +6 | +11 || 50 | 12 | 5th |
|19th | +9/+4 | +6 | +6 | +11 || 66 | 13 | 5th |
|20th | +10/+5 | +6 | +6 | +12 || 66 | 13 | 5th |
!Class Features
All of the following are class features of the psychic NPC class.
''Weapon and Armor Proficiency:'' Psychics are skilled with all simple weapons. Psychics are not proficient with any type of armor nor with shields.
''Power Points/Day:'' A psychic’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
''Powers Known:'' A psychic begins play knowing one psion power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list. You cannot choose powers from restricted discipline lists. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic to learn powers from the lists of other disciplines or even other classes.) A psychic can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psychic can manifest powers in a day is limited only by his daily power points.
A psychic simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spell-casters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psychic powers is 10 + the power’s level + the psychic’s Wisdom modifier.
''Maximum Power Level Known:'' A psychic begins play with the ability to learn a 1st-level power. As he attains higher levels, a psychic may gain the ability to master more complex powers.
To learn or manifest a power, a psychic must have an Wisdom score of at least 10 + the power’s level.
''Bonus Psionic Feat:'' A psychic gains a bonus feat at 2ndlevel. This feat must be a psionic feat, a metapsionic feat or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
This town was ceded to the Bard's Bridge Demesne upon the completion of The Bard's Bridge as the bridge entered directly into this town.
Find Purgatory's statistic block [[here|PurgatoryStatblock]].
''Purgatory (large town):'' Conventional (mayor) AL LG; 3,000-gp limit; Assets 663,150 gp; Population 4,421; Isolated (human 96% (4,245), halfling 2% (88), elf 1% (44), dwarf 0.4% (18), gnome 0.3% (13), half-elf 0.2% (9), half-orc 0.1% (4))
//''Authority Figures:''// Mayor Aloysius male human aristocrat 5
//''Important Characters:''// Captain of the Guard male human warrior 9
//''Others:''// adept 8, adept 4 (2), adept 2 (4), adept 1 (22); aristocrat 2 (2), aristocrat 1 (22); barbarian 7, barbarian 3 (2), barbarian 1 (4); bard 9, bard 4 (2), bard 2 (4), bard 1 (8); cleric 6, cleric 3 (2), cleric 1 (4); commoner 14, commoner 7 (2), commoner 3 (4), commoner 1 (3,918); druid 6, druid 3 (2), druid 1 (4); expert 11 (militia), expert 5 (2, 2 militia), expert 2 (4, 4 militia), expert 1 (129, 37 militia); fighter 5, fighter 2 (2), fighter 1 (4); monk 5, monk 2 (2), monk 1 (4); paladin 4, paladin 2 (2), paladin 1 (4); psion 6, psion 3 (2), psion 1 (4); psychic warrior 4, psychic warrior 2 (2), psychic warrior 1 (4); ranger 6, ranger 3 (2), ranger 1 (4); rogue 7, rogue 3 (2), rogue 1 (4); sorcerer 4, sorcerer 2 (2), sorcerer 1 (4); warrior 4 (2, 2 guards), warrior 2 (4, 4 guards), warrior 1 (215, 38 guards, 177 militia); wizard 7, wizard 3 (2), wizard 1 (4)
''[Metamagic] [Epic]''
!Prerequisites
Improved Spell Capacity, Spellcraft 33 ranks.
!Benefit
This metamagic feat applied to a spell allows bonuses provided by the spell that are normally non-stackable to stack. A pyramid spell uses up a spell slot eight levels higher than the spell’s actual level.
This is the legendary human king and ancestor of [[Ran MCXI]].
!Ran MCXI, Egalem Random
Male quasi-deity human wizard 15/human paragon 3/fighter 4/eldritch knight 10/psychic warrior 5/archmage 5
N Medium humanoid (human)
''Init'' +8; ''Senses'' Listen +18, Spot +15
''Languages'' [[Almebezbik|AlmebezbikLanguage]], Draconic, Dwarven, Elven, [[Feris Dom]], [[Festlandish]], [[Genesian]], Halfling, [[Meziltarni|MeziltarniLanguage]], [[Sajenese]], [[Senchenese]], [[Tzutonese]]; empathic link, speak with familiar
----
''AC'' 54 (armor +14, shield +2, deflection +10, Dex +8, natural +10), touch 30, flat-footed 46
''hp'' 580 (42 HD); ''DR'' 10/epic
''Immune'' ability damage, ability drain, energy drain, mind-affecting effects, transmutation
''Resist'' fire 5
''Fort'' +47, ''Ref'' +38, ''Will'' +42; ''SR'' 32
----
''Speed'' 90 ft. (18 squares)
''Melee'' //Hurricane Pirouette// [two-handed] +50/+45/+40/+35 (1d10+26/17-20)
''Base Atk'' +16; ''Epic Atk'' +11; ''Grp'' +43
''Atk Options'' mastery of elements, master of shaping, Deep Impact, Power Attack, Psionic Weapon
''Combat Gear'' //[[Scabbard of Ran|Ran's Accoutrements]]//, //robe of scintillating colors//, a //pearl of power// two of each level 1st through 9th, //carpet of flying// (6 ft. by 9 ft.), //quetlu of persistence//
''Wizard Spells Prepared'' (CL 34^^th^^)
| | 9^^th^^|—|//gate, meteor swarm// (DC 39), //Mordenkainen’s disjunction// (DC 37), //power word-kill, summon monster IX//^^AS^^, //teleportation circle, time stop, wish//|
| | 8^^th^^|—|maximized empowered //fireball// (DC 33), maximized empowered //fireball// (DC 33), //greater planar binding// (DC 38), maximized empowered //lightning bolt// (DC 33), maximized empowered //lightning bolt// (DC 33), //summon monster VIII//^^AS^^, //sunburst// (DC 38), //symbol of death// (DC 36)|
| | 7^^th^^|—|//delayed blast fireball// (DC 37), //forcecage// (DC 37), //greater teleport, greater teleport, limited wish, Mordenkainen’s sword, prismatic spray// (DC 37), //summon monster VII//^^AS^^|
| | 6^^th^^|—|//chain lightning// (DC 36), //geas/quest, legend lore//, maximized empowered //magic missile, planar binding// (DC 36), //summon monster VI//^^AS^^, //teleport tracer, true seeing//|
| | 5^^th^^|—|//dismissal, sending, summon monster V//^^AS^^|
| | 4^^th^^|—|//arcane eye, fire shield// (DC 34), //remove curse, summon monster IV//^^AS^^, //wall of fire// (DC 34)|
| | 3^^rd^^|—|//daylight, dispel magic, fireball// (DC 33), //fireball// (DC 33), //keen edge, lightning bolt// (DC 33), //phantom steed, summon monster III//^^AS^^|
| | 2^^nd^^|—|//scorching ray// (DC 32), //arcane lock, bear's endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, glitterdust, owl’s wisdom, summon monster II//^^AS^^|
| | 1^^st^^|—|//alarm, identify, mage armor, magic missile, magic missile, mount, summon monster I//^^AS^^, //true strike, true strike//|
| | 0|—|//arcane mark, detect magic, detect poison, light, mage hand, open/close, prestidigitation, read magic//|
''Psychic Warrior Powers Known'' (''PP'' 29, ML 5^^th^^)
| | 1^^st^^|—|//biofeedback, defensive precognition, elfsight, force screen, offensive precognition//|
----
''Abilities'' Str 35, Dex 26, Con 27, Int 44, Wis 28, Cha 31
''SQ'' adaptive learning (Diplomacy), divine rank 0, familiar, scry on familiar, share spells
''Feats'' Augmented Summoning, Autonomous^^B^^, Craft Magic Arms and Armor^^B^^, Deep Impact^^B^^, Education (Knowledge (Arcana), Knowledge (History)), Empower Spell, Exotic Weapon Proficiency (Bastard Sword)^^B^^, Greater Spell Focus (Conjuration), Greater Spell Focus (Evocation), Greater Spell Penetration, Leadership, Maximize Spell, Mercantile Background (Craft (Weaponsmith)), Power Attack^^B^^, Psionic Meditation^^B^^, Psionic Weapon^^B^^, Scribe Scroll^^B^^, Skill Focus (Spellcraft), Spell Focus (Conjuration), Spell Focus (Evocation), Spell Mastery (//scorching ray, fireball, gate, greater dispelling, greater teleport, magic missile, meteor swarm, Mordenkainen’s sword, phantom steed, read magic, summon monster IX, wish//)^^B^^, Spell Penetration^^B^^, Spellcasting Prodigy (Int)^^B^^, Weapon Focus (Bastard Sword)^^B^^, Weapon Specialization (Bastard Sword)^^B^^
''Epic Feats'' Epic Leadership, Legendary Commander
''Skills'' Appraise +26, Autohypnosis +26, Bluff +19, Concentration +57, Craft (Alchemy) +68, Craft (Weaponsmith) +68, Decipher Script +68, Diplomacy +69, Intimidate +16, Knowledge (Arcana) +68, Knowledge (History) +49, Knowledge (Nobility & Royalty) +47, Knowledge (Psionics) +70, Listen +18, Psicraft +27, Ride +17, Sense Motive +18, Spellcraft +71, Spot +15, Survival +15
''Possessions'' combat gear plus //[[Armor of Ran|Ran's Accoutrements]], “[[Hurricane Pirouette]],” ring of protection +10, ring of force shield, amulet of natural armor +10, cloak of resistance +10, portable hole, boots of striding and springing//, [[Star Point Castle]], [[The Almebezbikian Empire]]
''Spellbook'' 0—//acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, electricity jolt, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, repair minor damage, resistance, touch of fatigue//; 1^^st^^—//alarm, grease, identify, mage armor, magic missile, mount, obscuring mist, summon monster I, Tenser’s floating disk, true strike, unseen servant//; 2^^nd^^—//arcane lock, bear's endurance, bull’s strength, cat’s grace, continual flame, darkness, eagle’s splendor, flaming sphere, fog cloud, fox’s cunning, glitterdust, ice knife, Melf’s acid arrow, owl’s wisdom, shatter, summon monster II, summon swarm, web//; 3^^rd^^—//daylight, dispel magic, fireball, flame arrow, greater magic weapon, gust of wind, keen edge, Leomund’s tiny hut, lightning bolt, phantom steed, sepia snake sigil, stinking cloud, summon monster III, wind wall//; 4^^th^^—//arcane eye, create household, Evard’s black tentacles, fire shield, fire trap, ice storm, Leomund’s secure shelter, Otiluke’s resilient sphere, remove curse, shout, solid fog, summon monster IV, wall of fire, wall of ice//; 5^^th^^—//Bigby’s interposing hand, cloudkill, cone of cold, contact other plane, dismissal, Leomund’s secret chest, lesser planar binding, Mordenkainen’s faithful hound, permanency, Rary’s telepathic bond, sending, summon monster V, teleport, wall of force, wall of iron, wall of stone//; 6^^th^^—//acid fog, analyze dweomer, Bigby’s forceful hand, chain lightning, contingency, geas/quest, legend lore, Otiluke’s freezing sphere, planar binding, summon monster VI, Tenser’s transformation, true seeing//; 7^^th^^—//Bigby’s grasping hand, delayed blast fireball, Drawmij’s instant summons, forcecage, greater teleport, limited wish, Mordenkainen’s magnificent mansion, Mordenkainen’s sword, phase door, power word-stun, prismatic spray, summon monster VI//; 8^^th^^—//Bigby’s clenched fist, great shout, greater planar binding, incendiary cloud, maze, Otiluke’s telekinetic sphere, power word-blind, summon monster VIII, sunburst, symbol of death, trap the soul//; 9^^th^^—//astral projection, Bigby’s crushing hand, chain contingency, energy drain, gate, meteor swarm, Mordenkainen’s disjunction, power word-kill, prismatic sphere, shapechange, summon monster IX, summoned divination, teleportation circle, time stop, wish//
----
''Cohort and Followers'' Egalem’s right hand and cohort is a Semoudiap (female [[mezlitarni|Meziltarni]] [[meziltarni parargon|Meziltarni Paragon]] 3/wizard 20/archmage 5/cosmic descryer 10). Egalem’s followers include 28,000 1^^st^^ level, 2,800 2^^nd^^ level, 1,400 3^^rd^^ level, 700 4^^th^^ level, 350 5^^th^^ level, 175 6^^th^^ level, 88 7^^th^^ level, 44 8^^th^^ level, 22 9^^th^^ level, 11 10^^th^^ level, 6 11^^th^^ level, 3 12^^th^^ level, 2 13^^th^^ level and 1 14^^th^^ level ~NPCs.
Egalem is the 1111^^th^^ in direct line to Ran, the mythical first human king of Almebezbik. He is the first to exceed Ran in power as a wizard as well as a ruler. He ascended the throne of the new Almebezbikian Empire when his half-brother [[Zodyu the Grotesque]] ascended into the Almebezbikian [[Pantheon]]. Egalem’s wife is the goddess [[Visaria the Beneficent]] who ascended into the pantheon in opposition to Zodyu. Egalem is a zealous worshipper of [["The Billiken"]] and is in constant contact with him. Having been the wealthiest merchant prince prior to the cataclysm and insuring his trading empire would survive it; his financial resources are virtually limitless. Having been the dean of Walton’s [[Magus Universitatus]], his magical resources are just as plentiful. Egalem is a stern but fair ruler with astounding attention to all aspects of running his empire. This is possible only because of his driven nature. Besides being a supreme wizard, he is also a warrior of great prowess and will lead his armies into battle without fear of defeat.
!!Midnight Pirouette CR —
N Diminutive magical beast (augmented animal)
''Init'' +2; ''Senses'' blindsense 20 ft., low-light vision; Listen +8, Spot +8
''Languages'' empathic link, speak with master, speak with bats
----
''AC'' 29, touch 16, flat-footed 27
''hp'' 290 (42 HD)
''Resist'' improved evasion
''Fort'' +20, ''Ref'' +22, ''Will'' +22; ''SR'' 25
----
''Speed'' 5 ft. (1 square), fly 40 ft. (good)
''Melee'' touch +16 (touch spells)
''Space'' 1 ft.; ''Reach'' 0 ft.
''Base Atk'' +16; ''Grp'' +9
''Atk Options'' deliver touch spells
----
''Abilities'' Str 1, Dex 15, Con 10, Int 13, Wis 14, Cha 4
''SQ'' grants to master
''Feats'' Alertness
''Skills'' Appraise +4, Autohypnosis +13, Bluff +2, Concentration +45, Craft (Alchemy) +46, Craft (Weaponsmithing) +46, Decipher Scripts +46, Diplomacy +45, Hide +14, Intimidate -1, Knowledge (Arcana) +46, Knowledge (History) +28, Knowledge (Nobility & Royalty) +34, Knowledge (Psionics) +46, Listen +8, Move Silently +6, Psicraft +7, Ride +7, Sense Motive +7, Spellcraft +46, Spot +8, Survival +4
----
''Blindsense (Ex)'' A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
''Grants to Master'' Bat familiars grant their masters Alertness when within 5 ft. and +3 to Listen checks when within 1 mile.
''Skills'' A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Ran, besides being a legendary king, was also a wizard of magnificent power. He created a number of items for himself. They are now artifacts and were scattered across [[Almebezbik]] until [[Spuorg Atad]] conquered much of the continent. Since then, all but three have been buried off the east coast of the continent. [[Egalem Random|Ran MCXI]] recovered the armor and scabbard prior to the [[5th Wizards' Cataclysm|The Inundation of Armee's Canyon]] of the last cycle. Isildul discovered the chest a decade after the same cataclysm. [[Ran MCXI]] has been searching for the lost items since inheriting the armor from his father [[Melage Random]].
!Armor of Ran
*//+6 ghost touch heavy fortification [[velarnium|Velarnium]] full plate//
*currently in possession of [[Ran MCXI]]
!Chest of Ran
This large iron-bound chest is the ultimate extension of //Heward's Handy Haversack//. For a named heir of Ran, it functions as a //Heward's Handy Haversack// of virtually infinite capacity, though it is not easily carried. If it fits through the opening, it can be stored or retrieved with a thought. For anyone else, they can trade items for items of equivalent value. As this chest has been in existence for almost 22 millennia, it has a vast supply of items stored within. There is only a 5% chance that Ran's Chest does not contain a desired standard magic item. There is a 50% chance of it holding any desired epic magic item. Unique items and artifacts are at the Dungeon Master's discretion, however, there is at least one //staff of the magi// stored within.
*currently in possession of [[Isildul]]
!Regalia of Ran
As a youngster living at the end of the 3^^rd^^ Cycle of Elves, Ran witnessed a battle in which the Regalias of Good, Evil and Neutrality were present in all their magnificence. Seeing their power wielded by the greatest champions of the time inspired him to create his own regalia when he ascended the throne of the King of Kings early in the 1^^st^^ Cycle of Man. Throughout his reign, the powers of his crown, sceptre and orb began to approach the majesty of the items he had witnessed as a youth. They were passed on to his heirs as their symbols of authority until [[Random]] finally declined and was conquered. They passed out of memory when [[Spuorg Atad]] hoarded their prizes of conquest in [[Spuorg Gnused]], which crumbled into the sea during the [[First Wizards' Cataclysm|Dual on the East Wall]] of the last cycle. In the twenty-two millennia that have passed since their creation, these regalia have become at least as potent as the artifacts that inspired their fabrication.
*currently all in possession of the demilich of Empress Etanimile
!!Ran's Crown
This [[velarnium|Velarnium]] crown is a wide circle surmounted by four tall spikes that appear seamlessly joined and polished mirror bright. The wearer gains immunity to sonic damage, a +4 enhancement bonus to Intelligence, a +4 deflection bonus to Armor Class and spell resistance of 20. He can use the //glibness// spell at will. He can use the following spells three times per day each: //geas/quest, greater status// and //wall of fire//. Once per day, he can surround himself with a //globe of invulnerability//. All spells are cast at 20^^th^^ level.
!!Ran's Sceptre
This scepter is a plain straight rod of polished [[velarnium|Velarnium]] topped with a three-inch diamond sphere that glows with an internal flame that produces light equivalent to a sunrod. It confers a +4 enhancement bonus to Strength. The wielder can create an effect that is equivalent casting //greater heroism// in a 30-foot radius spread affecting one creature per level. The wielder can also use epic metamagic enhanced //fireball// (DC 18) three times per day. All spells are cast at 20^^th^^ level. The wielder of the sceptre increasingly desires more territory to claim and subjects to rule.
!!Ran's Orb
This six-inch orb is a solid sphere of [[velarnium|Velarnium]] and is polished mirror smooth. It confers a +4 enhancement bonus to Charisma. This orb functions as a //mirror of mental prowess//, though only the holder can use the portal function of this item.
!!Resonating Effect (Two Items)
While a single creature possesses two items of the //Regalia of Ran//, he gains a +2 circumstance bonus on all Diplomacy checks made against those of the same race as the wielder, as they automatically recognize the character possesses great power to lead the people. If the wielder is humanoid, he gains a +5 circumstance bonus on all Diplomacy and Sense Motive checks made against those of his same subtype and a +2 circumstance bonus on all Diplomacy checks made against all other humanoids. Also, all spells cast in defense of his race have +1 added to the saving throw DC.
!!Resonating Effect (Three Items)
While a single creature possesses all three items of the //Regalia of Ran//, he gains a +4 enhancement bonus to Dexterity, Constitution and Wisdom. Any weapon wielded by the creature becomes a ghost touch keen (or impact) weapon. All bonuses granted by these items are treated as having the [[pyramid spell|Pyramid Spell]] metamagic feat applied to them, thus they stack with similar bonuses granted by other means.
!!Named Heirs of Ran
Ran's bloodline has been unbroken throughout history. The heirs have continued to be named all along even though most of them have not been rulers of kingdoms. Any of these named heirs that possess any of the items of the //Regalia of Ran// double all stated bonuses and all spells are cast at 30^^th^^ level. In the case of the crown, the spell resistance granted to a named heir is 30.
!Scabbard of Ran
*//scabbard of [[pyramid|Pyramid Spell]] keen edges//
*doubles all daily spells as a //ring of wizardry//
*personifies intelligent weapons 1/day for four hours
*currently in possession of [[Ran MCXI]]
!Tome of Ran
This is an 8 foot high by 8 foot wide by 6 foot thick book crafted entirely of the flexible metal known as [[steelisin|Steelisin]]. It weighs nearly one ton. The sculpted covers and massive latch are the equivalent of adamantine though they gleam like silvery mirrors. The seemingly infinite dark-matte pages are as thin and flexible as vellum. The writing and figures are scribed with a gleaming, multi-colored, mirror-like fluid.
Speaking the proper command, one can find a spell or item by describing it. Other commands make the book manageable to manipulate. A final pair of commands cause it to shrink or expand. In its shrunken state, it appears to be a square snuffbox about three inches on a side and about an inch deep.
*contains formulas for all spells, epic spells and magic items ever cast or created on the continent of [[Almebezbik]]
*describes [[Ran's Accoutrements]]
*currently in possession of the demilich of Empress Etanimile
//+2 keen [[velarnium|Velarnium]] rapier//
NG magic weapon
''Senses'' darkvision 120 ft., hearing; Listen +3, Spot +3
''Languages'' [[Almebezbik|AlmebezbikLanguage]], Draconic, Elven, Festlandish; //telepathy//
----
''Damage'' 1d6+2/15-20
''Special Purpose'' Defend dragons
''~Spell-Like Abilities''
| | at will|—|//detect magic//|
| | as dedicated power|—|//song of discord// (DC 17)|
----
''Abilities'' Int 16, Wis 16, Cha 15
''SQ'' ignore hardness less than 30
''Ego'' 20
''Skills'' Knowledge (Arcana) +13, Spellcraft +15
''Value'' 156,620 gp
----
This weapon was originally forged and enchanted by Ran for an unborn child of dragon-blood with Int 14, Wis 14, Cha 10, did not speak Draconic and had no special purpose. Upon the burial of it with the bardic father of the child years later, his spirit entered the weapon increasing its abilities, adding the language of dragons, its special purpose and dedicated power.
The ancient realm founded by [[Ran]] and first true human kingdom.
''[General, Fighter]''
You are trained to strike past friends using reach weapons
!Prerequisite
Weapon Proficiency With A Reach Weapon
!Benefit
You can ignore the cover provided by a friend in-between you and your opponent when striking with a reach weapon. You make such attacks with no penalty.
!Normal
A friend in the way of a reach weapon attack provides cover, giving a +4 bonus to the target's AC.
!Created By
Carl Cramér
An adopted sister of the Trubble family and co-founder with [[Always'n Trubble]] of [[Steelisinia]].
The town was formerly an offshoot of Walton and then part of Seigneaurie Grotesque. It is known for its craftsmen.
Find Rebelton's statistic block [[here|RebeltonStatblock]].
''Rebelton (small town):'' Conventional (Mayor) AL N; 800-gp limit; Assets 78,800 gp; Population 1,970; Isolated (human 96% (1,891), halfling 2% (39), elf 1% (20), dwarf 0.4% (8), gnome 0.3% (6), half-elf 0.2% (4), half-orc 0.1% (2))
//''Authority Figures:''// Mayor female human commoner 12
//''Important Characters:''// Captain of the Guard gender race warrior 7
//''Others:''// adept 6, adept 3 (2), adept 1 (10); aristocrat 1 (10); barbarian 2, barbarian 1 (2); bard 3, bard 1 (2); cleric 2, cleric 1 (2); commoner 6 (2), commoner 3 (4), commoner 1 (1,739); druid 2, druid 1 (2); expert 4 (militia), expert 2 (2, 2 militia), expert 1 (57, 16 militia); fighter 1; monk 3, monk 1 (2); paladin 2, paladin 1 (2); psion 2, psion 1 (2); psychic warrior 3, psychic warrior 1 (2); ranger 1; rogue 8, rogue 4 (2), rogue 2 (4), rogue 1 (8); sorcerer 1; warrior 3 (2, 2 guards), warrior 1 (96, 17 guards, 79 militia); wizard 1
The former village of [[Zelmbring]] of which only the temple-fortress is now named. This town was founded by the goddess [[Visaria the Beneficent]] and is the center of her worship.
Find Redemption's statistic block [[here|RedemptionStatblock]].
!circa 130 PC
''Redemption (small town):'' Non-standard (council) AL NG; 800-gp limit; Assets 41,800 gp; Population 1,045; Integrated (human 37% (387), half-elf 20% (209), elf 18% (188), halfling 10% (105), gnome 7% (73), dwarf 5% (52), half-orc 3% (31)).
//''Authority Figures:''// Council Diplomat male human aristocrat 5, Council Priest female half-elf cleric 3 of [[Visaria|Visaria the Beneficent]], Council Master female half-elf commoner 7/[[guildmaster|Guildmaster]] 5, Council Warrior male half-elf fighter 3, Council Lord male human paladin 4 of Visaria, Council Seeker female human ranger 3, Council Wizard male elf wizard 4
//''Important Characters:''// Sheriff male elf warrior 6, Master Smith male dwarf expert 9/[[master smith|Master Smith]] 1 (militia)
//''Others:''// aristocrat 2 (2), aristocrat 1 (5); barbarian 3, barbarian 1 (2); bard 4, bard 2 (2), bard 1 (4); cleric 1 of Visaria; commoner 6 (2), commoner 3 (4), commoner 1 (882); druid 3, druid 1 (2); expert 5 (2, 2 militia), expert 2 (4, 4 militia), expert 1 (29, 5 militia); fighter 1 (2); monk 2, monk 1 (2); paladin 2 (2), paladin 1 (4); psion 3, psion 1 (2); psychic warrior 4 (1), psychic warrior 2 (2), psychic warrior 1 (4); ranger 1 (2); rogue 3, rogue 1 (2); sorcerer 3, sorcerer 1 (2); warrior 3 (2, 2 guards), warrior 1 (48, 8 guards, 40 militia); wizard 2, (2), wizard 1 (4)
!circa 1000 PC
''Redemption (large town):'' Non-standard (council) AL NG; 3,000-gp limit; Assets 742,050 gp; Population 4,947; Integrated (human 37% (1,830), half-elf 20% (991), elf 18% (890), halfling 10% (495), gnome 7% (346), dwarf 5% (247), half-orc 3% (148)).
''//Authority Figures://'' Council Diplomat Altark Helm male half-elf aristocrat 7, Council Lord Tserov Random male human paladin 6 of [[Visaria|Visaria the Beneficent]], Council Guildmaster Rojr Greddy male human commoner 7/[[guildmaster|Guildmaster]] 7, Council Mistress Merizae Illamaesa female elf bard 4/druid 3/arcane hierophant 3, Council Priest female human cleric 9 of Visaria, Council Seeker Tesela Argrave female human ranger 5, Council Smith Arvind Trollstomper male dwarf expert 9/[[master smith|Master Smith]] 3 (militia), Council Warrior male half-elf fighter 4/wizard 2/[[bladesinger|Bladesinger]] 1, Council Wizard male elf wizard 7
''//Important Characters://'' Sheriff Brestis Borshae male elf warrior 10, Angul Postimeer male human sorcerer 8, Brezaya Talisin female human psychic warrior 3, Luvian Witson male human rogue 5/assassin 7, Talis Mayorphyn male human egoist 6, Tracyka Duvalier female half-elf rogue 5/spymaster 1
''//Others://'' adept 5, adept 2 (2), adept 1 (24); aristocrat 3 (2), aristocrat 1 (24); barbarian 5, barbarian 2 (2), barbarian 1 (4); bard 5 (2), bard 2 (4), bard 1 (8); cleric 4 (2), cleric 2 (4), cleric 1 (8); commoner 7 (2), commoner 3 (4), commoner 1 (4,338); druid 10, druid 5 (2), druid 2 (4), druid 1 (8); expert 6 (2, 2 militia), expert 3 (4, 4 militia), expert 1 (143, 44 militia); fighter 3 (2), fighter 1 (4); [[magician|Magician]] 5, magician 2 (2), magician 1 (4); monk 7, monk 3 (2), monk 1 (4); paladin 3 (2), paladin 1 (4); psion 3 (2), psion 1 (4); psychic warrior 6, psychic warrior 3, psychic warrior 1 (4); ranger 2 (2), ranger 1 (4); rogue 6, rogue 3 (4), rogue 1 (8); sorcerer 4 (2), sorcerer 2 (4), sorcerer 1 (8); soulknife 7, soulknife 3 (2), soulknife 1 (4); warrior 5 (2, 2 under-sheriffs), warrior 2 (4, 4 deputy commanders), warrior 1 (239, 43 deputies, 196 militia); wilder 6, wilder 3 (2), wilder 1 (4); wizard 3 (2), wizard 1 (4)
''[General, Fighter]''
You have honed your reflexes to the point where it is second nature for you to set your weapon against a charging enemy.
!Prerequisite
Combat Reflexes
!Benefit
When you are charged while holding a weapon that can be set against a charge, you get to make an attack of opportunity before the charge attack is made, and you get the double damage normally associated with setting such a weapon against a charge on this attack of opportunity. Weapons capable of being set against a charge are noted in their individual descriptions in the SRD, and include the dwarven urgrosh, halberd, longspear, spear and trident.
!Created By
Carl Cramér; Revised by the Netbook of Feats Review Board
!Reginald Blazenabend Lisethy, Overlord of [[Grayholm]]
This is an ancient illusionist that [[Messer the Rogue]] slay in the time before [[Saasm Space]] was discovered.
This campaign is a spin-off of [[Prophet's Return]]. The attempt is to keep [[Tevandel Surefacet]] active as it is a favorite character of my best friend.
The campaign website can be found [[here|http://themage.almebezbik.com]].
This town still exists within [[The Elfin Wastes]] protected by [[Castle Ramforst]].
Find River's Birth's statistic block [[here|RiversBirthStatblock]].
''River’s Birth (small town):'' Magical (The sorcerer cerer) AL LE; 800-gp limit; Assets 38,840 gp; Population 971; Isolated (human 96% (932), halfling 2% (19), elf 1% (10), dwarf 0.4% (4), gnome 0.3% (3), half-elf 0.2% (2), half-orc 0.1% (1))
//''Authority Figures:''// [[The Sorcerer]] male [[meziltarni|Meziltarni]] sorcerer 8
//''Important Characters:''// Captain of the Guard male human warrior 11
//''Others:''// adept 11, adept 5 (2), adept 2 (4), adept 1 (4); aristocrat 7, aristocrat 3 (2), aristocrat 1 (4); barbarian 9, barbarian 4 (2), barbarian 2 (4), barbarian 1 (8); bard 11, bard 5 (2), bard 2 (4), bard 1 (8); cleric 6, cleric 3 (2), cleric 1 (4); commoner 11, commoner 5 (2), commoner 2 (4), commoner 1 (729); druid 9, druid 4 (2), druid 2 (4), druid 1 (8); expert 15 (militia), expert 7 (2, 2 militia), expert 3 (4, 4 militia), expert 1 (24, 4 militia); fighter 6, fighter 3 (2), fighter 1 (4); monk 8, monk 4 (2), monk 2 (4), monk 1 (8); paladin 6, paladin 3 (2), paladin 1 (4); psion 7, psion 3 (2), psion 1 (4); psychic warrior 7, psychic warrior 3 (2), psychic warrior 1 (4); ranger 8, ranger 4 (2), ranger 2 (4), ranger 1 (8); rogue 7, rogue 3 (2), rogue 1 (4); sorcerer 4 (2), sorcerer 2 (4), sorcerer 1 (8); warrior 5 (2, 2 guards), warrior 2 (4, 4 guards), warrior 1 (40, 3 guards, 37 militia); wizard 6, wizard 3 (2), wizard 1 (4)
This is the first 3.5 campaign. It is sort of current. We are keeping it alive for when its players get together every once in a while. I'm publishing the notes for it even though it is in progress because of the length of time between meetings. They can be found [[here|http://webpages.charter.net/almebezbik/Roguish Ambitions Campaign Notes.pdf]].
''Price (Level Item):'' 5,500 gp (10^^th^^)
''Body Slot:'' — (held)
''Caster Level:'' 12^^th^^
''Aura:'' Strong; (DC 21) necromancy
''Activation:'' As spell used
''Weight:'' 4 lb.
//This staff is crafted from the gnarled branch of a corrupted, awakened ironwood tree.//
A //runestaff of deadly touches// allows you to cast any of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
*//chill touch//
*//ghoul touch//
*//spectral hand//
*//touch of fatigue//
*//vampiric touch//
//Prerequisites:// Craft Staff, //chill touch, ghoul touch, spectral hand, touch of fatigue, vampiric touch//.
//Cost to Create:// 2,750 gp, 220 XP, 6 days.
''Price (Item Level):'' 17,400 gp (14^^th^^)
''Body Slot:'' – (held)
''Caster Level:'' 12^^th^^
''Aura:'' Strong; (DC 21) evocation, necromancy, transmutation
''Activation:'' As spell used
''Weight:'' 2 lb.
//This thin shaft of black metal etched with golden hieroglyphics is surprisingly light and strong as it is fashioned of alchemically-treated [[steelisin|Steelisin]].//
A //runestaff of exigency// allows you to cast any of the following spells (each three times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
* //contingency//
* //expeditious retreat//
* //familiar pocket//
* //gentle repose//
* //rope trick//
//Prerequisites:// Craft Staff, //contingency, expeditious retreat, familiar pocket, gentle repose, rope trick//.
//Cost to Create:// 8,200 gp, 696 XP, 18 days.
!Fentheld's Horn
''Price (Item Level):'' N/A (N/A)
''Body Slot:'' — (held)
''Caster Level:'' 12^^th^^
''Aura:'' Strong; (DC 21) conjuration (healing)
''Activation:'' As spell used
''Weight:'' 1 lb.
//This staff is hardly longer than a typical wand, the horn of a juvenile unicorn hung from a gold chain.//
A //runestaff of the Unicorn// allows you to cast any of the following spells (as described below) by expending prepared arcane spells or arcane spell slots.
*Thrice per day by channeling two 0-level spells or one 1st-level spell into the horn, the user may //cast cure light wounds// as a 5th-level divine spellcaster.
*Once per day by channeling two 1st-level spells or one 2nd-level spell into the horn, the user may //cast cure moderate wounds// as a 5th-level divine spellcaster.
*Once per week by channeling one 1st-level spell and one 2nd-level spell or one 3rd-level spell into the horn, the user may cast //remove disease// or //neutralize poison// as a 5th-level divine spellcaster.
''Lore:'' Fentheld was a unicorn colt slain by a babau demon. This young unicorn's father, Chervil, was rescued by [[Aifos]] and Terrishaw using Fentheld's severed horn as a conduit for magical power to heal Chervil of his wounds inflicted by the demon.
Once Cervil recovered, he imbued the horn with magic that allows an arcane spellcaster to convert raw magical energy into healing magic. He awarded it to Aifos for his efforts in saving him with the stipulation that Aifos use the horn's abilities to heal any who request it.
//Prerequisites:// Must be a unicorn; created from a fallen family member for one who performed a great service for the creator.
//Cost to Create:// Cannot be created except under extraordinary circumstances.
[>img[Saasm Space Crystal Sphere|./sphere.gif]]
This is the [[Spelljammer|SpelljammerInfo]] star map of The Saasm Space Crystal Sphere discovered and populated by [[Lehnbor|Lehnbor the Creator]].
[[The Mirror]] was—until recently—referred to as "The Plane," as it was attached to the surface of the crystal sphere. Only after it detached from the sphere did its polished surface begin reflecting the light of [[Tetrasol]] and [[The Red Star]].
"The Plane" sealed a vast iris-value portal into this crystal sphere. The seal stayed in place for a quarter of a million years before coming loose during the [[Fifth Wizards' Cataclysm|The Inundation of Armee's Canyon]] of the First Cycle of Man. The iris-valve portal seems to have permanently closed, as there is no longer any sign of its existence.
The sphere is 2.42 billion miles in diameter.
!Primarys
!![[The Mirror]]
#[[Tetrasol]]
!![[The Red Star]]
#[[Ioun]]
#[[Whelrotis]]
#[[Waagerecht Umdreher]]
#[[Senkrecht Drehmuskel]]
[img[Sahaugin Sea|./sahaugin_sea.PNG]]
This is the dam that once stood at Zuoclades [[Armee's Canyon|Armee's Canyon/Canal]]. It was destroyed during the [[5th Wizards' Cataclysm|The Inundation of Armee's Canyon]].
Saje is the land of assassins. They have isolated themselves from the world by reputation and in-fighting.
Almost all of the three-quarters of a million population of this land live in the capital city, [[Tryst]].
[img[Saje|./saje.PNG]]
This is another isolated language like [[Lascathe]]. [[Sajenese]] is said to be derived from Sphinx, a language of deceit and riddles. It has a couple words of [[Almebezbik|AlmebezbikLanguage]] and [[Feris Dom]]. This is a difficult language to master, but once mastered, may save your life should you decide to travel in [[Saje]].
Sam Saasm ({{{s&m sA-'az&m}}}) is the alter-ego of the creator of Almebezbik.
Sam Saasm also translates in English to "The Wraith" from the [[Almebezbik|AlmebezbikLanguage]] tongue.
You lack any semblance of endurance, unable to keep your head above water or do anything strenuous for an extended period of time.
!Effect
You gain a -6 penalty on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, sleeping anywhere other than a comfortable bed leaves you fatigued.
This is ancient name of [[Star Point Castle]]. It is also a castle of the same design on the planet [[Whelrotis]].
There are eight seasons each six weeks long.
|!Season|!Start Date|!Planet Angle|!Sunrise|h
|''Solar Summer''|Dodecitina 8th|67º 30’ - 112º 30’|East|
|''Solar Autumn''|Methyltina 22nd|22º 30’ - 67º 30’|East|
|''High Winter''|Propyltina 8th|337º 30’ - 22º 30’|East 2 Weeks, None 2 Weeks, West 2 Weeks|
|''Hidden Spring''|Butyltina 22nd|292º 30’ - 337º 30’|West|
|''Hidden Summer''|Hexatina 8th|247º 30’ - 292º 30’|West|
|''Hidden Autumn''|Heptatina 22nd|202º 30’ - 247º 30’|West|
|''Low Winter''|Nonotina 8th|157º 30’ - 202º 30’|West 2 Weeks, None 2 Weeks, East 2 Weeks|
|''Solar Spring''|Decitina 22nd|112º 30’ - 157º 30’|East|
!Solar Summer
While the landside faces [[The Red Star]] ±22.5º on either side of 90º ( | ), the weather is the fairest and warmest other than during Hidden Summer. The sun rises in the east.
!Solar Autumn
While the landside still faces [[The Red Star]] but is tilted away ( \ ) from it between 67.5º and 22.5º from being flat ( – ) with all of the orbits in the sphere, the weather becomes cooler and continues to get dryer. The sun rises in the east.
!High Winter
While the landside is facing straight up ( – ) ±22.5º, the weather is quite cold. The entire season is spent in an eerie twilight as the sun never really rises or sets and an intense fog forms around the edge of the planet. Snow falls from this fog to blanket the land in the middle of the planet.
!Hidden Spring
While the landside is now hidden from [[The Red Star]] and is tilted away ( / ) from the boundary of the crystal sphere between 22.5º and 67.5º from being flat ( – ) with all orbits in the sphere, the weather becomes warmer and is quite rainy. The sun now rises in the west.
!Hidden Summer
While the landside faces the boundary of the crystal sphere ±22.5º on either side of 90º ( | ), the weather is fair and warm. The sun rises in the west.
!Hidden Autumn
While the landside still faces the boundary of the crystal sphere but is tilted toward ( \ ) it between 67.5º and 22.5º from being flat ( – ) with all of the orbits in the sphere, the weather becomes cooler and continues to get dryer. The sun rises in the west.
!Low Winter
While the landside is facing straight down ( – ) ±22.5º, the weather is quite cold. The entire season is spent in an eerie twilight as the sun never really rises or sets and an intense fog forms around the edge of the planet. Snow falls from this fog to blanket the land in the middle of the planet.
!Solar Spring
While the landside again faces [[The Red Star]] and is tilted toward ( / ) it between 22.5º and 67.5º from being flat ( – ) with all of the orbits in the sphere, the weather becomes warmer and is quite rainy. The sun now rises in the east.
Sectris is a continent in the northern hemisphere between [[Demogrozh]] and [[Krostian]].
!Deserts
[[The Almebezbik Desert]]
!Forests
[[Interseas Forests]]
[[North Sectris Forest]]
[[South Sectris Forest]]
!Seas
[[Ovical Sea]]
[[Sectris Sea]]
!Map
[img[Continent of Sectris|./sectris.png]]
This is a bay in the southeastern extents of the continent of [[Sectris]] that opens into the straits between [[Sectris]] and [[Demogrozh]] leading to the [[Almebezbik Ocean]] and the [[Beasturis Ocean]].
Seigneaurie Grotesque was the realm founded by [[Zodyu the Grotesque]] during the last age of the last cycle.
This realm grew quickly that last twenty years of the cycle as a power base for Zodyu to depose the leadership of [[Legion Hedge]].
[[Ran MCXI]] melded this realm with [[Legion Hedge]] after Zodyu ascended into the [[Pantheon]] creating [[The Almebezbikian Empire]].
Seigneaurie Grotesque claimed all lands between [[Legion Hedge]] and [[Waldsee]], west to east; between [[Armee's Canyon|Armee's Canyon/Canal]] to [[The Elfin Wastes]], north to south.
Seigneaurie Grotesque conquered [[Legion Hedge]] at the end of the cycle.
Senafar is a powerful elf from a fey bloodline. She has strong connections with the [[Deity Kings]], The realm of Faerie and the elven lords across [[Almebezbik]]. She facilitated the elven exodus from [[Grayholm]] and has been the de facto leader of the elves for much of the Age of Chaos becoming their queen when elected in 675^^1^^.
This is one of the oriental languages on Almebezbik. It is equivalent to Japanese and spoken almost exclusively in [[Kozukura]]. Very rarely is this taught to non-Kozukuran people, oriental and occidental alike.
[>img[Planet of Senkrecht Drehmuskel|./senkrecht.jpg]]
Senkrecht Drehmuskel is a mirror image of [[Waagerecht Umdreher]]—oceans are continents and continents are oceans. This planet’s polar north points directly at [[The Red Star]] and it rolls in its orbit. One side of the planet gets all of the light and is warm and the other side is dark and cold.
It orbits [[The Red Star]] at 320 million miles.
It has a single moon.
/***
|Name|SetUserNamePlugin|
|Source|http://www.TiddlyTools.com/#SetUserNamePlugin|
|Version|1.0.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <<br>>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description|If default username is used ("YourName"), display prompt box to get new username|
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''SetUserNamePlugin'' (tagged with <<tag systemConfig>>)
If you are using the default (shadow) EditTemplate definition, it will be updated to invoke this macro, so that whenever a user attempts to edit/create a tiddler AND the username is "YourName", they will be automatically prompted to enter a new username. If you are using a customized EditTemplate, you will need to edit it yourself and add the following line:
{{{
<span macro='setUserName'></span>
}}}
<<<
!!!!!Revision History
<<<
''2006.12.01 [1.0.0]'' initial release - converted from SetUserName inline script
<<<
!!!!!Credits
<<<
This feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]
<<<
!!!!!Code
***/
//{{{
version.extensions.setUserName= {major: 1, minor: 0, revision: 0, date: new Date(2006,12,1)};
config.macros.setUserName = {
handler: function(place,macroName,params) {
// only prompt when needed
if (readOnly || config.options.txtUserName!="YourName") return;
// get new username
var who=prompt("Please set your username",config.options.txtUserName);
if (!who||!who.trim().length) return; // cancelled by user
// set new username
config.options.txtUserName=who;
saveOptionCookie("txtUserName");
// sync any option input fields that are showing username
var nodes = document.getElementsByTagName("input");
for(var t=0; t<nodes.length; t++)
if(nodes[t].getAttribute("option")=="txtUserName") nodes[t].value=who;
}
}
// add trigger to default shadow EditTemplate (custom templates: add this by hand)
config.shadowTiddlers.EditTemplate+="<span macro='setUserName'></span>";
//}}}
This DM has always been of the opinion that familiars, animal companions and special mounts are a liability as they are weak and useless for many applications, especially the higher the level a character attains. To make familiars, animal companions and special mounts more flexible and useful, the share spells ability statement
"//If the spell or effect has a duration other than instantaneous, it stops affecting the familiar/animal companion/special mount if the familiar/companion/mount moves farther than 5 feet away and will not affect the familiar/animal/mount again, even if it returns to the <character> before the duration expires.//"
is struck from the rule. Thus, once the spell is in effect on the familiar, animal companion or special mount, it lasts the regular duration no matter where or how far away the familiar, animal companion or special mount gets from their master.
An ancient oriental culture similar to China.
[img[Shou Lung|./shou_lung.PNG]]
''[Metamagic]''
You may replace many costly material components with a special focus item.
!Prerequisite
Eschew Materials
!Benefit
You may craft (or have made for you) a special item that you declare as your Signature Focus. You must have the Signature Focus item in your possession for one continuous week before it can be used for this feat. If you do not have your Signature Focus in hand, you cannot prepare spells with this feat, or cast spells that have been prepared using it. If you lose your Signature Focus item, if it is broken or destroyed, or if you wish to have a more costly Signature Focus, a new focus may be crafted. You may have only one Signature Focus Item at a time. A Signature Focus must be a non-magical item. The item used must have a value of at least 100gp, and it must be distinctive in appearance. You may use your Signature Focus as a spell focus, replacing any material components for spells prepared with this feat. The maximum value of material components that you can ignore is half the value of the focus, but no more than 25gp per caster level. A Signature Focus spell takes up a spell slot of the spell’s normal level, modified by any other metamagic feats.
!Created By
Michael J. Kletch; Revised by the Netbook of Feats Review Board
This is the Grand Knight of [[Seigneaurie Grotesque]]. He rode the black dragon [[Drymorjoc]] into battle during [[The Seven-Years War]].
a non-linear web notebook for the Almebezbik campaign setting
http://webpages.charter.net/almebezbik/AlmebezbikWiki.html
''Source:'' //Book of Exalted Deeds// p. 71
''Hit Die:'' d10.
!Requirements
To qualify to become a skylord, a character must fulfill all of the following criteria.
''Alignment:'' Any good.
''Race:'' Elf or half-elf.
''Base Attack Bonus:'' +7.
''Skills:'' Handle Animal 10 ranks, Ride 10 ranks.
''Feats:'' Mounted Combat, either Mounted Archery or ~Ride-By Attack, one exalted feat.
''Special:'' The character must spend 1 week living and meditating atop a mountain.
!Class Skills
The skylord's class skills (and the key ability for each skill) are Balance (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Ride (Dex), Spot (Wis) and Survival (Wis).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: The Skylord''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|!Spellcasting*|h
|1^^st^^| +1 | +2 | +2 | +0 |Call flying mount, eyes of the eagle|+1 level of existing class|
|2^^nd^^| +2 | +3 | +3 | +0 |Ride the wind|+1 level of existing class|
|3^^rd^^| +3 | +3 | +3 | +1 |Improved mounted combat +2|+1 level of existing class|
|4^^th^^| +4 | +4 | +4 | +1 |Deadly charge|+1 level of existing class|
|5^^th^^| +5 | +4 | +4 | +1 |Improved mounted combat +4|+1 level of existing class|
|6^^th^^| +6 | +5 | +5 | +2 |Storm kinship|+1 level of existing class|
|7^^th^^| +7 | +5 | +5 | +2 |Improved mounted combat +6|+1 level of existing class|
|8^^th^^| +8 | +6 | +6 | +2 ||+1 level of existing class|
|9^^th^^| +9 | +6 | +6 | +3 |Improved mounted combat +8|+1 level of existing class|
|10^^th^^| +10 | +7 | +7 | +3 |//Summon tempest//|+1 level of existing class|
|>|* changed in this version||||||
!Class Features
All of the following are class features of the skylord prestige class.
''Weapon and Armor Proficiency:'' A skylord is proficient with all simple and martial weapons, all types of armor and all shields, except tower shield.
''Spells per Day/Spells Known:'' At every level, a sky lord gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, hit points beyond those he receives from the pretige class and so on), except for an increased effective level of spellcasting. If a character had more that one spellcasting class before becoming a skylord, he must decide to which class he adds the new level for purposes of determining spells per day.
''Call Flying Mount (Su):'' At 1^^st^^ level as a full-round action, the skylord can call a flying mount to serve in his crusade against evil. This mount can be a celestial giant eagle, celestial giant owl or celestial pegasus. The mount remains with the skylord until it is slain or dismissed. It requires food and rest and the skylord is responsible for tending to its needs.
Calling a mount is a conjuration (calling) effect. If the mount dies, the skylord can either have the mount raised from the dead or call another mount. The skylord may only call a replacement mount after living and meditating atop a mountain for 1 week.
''Eyes of the Eagle (Ex):'' A skylord has the keen eyesight of an eagle. While airborne, a skylord receives a +4 insight bonus on Spot checks.
''Ride the Wind (Ex):'' At 2^^nd^^ level, a skylord becomes a master of the winds, guiding his mount through them with ease. While riding a flying mount, the skylord's penalties on ranged attacks in windy conditions are reduced by 2 (no penalty in strong winds, -2 penalty in severe winds). The skylord can make ranged attacks in windstorms, albeit at a -4 penalty. In hurricanes, the ranged attack penalty is increased to -8. Neither the skylord nor his mount take penalties on Listen checks in windstorms and hurricanes.
Both the skylord and his mount can move normally in severe winds and windstorms (instead of being checked) and hurricane winds reduce the flying speed of the skylord's mount by half.
''Improved Mounted Combat (Ex):'' At 3^^rd^^ level, a skylord's skill at mounted combat improves, enabling him to better protect his mount. This ability works as the Mounted Combat feat, except that the skylord's Ride check receives a +2 bonus. The bonus improves to +4 at 5^^th^^ level, +6 at 7^^th^^ level and +8 at 9^^th^^ level.
''Deadly Charge (Ex):'' At 4^^th^^ level, a skylord deals an extra 2d6 points of damage on a successful attack made during a charge. The skylord must be riding a flying mount to deal the extra damage.
''Storm Kinship (Su):'' At 6^^th^^ level, a skylord is less likely to lose his bearings in a storm. He retains full visibility during rains and storms and does not take the usual penalties on Search, Spot and Listen checks. This ability is not imparted to the skylord's mount.
''//Summon Tempest// (Sp):'' At 10^^th^^ level, once per week, the skylord can summon a tempest (as described on page 193 of the //Monster Manual II//). This ability is otherwise similar to the //summon monster I// spell. Use the skylord's character level to determine the effect's range and duration.
![[Bard's Bridge]], [[Almebezbik]], [[The Mirror]]
This is the city built on the expanse of the Bard's Bridge that spans [[Armee's Canal|Armee's Canyon/Canal]].
![[Heaven]] (Upper Bard's Bridge), [[Almebezbik]], [[The Mirror]]
This is [[Steelisinia's|Steelisinia]] contribution to the Bard's Bridge Demesne.
![[South Town]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
This is a paladin stronghold of old just south of [["The City"]].
![[Tanglehelm]], [[Almebezbik]], [[The Mirror]]
This is an ancient dwarven realm situated below [[Tanglewood]] between [[Redemption]] and [[Walton|The City-State of Walton]]
![[Tower's Heights]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A town that grew in the shadow of [[Grotesque's Towers]] into a imperial port city circa 1000 PC.
![[Wormdorf]], [[Festland]], [[The Mirror]]
Two cities on different planets that share the same name.
![[Hell]] (Lower Bard's Bridge), [[Almebezbik]], [[The Mirror]]
This is [[Legion Hedge's|Legion Hedge]] contribution to the Bard's Bridge Demesne.
![[Rebelton]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
Dubbed the Town of Craftsmen by [[Zodyu the Grotesque]] while traveling toward his future [[castle|Grotesque's Towers]].
![[Redemption]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A town consecrated to [[Visaria the Beneficent]] circa 130 PC.
![[River's Birth]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A town within [[The Elfin Wastes]].
![[Tower's Heights]], [[The Almebezbikian Empire]], [[Almebezbik]], [[The Mirror]]
A town that grew in the shadow of [[Grotesque's Towers]] circa 130 PC.
| //Evocation [Sonic]//||
| ''Level''|Sor/Wiz 0|
| ''Components''|V, S|
| ''Casting Time''|1 standard action|
| ''Range''|Close (25 ft. + 5 ft./level)|
| ''Effect''|Ray|
| ''Duration''|Instantaneous|
| ''Spell Resistance''|Yes|
----
A ray of sonic energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of sonic damage.
Below is the list of Dungeons & Dragons source books referenced on this site.
!Core Books
Dungeon Master's Guide 3.5
Player's Handbook 3.5
Monster Manual 3.5
!Class Books
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
!Environment Books
Cityscape
Dungeonscape
Frostburn
Manual of the Planes - 3.0
Planar Handbook
Sandstorm
Stormwrack
!Equipment Books
Arms & Equipment Guide - 3.0
Magic Item Compendium
Stronghold Builder's Guildebook - 3.0
!Miscellaneous Books
Book of Exalted Deeds
Book of Vile Darkness - 3.0
Deities and Demigods - 3.0
Dragon Compendium, Volume 1 Hardcover
Dragon Magic
Dungeon Master's Guide II
Epic Level Handbook - 3.0
Expanded Psionics Handbook
Heroes of Battle
Heroes of Horror
Miniatures Handbook
Player's Guide to Faerun
Player's Handbook II
Rules Compendium
Spell Compendium
Unearthed Arcana
!Monster Books
Fiend Folio - 3.0
Monster Compendium: Monsters of Faerûn - 3.0
Monster Manual II - 3.0
Monster Manual III
Monster Manual IV
Monster Manual V
!Monster Type Books
Draconomicon - 3.0
Drow of the Underdark
Fiendish Codex I: Hordes of the Abyss
Fiendish Codex II: Tyrants of the Nine Hells
Libris Mortis: The Book of Undead
Lords of Madness: The Book of Aberrations
!Race Books
Races of Destiny
Races of the Dragon
Races of Faerun
Races of Stone
Races of the Wild
Savage Species - 3.0
This is a small inland sea on the continent of [[Krostian]].
This forest covers the southern reaches of [[Sectris]].
This city is a haven for good across the continent of [[Almebezbik]]. It is governed by a council of paladins. The primary focus of this government is to ensure every citizen of the city is employed, so they can provide for themselves without resorting to crime.
The famous Trubble family owns and operates a corral and stable of the best bred horses outside of Teton lands.
Find South Town's statistic block [[here|SouthTownStatblock]].
This forest covers the western reaches of [[Trohlken's|Trohlken]] Baads sub-continent.
''South Town (small city):'' Non-standard (paladin council) AL LG, Magical (?) AL LN; 15,000-gp limit; Assets 5,733,000 gp; Population 7,644; Isolated (human 96% (7,338), halfling 2% (153), elf 1% (76), dwarf 0.4% (31), gnome 0.3% (23), half-elf 0.2% (15), half-orc 0.1% (8))
//''Authority Figures:''// Paladin Lord male human paladin 9, Paladin Lord female human paladin 9
//''Important Characters:''// Captain of the Guard male human warrior 11
//''Others:''// adept 12, adept 11, adept 6 (2), adept 5 (2), adept 3 (4), adept 2 (4), adept 1 (36); aristocrat 10, aristocrat 7, aristocrat 5 (2), aristocrat 3 (2), aristocrat 2 (4), aristocrat 1 (36); barbarian 8, barbarian 7, barbarian 4 (2), barbarian 3 (2), barbarian 2 (4), barbarian 1 (12); bard 11 (2), bard 5 (4), bard 2 (8), bard 1 (16); cleric 12, cleric 8, cleric 6 (2), cleric 4 (2), cleric 3 (4), cleric 2 (4), cleric 1 (16); commoner 16 (2), commoner 8 (4), commoner 4 (8), commoner 2 (16), commoner 1 (6,570); druid 7 (2), druid 3 (4), druid 1 (8); expert 17 (militia), expert 15 (militia), expert 8 (2, 2 militia), expert 7 (2, 2 militia), expert 4 (4, 4 militia), expert 3 (4, 4 militia), expert 2 (8, 8 militia), expert 1 (217, 62 militia); fighter 11, fighter 10, fighter 5 (4), fighter 2 (8), fighter 1 (16); monk 9, monk 8, monk 4 (4), monk 2 (8), monk 1 (16); paladin 4 (4), paladin 2 (8), paladin 1 (16); psion 9 (2), psion 4 (4), psion 2 (8), psion 1 (16); psychic warrior 9, psychic warrior 7, psychic warrior 4 (2), psychic warrior 3 (2), psychic warrior 2 (4), psychic warrior 1 (12); ranger 7 (2), ranger 3 (4), ranger 1 (8); rogue 14 (2), rogue 7 (4), rogue 3 (8), rogue 1 (16); sorcerer 10, sorcerer 7, sorcerer 5 (2), sorcerer 3 (2), sorcerer 2 (4), sorcerer 1 (12); warrior 10 (guard), warrior 5 (4, 4 guards), warrior 2 (8, 8 guards), warrior 1 (361, 63 guards, 298 militia); wizard 10, wizard 8, wizard 5 (2), wizard 4 (2), wizard 2 (8), wizard 1 (16)
These are the plains separating occidental Almebezbik from the Orient.
[img[Southland Steppes|./southland_steppes.PNG]]
|''[[Saasm Space]] Spelljammer Celestial Body Information''|c
|!Body|!Size|!Type|!Element|!Satellites|!Primary|
|[[The Mirror]]| F |Flat-world|Earth|5 moons|1.92 billion miles from [[The Red Star]]|
|[[Tetrasol]]| I |Cluster|Fire|ring (water)|120 million mile orbit from [[The Mirror]]|
|[[The Red Star]]| C |Spherical|Fire|ring (fire)|1.92 billion miles from [[The Mirror]]|
|[[Ioun]]| E |Spherical|Earth|5 moons|40 million mile orbit from [[The Red Star]]|
|[[Whelrotis]]| F |Spherical|Air|3 moons, ring (earth), ring (ice)|140 million mile orbit from [[The Red Star]]|
|[[Waagerecht Umdreher]]| D |Spherical|Earth|1 moon|220 million mile orbit from [[The Red Star]]|
|[[Senkrecht Drehmuskel]]| D |Spherical|Earth|1 moon|320 million mile orbit from [[The Red Star]]|
Spihraal is a spiral-shaped continent on the equator surrounded by the [[Almebezbik|Almebezbik Ocean]] and [[Creestis|Creestis Ocean]] Oceans.
Along with its unusual shape, it has a great swirling, conical cloud formation that reaches through the atmosphere and appears as a great spot on the surface of the clouds that surround [[Whelrotis]].
!Forests
[[The Great Spiral Forest]]
!Islands
[[The Eye of the World]]
!Map
[img[Continent of Spihraal|./spihraal.png]]
''[Monster, Fighter]''
The creature can perform a terrifying dive-bomb attack.
!Prerequisite
Fly speed, Flyby Attack
!Benefit
When performing a dive attack, the creature can inflict triple damage with a successful claw or weapon attack. Like a standard dive attack, the creature gains a +2 attack bonus but suffers a 2 penalty to AC when making this attack. The creature can still use its Flyby Attack feat when making a Spirited Dive.
!Normal
All flying creatures can make diving claw attacks that inflict double damage and gain the benefits of a charge (+2 attack bonus, -2 penalty to AC).
!Created By
Eric D. Harry
!Spiritus Magna Lumina ECL 54
Female advanced mature adult gold dragon spirit shaman 20
Huge dragon (fire, spirit)
''Init'' +0; ''Senses'' blindsense 60 ft., darkvision 120 ft., keen low-light vision; Listen +39, Spot +39
''Aura'' frightful presence (210 ft., DC 30)
''Languages'' Draconic, [[Almebezbik|AlmebezbikLanguage]], Elven, Sylvan...
----
''AC'' 35 (-2 size, +27 natural), touch 8, flat-footed 35
''hp'' 598 (48 HD); ''DR'' 10/magic and 5/cold iron
''Immune'' fire, paralysis, //sleep//
''Fort'' +33, ''Ref'' +26, ''Will'' +34; ''SR'' 26
''Weakness'' cold
----
''Speed'' 60 ft., fly 200 ft. (poor), swim 60 ft.
''Melee'' bite +52 (2d8+14) and 2 claws +47/+47 (2d6+7) and 2 wings +47/+47 (1d8+7) and tail slap +47 (2d6+21)
''Space'' 15 ft.; ''Reach'' 10 ft. (15 ft. with bite)
''Base Atk'' +28; ''Epic Atk'' +10; ''Grp'' +52
''Atk Options'' breath weapon, breath weapon, crush (2d8+21)
''Special Actions'' chastise spirits 11/day (2d6, DC 46), exorcism +36, luck bonus, weaken spirits
''Spirit Shaman Spells Retrieved'' (CL 20^^th^^)
| | 9^^th^^ (5/day)—|//mass cure critical wounds, storm of vengeance//|
| | 8^^th^^ (7/day)—|//animal shapes, mass cure serious wounds, sunburst// (DC 26)|
| | 7^^th^^ (7/day)—|//control weather, heal, true seeing//|
| | 6^^th^^ (7/day)—|//greater dispel magic, stone tell, transport via plants//|
| | 5^^th^^ (7/day)—|//baleful polymorph// (DC 23), //call lightning storm// (DC 23), //deathward//|
| | 4^^th^^ (8/day)—|//freedom of movement, reincarnate, scrying//|
| | 3^^rd^^ (8/day)—|//greater magic fang, neutralize poison, remove disease//|
| | 2^^nd^^ (8/day)—|//bear's endurance, bull's strength, cat's grace//|
| | 1^^st^^ (8/day)—|//entangle// (DC 19), //obscuring mist, pass without trace//|
| | 0 (6/day)—|//cure minor wounds, detect magic, read magic//|
''Sorcerer Spells Known'' (CL 10^^th^^)
| | 5^^th^^ (4/day)—|//righteous might//|
| | 4^^th^^ (7/day)—|//cure critical wounds, restoration//|
| | 3^^rd^^ (8/day)—|//cure serious wounds, searing light, speak with dead//|
| | 2^^nd^^ (8/day)—|//calm emotions, cure moderate wounds, shield other, zone of truth//|
| | 1^^st^^ (8/day)—|//cure light wounds, detect evil, detect undead, remove fear, shield of faith//|
| | 0 (6/day)—|//arcane mark, cure minor wounds, detect poison, disrupt undead, disrupt undead, mage hand, mage hand, open/close, prestidigitation//|
''~Spell-Like Abilities''' (CL 28^^th^^)
| | At will—|//detect spirits//|
| | 3/day—|//bless//|
----
''Abilities'' Str 38, Dex 10, Con 24, Int 23, Wis 26, Cha 26
''SQ'' Alternate form, //favored of the spirits//, follow the guide, ghost warrior, guide magic, //recall spirit//, spirit form, spirit guide, //spirit journey//, spirit who walks, //warding of the spirits//, water breathing
''Feats'' ...
''Skills'' Concentration +38, Diplomacy +39, Disguise +39, Heal +39, Knowledge (Arcana) +37, Knowledge (Nature) +37, Knowledge (Religion) +37, Listen +39, Search +37, Sense Motive +39, Spot +39, Swim +45
''Possessions'' ...
''Hoard'' ...
----
Spiritus' preferred alternate form is a [[Teton|Tetons]] female. In this form make the following statistics changes:
''AC'' 10, touch 10, flat-footed 10
''DR'' 5/cold iron
''Speed'' 30 ft. (6 squares)
''Space'' 5 ft.; ''Reach'' 5 ft.
''Abilities'' Str 10, Con 10
''Creator and Player'' Gay ~Pliska-Matyshak
/***
''Inspired by [[TiddlyPom|http://www.warwick.ac.uk/~tuspam/tiddlypom.html]]''
|Name|SplashScreenPlugin|
|Created by|SaqImtiaz|
|Location|http://tw.lewcid.org/#SplashScreenPlugin|
|Version|0.21 |
|Requires|~TW2.08+|
!Description:
Provides a simple splash screen that is visible while the TW is loading.
!Installation
Copy the source text of this tiddler to your TW in a new tiddler, tag it with systemConfig and save and reload. The SplashScreen will now be installed and will be visible the next time you reload your TW.
!Customizing
Once the SplashScreen has been installed and you have reloaded your TW, the splash screen html will be present in the MarkupPreHead tiddler. You can edit it and customize to your needs.
!History
* 20-07-06 : version 0.21, modified to hide contentWrapper while SplashScreen is displayed.
* 26-06-06 : version 0.2, first release
!Code
***/
//{{{
window.old_lewcid_splash_restart=window.restart;
window.restart = function()
{ if (document.getElementById("SplashScreen"))
document.getElementById("SplashScreen").style.display = "none";
if (document.getElementById("contentWrapper"))
document.getElementById("contentWrapper").style.display = "block";
window.old_lewcid_splash_restart();
if (splashScreenInstall)
{if(config.options.chkAutoSave)
{saveChanges();}
displayMessage("TW SplashScreen has been installed, please save and refresh your TW.");
}
}
var oldText = store.getTiddlerText("MarkupPreHead");
if (oldText.indexOf("SplashScreen")==-1)
{var siteTitle = store.getTiddlerText("SiteTitle");
var splasher='\n\n<style type="text/css">#contentWrapper {display:none;}</style><div id="SplashScreen" style="border: 3px solid #ccc; display: block; text-align: center; width: 320px; margin: 100px auto; padding: 50px; color:#000; font-size: 28px; font-family:Tahoma; background-color:#eee;"><b>'+siteTitle +'</b> is loading<blink> ...</blink><br><br><span style="font-size: 14px; color:red;">Requires Javascript.</span></div>';
if (! store.tiddlerExists("MarkupPreHead"))
{var myTiddler = store.createTiddler("MarkupPreHead");}
else
{var myTiddler = store.getTiddler("MarkupPreHead");}
myTiddler.set(myTiddler.title,oldText+splasher,config.options.txtUserName,null,null);
store.setDirty(true);
var splashScreenInstall = true;
}
//}}}
Spuorg Atad was an empire in the distant past that conquered most of the [[continent|Almebezbik]] bounded by [[The Hinterlands]], the [[Coast Zuoclades]] when the continent extended beyond the [[Rampart Mountains|The Cataclysm Mountains]] in verdant coastal plains, [[Armee's Canyon|Armee's Canyon/Canal]] and the orient.
Its capital was [[Spuorg Gnused]], a sprawling port city in the middle of the eastern coast of the continent.
[[Zodyu|Zodyu the Grotesque]] as Doyzu and [[Borgose the Blue]] were the state gods. Zodyu had infused his being into the land east of the Rampart Mountains including the eastern half of this range. [[The Pegasus Riders]], using a ritual, exorcised Zodyu from the land and caused it to sink into the [[Pelagic Planetary]] forming the current geography of the [[Coast Zuoclades]].
[[The Mage]] caused this empire to be utterly forgotten from its downfall until the end of the last cycle.
This is the legendary capital city of the forgotten realm of [[Spuorg Atad]]. It and the rest of that realm were destroyed during the [[1st Wizards' Cataclysm|Dual on the East Wall]]
This castle is the oldest standing piece of human architecture on the continent of [[Almebezbik]].
It was built on a mesa near the center of [["The City"]].
It has been the seat of government for many human realms throughout history.
Currently, the emperor of [[The Almebezbikian Empire]], [[Ran MCXI]] rules from here.
[img[Star Point Castle|./schloss_sternzweck.PNG]]
This is a planar metropolis on the eastern tip of the continent of [[Sectris]]. One of the instances of [[Schloss Sternzweck]] is a prominent feature of the municipality.
This is one of four planar metropolises on the planet [[Whelrotis]].
Mined only in [[The Hinterlands]], this multi-density, multi-dimensional metal has many uses. With the proper magical and alchemical treatments it mimics other metals, shrinks or expands on command, or flows like water. It shimmers with the colors of the rainbow in most cases and is mirror-like except when processed with one particular formula. Armor and shields fashioned of steelisin may duplicate the effects of any or several other special metals except [[velarnium|Velarnium]] with one added benefit. It radiates the effect of a constant //flare// spell as long as it is mirror-like. This is an extraordinary ability and is not diminished by anti-magic effects, but does not work without a light source.
Armor and shields made of this material enchanted with the //shadow// ability warps light and gives the wearer an additional +5 bonus to Hide skill checks. When enchanted with the //reflecting// or //vanishing// abilities gives the wearer an extra time per day to activate the ability. Enchanting with the //blinding// ability raises the Reflex save DC by one. //Radiant// enchanted armor provides an additional 5 energy resistance and gives a light radius of 90 feet. Armor can be forged to duplicate the //gleaming// special ability without having any magical enhancement. This armor would be at least masterwork.
Weapons tempered properly may have the //keen// special ability or the //brilliant energy// special ability without having any magical enhancement. These weapons would be at least masterwork.
It is also possible to make containers such as chests and coffers that shrink and enlarge on command but that retain a particular volume. The base price modifier is in addition to any modifier for making the steelisin duplicate the effect of another special metal material.
|!Item|!Base Price Modifier|h
|Light Armor| +1,000 gp|
|Medium Armor| +2,000 gp|
|Heavy Armor| +4,000 gp|
|Buckler or Light Shield| +1,000 gp|
|Heavy Shield| +2,000 gp|
|Tower Shield| +4,000 gp|
|Weapon| +3,000 gp|
|//Brilliant energy// weapon (non-magical)| +32,000 gp|
|//Gleaming// armor (non-magical)| +9,000 gp|
|//Keen// weapon (non-magical)| +2,000 gp|
Steelisin dragons are identical to [[prismatic dragons|http://www.d20srd.org/srd/epic/monsters/dragonEpic.htm#prismaticDragon]] except that their alignment is "Always Neutral Good." These are two metallic dragons brought into existence by the founders of [[Steelisinia]], Always'n Trubble and Razzle Dabble with the help of Bahamut the Platinum Dragon. Once Always'n and Razzle passed away, they inherited the rulership of Steelisinia. They have half-dragon regents that interact directly with their humanoid subjects and the rulers of other realms.
Steelisinia was founded at the end of the last cycle by two adventurers: [[Always'n Trubble]] and [[Razzle Dabble]]. They used their powers to breed the first [[steelisin dragons|Steelisin Dragon]], the symbols and heirs of this nation.
Always’n and Razzle are sisters of the recently ascended deity [[Lukinvor Trubble|Lukinvor the Bard]].
[img[Steelisinia|./steelisinia.PNG]]
!Emperor Stefan I
Male quasi-deity human monk 13/fighter 10/ human paragon 3/necromancer 18
LG Medium humanoid (human)
''Init'' +17; ''Senses'' Listen +12, Spot +12
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Ancient Almebezbik]], Draconic, Dwarven, Elven, [[Feris Dom]], [[Festlandish]], [[Genesian]], [[Lascathe]], [[Meziltarni|MeziltarniLanguage]], [[Sajenese]]; empathic link, speak with familiar
----
''AC'' 55 (armor +20, deflection +5, Dex +7, Wis +10, monk +2), touch 55, flat-footed 48; //epic mage armor//
''hp'' 696 (44 HD); ''DR'' 10/epic
''Immune'' ability damage, ability drain, energy drain, mind-affecting effects, transmutation; diamond body, purity of body
''Resist'' fire 5, improved evasion
''Fort'' +40, ''Ref'' +37, ''Will'' +38; ''SR'' 32; diamond soul, still mind
----
''Speed'' 100 ft. (20 squares)
''Melee'' +5 dancing keen greatsword +44/+39/+34/+29 (2d6+20/15-20) or
''Melee'' unarmed +37/+37/+37/+32/+27/+22 (2d6+9)
''Base Atk'' +16; ''Epic Atk'' +12; ''Grp'' +37
''Atk Options'' Cleave, Great Cleave, ki strike (magic, lawful), Power Attack, Stunning Attack
''Special Actions'' abundant step (640 ft.), wholeness of body (26 hp/day)
''Wizard Spells Prepared'' (CL 20^^th^^)
| | 10^^th^^—|maximized //delayed blast fireball// (DC 34), //maximized prismatic spray// (DC 34), quickened //undeath to death// (DC 36)^^S^^|
| | 9^^th^^—|//astral projection//^^S^^, //foresight// (DC 36), //meteor swarm// (DC 36), //Mordenkainen’s disjunction// (DC 36), //teleportation circle, time stop, wish//|
| | 8^^th^^—|//dimensional lock, discern location, horrid wilting// (DC 38)^^S^^, //mind blank, moment of prescience, sunburst// (DC 35)|
| | 7^^th^^—|//control undead// (DC 37), //finger of death// (DC 37), //greater arcane sight, greater teleport, vision, Mordenkainen’s sword, waves of exhaustion// (DC 37)^^S^^|
| | 6^^th^^—|//analyze dweomer, chain lightning// (DC 33), //disintegrate// (DC 33), //legend lore, true seeing, undeath to death// (DC 36), //undeath to death// (DC 36)^^S^^|
| | 5^^th^^—|//break enchantment, contact other plane, dismissal//, maximized //scorching ray, overland flight, teleport, waves of fatigue// (DC 35)^^S^^|
| | 4^^th^^—|//bestow curse// (DC 34), //dimension door, dimensional anchor// (DC 31), //fear// (DC 34) , //fear// (DC 34)^^S^^, //fire shield, remove curse//|
| | 3^^rd^^—|//daylight, fireball// (DC 30), //fly, gentle repose, halt undead// (DC 33)^^S^^, //haste, phantom steed, tongues//|
| | 2^^nd^^—|//arcane lock, command undead// (DC 32), //detect thoughts// (DC 29), //eagle’s splendor, levitate, scorching ray, see invisibility, spectral hand//^^S^^|
| | 1^^st^^—|//comprehend languages, detect undead, identify, protection from evil, ray of enfeeblement//^^S^^, //shield, true strike, unseen servant//|
| | 0—|//arcane mark, detect magic, detect poison, disrupt undead//^^S^^, //read magic//|
''S'' Specialty Spell ''Specialty'' Necromancy ''Prohibited'' Enchantment, Illusion
''Epic Spells Known'' (4/day)—//epic mage armor, epic spell reflection, let go of me, peripety//
----
''Abilities'' Str 29, Dex 28, Con 29, Int 34, Wis 31, Cha 28
''SQ'' adaptive learning (Diplomacy), divine rank 0, familiar, scry on familiar, shares spells, slow fall 60 ft.
''Feats'' Greater ~Two-Weapon Fighting^^B^^, Cleave^^B^^, Combat Reflexes, Deflect Arrows^^B^^, Educated (Knowledge (Architecture and Engineering), Knowledge (History))^^B^^, Great Cleave^^B^^, Greater Spell Focus (Necromancy), Improved Critical (greatsword)^^B^^, Improved Disarm^^B^^, Improved Initiative, Improved ~Two-Weapon Fighting, Leadership, Maximize Spell^^B^^, Power Attack^^B^^, Quicken Spell^^B^^, Scribe Scroll^^B^^, Spell Focus (Necromancy), Spell Mastery (//read magic//, +10)^^B^^, Stunning Fist^^B^^, ~Two-Weapon Fighting, Weapon Focus (greatsword)^^B^^, Weapon Specialization (greatsword)^^B^^
''Epic Feats'' Blinding Speed, Epic Leadership, Epic Spell Focus (Necromancy), Epic Spellcasting, Exceptional Deflection, Improved Spell Capacity (10^^th^^), Legendary Commander, Superior Initiative
''Skills'' Balance +27, Bluff +14, Concentration +56, Craft (Calligraphy) +58, Diplomacy +66, Jump +27, Knowledge (Arcana) +59, Knowledge (Architecture and Engineering) +61, Knowledge (History) +61, Knowledge (Nobility and Royalty) +59, Perform (Weapon Display) +25, Perform (Wind Instruments) +25, Ride +14, Sense Motive +15, Spellcraft +65, Tumble +27, Use Magic Device +31
''Possessions'' //+5 dancing keen greatsword, ring of protection +5, cloak of resistance +5, headband of perfect excellence, belt of mighty prowess//, [[Dream Isle Castle]], [[Feris Antandom]]
''Spellbook'' 0—//acid splash, arcane mark, dancing lights, detect magic, detect poison, disrupt undead, electricity jolt, flare, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue//; 1st—//alarm, animate rope, burning hands, cause fear, chill touch, comprehend languages, detect secret doors, detect undead, endure elements, enlarge person, erase, expeditious retreat, feather fall, grease, hold portal, identify, jump, mage armor, magic missile, magic weapon, mount, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, ray of enfeeblement, reduce person, shocking grasp, summon monster I, Tenser’s floating disk, true strike, unseen servant//; 2nd—//alter self, arcane lock, bear’s endurance, blindness/deafness, bull’s strength, cat’s grace, command undead, continual flame, darkness, darkvision, detect thoughts, eagle’s splendor, false life, flaming sphere, fog cloud, fox’s cunning, ghoul touch, glitterdust, gust of wind, knock, levitate, locate object, Melf’s acid arrow, obscure object, owl’s wisdom, protection from arrows, pyrotechnics, resist energy, rope trick, scare, scorching ray, see invisibility, shatter, spectral hand, spider climb, summon monster II, summon swarm, web, whispering wind//; 3rd—//arcane sight, blink, clairaudience/clairvoyance, daylight, dispel magic, explosive runes, fireball, flame arrow, fly, gaseous form, gentle repose, greater magic weapon, halt undead, haste, keen edge, Leomund’s tiny hut, lightning bolt, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, nondetection, protection from energy, phantom steed, ray of exhaustion, secret page, sepia snake sigil, shrink item, sleet storm, slow, stinking cloud, summon monster III, tongues, vampiric touch, water breathing, wind wall//; 4th—//animate dead, arcane eye, bestow curse, contagion, detect scrying, dimension door, dimensional anchor, enervation, Evard’s black tentacles, fear, fire shield, fire trap, ice storm, Leomund’s secure shelter, lesser globe of invulnerability, locate creature, mass enlarge person, mass reduce person, minor creation, Otiluke’s resilient sphere, polymorph, Rary’s mnemonic enhancer, remove curse, scrying, shout, solid fog, stone shape, stoneskin, summon monster IV, wall of fire, wall of ice//; 5th—//animal growth, baneful polymorph, Bigby’s interposing hand, blight, break enchantment, cloudkill, cone of cold, contact other plane, dismissal, Drawmij’s secret chest, fabricate, lesser planar binding, magic jar, major creation, Mordenkainen’s private sanctum, Mordenkainen’s faithful hound, overland flight, passwall, permanency, prying eyes, Rary’s telepathic bond, sending, summon monster V, symbol of pain, telekinesis, teleport, transmute mud to rock, transmute rock to mud, wall of force, wall of stone, waves of fatigue//; 6th—//acid fog, analyze dweomer, antimagic field, Bigby’s forceful hand, chain lightning, circle of death, contingency, control weather, create undead, disintegrate, eyebite, flesh to stone, greater dispel magic, globe of invulnerability, guards and wards, legend lore, mass bear’s endurance, mass bull’s strength, mass cat’s strength, mass eagle’s splendor, mass fox’s cunning, mass owl’s wisdom, Mordenkainen’s lucubration, move earth, Otiluke’s freezing sphere, planar binding, repulsion, stone to flesh, summon monster VI, symbol of fear, Tenser’s transformation, true seeing, undeath to death, wall of iron//; 7th—//banishment, Bigby’s grasping hand, control undead, control weather, delayed blast fireball, Drawmij’s instant summons, ethereal jaunt, finger of death, forcecage, greater arcane sight, greater scrying, greater teleport, limited wish, Mordenkainen’s magnificent mansion, Mordenkainen’s sword, phase door, plane shift, prismatic spray, reverse gravity, sequester, spell turning, statue, summon monster VII, symbol of weakness, teleport object, vision, waves of exhaustion//; 8th—//Bigby’s clenched fist, clone, create greater undead, dimensional lock, discern location, greater planar binding, greater prying eyes, greater shout, horrid wilting, incendiary cloud, iron body, maze, mind blank, moment of prescience, Otiluke’s telekinetic sphere, polar ray, polymorph any object, prismatic wall, protection from spells, summon monster VIII, sunburst, symbol of death, temporal stasis, trap the soul//; 9th—//astral projection, Bigby’s crushing hand, energy drain, etherealness, foresight, freedom, gate, imprisonment, meteor swarm, Mordenkainen’s disjunction, prismatic sphere, refuge, shapechange, soul bind, summon monster IX, teleportation circle, time stop, wail of the banshee, wish//.
----
''Cohort and Followers'' Stefan’s right hand and cohort is his empress, [[Gabrielle]]. Stefan’s followers include 1 14^^th^^ level NPC, 2 13^^th^^ level ~NPCs, 3 12^^th^^ level ~NPCs, 6 11^^th^^ level ~NPCs, 12 10^^th^^ level ~NPCs, 23 9^^th^^ ~NPCs, 46 8^^th^^ level ~NPCs, 91 7^^th^^ level ~NPCs, 182 6^^th^^ level ~NPCs, 363 5^^th^^ level ~NPCs, 725 4^^th^^ level ~NPCs, 1,450 3^^rd^^ level ~NPCs, 2,900 2^^nd^^ level ~NPCs and. 29,000 1^^st^^ level ~NPCs
Stefan is a human from another reality, transported to this world during a raging battle on this home world where he was a lieutenant in the armed forces. He quickly adapted to his new surroundings and fulfilled a prophecy returning [[Feris Antandom]] to the land of the living. He accepted his position on the throne after slaying the former ruler, [[Ictu Deneb de Illsol]] and lifting the curse on these lands north of [[Armee’s Canal|Armee's Canyon/Canal]] before the end of the last cycle.
!!Mr. Mystopheles
Male cat familiar
LG Tiny magical beast (augmented animal)
''Init'' +2; ''Senses'' low-light vision, scent; Listen +3, Spot +3
''Languages'' empathic link, speak with master, speak with cats
----
''AC'' 23 (size +2, Dex +2, natural +9), touch 14, flat-footed 21
''hp'' 348 (44 HD)
''Resist'' improved evasion
''Fort'' +14, ''Ref'' +16, ''Will'' +15; ''SR'' 23
----
''Speed'' 30 ft. (6 squares)
''Melee'' 2 claws +22 (d2-4) and bite +15 (d3-2
''Space'' 2½ ft.; ''Reach'' 0 ft.
''Base Atk'' +16; ''Epic Atk'' +12; ''Grp'' +16
''Atk Options'' deliver touch spells
----
''Abilities'' Str 3, Dex 15, Con 10, Int 14, Wis 12, Cha 7
''SQ'' grants to master
''Feats'' Stealthy, Weapon Finesse^^B^^
''Skills'' Balance +28, Bluff +3, Climb +6, Concentration +47, Craft (Calligraphy) +49, Diplomacy +55, Hide +16*, Jump +20, Knowledge (Arcana) +49, Knowledge (Architecture and Engineering) +49, Knowledge (History) +49, Knowledge (Nobility & Royalty) +49, Listen +3, Move Silently +8, Perform (Weapon Display) +14, Perform (Wind Instruments) +14, Ride +7, Sense Motive +6, Spellcraft +55, Spot +3, Tumble +20, Use Magic Device +20
----
''Grants to Master'' Cat familiars grant their masters Alertness when within 5 ft. and +3 to Move Silently checks when within 1 mile.
''Skills'' Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. * In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
''[General]''
!Benefit
You get a +2 bonus on all Gather Information and Sense Motive checks.
/***
!Colors Used
*@@bgcolor(#8cf): #8cf - Background blue@@
*@@bgcolor(#18f): #18f - Top blue@@
*@@bgcolor(#04b): #04b - Mid blue@@
*@@bgcolor(#014):color(#fff): #014 - Bottom blue@@
*@@bgcolor(#ffc): #ffc - Bright yellow@@
*@@bgcolor(#fe8): #fe8 - Highlight yellow@@
*@@bgcolor(#db4): #db4 - Background yellow@@
*@@bgcolor(#841): #841 - Border yellow@@
*@@bgcolor(#703):color(#fff): #703 - Title red@@
*@@bgcolor(#866): #866 - Subtitle grey@@
!Generic Rules /%==============================================%/
***/
/*{{{*/
body {
background: #fff;
color: #000;
}
a{
color: #841;
}
a:hover{
background: #db0;
color: #fff;
}
a img{
border: 0;
}
h1 {
color: #fff;
background: #db0;
}
h2 {
color: #eee;
background: #ec3;
}
h3 {
color: #888;
background: #fd6;
}
h4 {
color: #444;
background: #fe9;
}
h5 {
color: #000;
background: #ffc;
}
.button {
color: #014;
border: 1px solid #fff;
}
.button:hover {
color: #014;
background: #fe8;
border: 1px solid #db0;
}
.button:active {
color: #fff;
background: #db0;
border: 1px solid #841;
}
/*}}}*/
/***
!Header /%==================================================%/
***/
/*{{{*/
.header {
background: #db0;
}
.headerShadow {
color: #000;
}
.headerShadow a {
font-weight: normal;
color: #000;
}
.headerForeground {
color: #fff;
}
.headerForeground a {
font-weight: normal;
color: #fff;
}
/*}}}*/
/***
!General tabs /%=================================================%/
***/
/*{{{*/
.tabSelected{
color: #014;
background: #eee;
border-left: 1px solid #ccc;
border-top: 1px solid #ccc;
border-right: 1px solid #ccc;
}
.tabUnselected {
color: #fff;
background: #999;
}
.tabContents {
color: #014;
background: #eee;
border: 1px solid #ccc;
}
.tabContents .button {
border: 0;}
/*}}}*/
/***
!Sidebar options /%=================================================%/
~TiddlyLinks and buttons are treated identically in the sidebar and slider panel
***/
/*{{{*/
#sidebar {
}
#sidebarOptions input {
border: 1px solid #841;
}
#sidebarOptions .sliderPanel {
background: #8cf;
}
#sidebarOptions .sliderPanel a {
border: none;
color: #04b;
}
#sidebarOptions .sliderPanel a:hover {
color: #fff;
background: #04b;
}
#sidebarOptions .sliderPanel a:active {
color: #04b;
background: #fff;
}
/*}}}*/
/***
!Message Area /%=================================================%/
***/
/*{{{*/
#messageArea {
border: 1px solid #841;
background: #db0;
color: #014;
}
#messageArea .button {
padding: 0.2em 0.2em 0.2em 0.2em;
color: #014;
background: #fff;
}
/*}}}*/
/***
!Popup /%=================================================%/
***/
/*{{{*/
.popup {
background: #fe8;
border: 1px solid #04b;
}
.popup hr {
color: #014;
background: #014;
border-bottom: 1px;
}
.popup li.disabled {
color: #04b;
}
.popup li a, .popup li a:visited {
color: #703;
border: none;
}
.popup li a:hover {
background: #014;
color: #fff;
border: none;
}
/*}}}*/
/***
!Tiddler Display /%=================================================%/
***/
/*{{{*/
.tiddler .defaultCommand {
font-weight: bold;
}
.shadow .title {
color: #866;
}
.title {
color: #841;
}
.subtitle {
color: #866;
}
.toolbar {
color: #04b;
}
.tagging, .tagged {
border: 1px solid #eee;
background-color: #eee;
}
.selected .tagging, .selected .tagged {
background-color: #ddd;
border: 1px solid #bbb;
}
.tagging .listTitle, .tagged .listTitle {
color: #014;
}
.tagging .button, .tagged .button {
border: none;
}
.footer {
color: #ddd;
}
.selected .footer {
color: #888;
}
.sparkline {
background: #8cf;
border: 0;
}
.sparktick {
background: #014;
}
.errorButton {
color: #ff0;
background: #f00;
}
.cascade {
background: #eef;
color: #aac;
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''Price (Item Level):'' 9,000 gp (12^^th^^)
''Body Slot:'' Waist
''Caster Level:'' 8^^th^^
''Aura:'' Faint; (DC 17) transmutation
''Activation:'' -
''Weight:'' 1 lb.
//This sturdy, but elaborately articulated, sculpted metal belt adjusts to fit any wearer from Small to Large.//
This belt grants its wearer enhancement bonuses of +2 to Strength, Constitution and Charisma, simultaneously.
''Lore:'' This belt was crafted and worn by Suiran the sixth king of [[Random]] during the first age of the last cycle (Knowledge [history] DC 30). The enhancement bonus to Strength was increased to +6 at The Tower of Lehnbor in [[Troll's Bridge]] 1000 PC.
//Prerequisites:// Craft Wondrous Item, //bear's endurance, bull's strength, eagle's splendor//.
//Cost to Create:// 4,500 gp, 360 XP, 9 days.
This item is usable only by spellcasters that can cast an illusion spell with the figment descriptor. It is a box which when an illusion (figment) spell is cast upon it, gives the illusionist the ability to change its shape to fit most any object. Then if two similarly sized and shaped items are placed in the case in succession, they will merge into one item with all the properties of both items enclosed (following standard stacking rules). Also, by changing the shape or size of the case, new items will emerge with the properties of the original item or items placed within. The item only functions during middle-day of the third week of each month and does not affect artifacts.
Strong transmutation; CL 17^^th^^; Craft Wondrous Item, //polymorph any object//, //wish//, creator must be an illusionist and have access to the school of transmutation; Price 175,000 gp.
This item is a more powerful version of the [[Syndicase]] in the form of a large piece of cloth of woven precious metals and silk. Wrapping two items in this cloth, concentrating on their new form and speaking the command word will transmute them into a new item with combined powers of the two former items. If the two items are similar in form, no concentration on the new form is necessary. The new item will emerge as a hybrid of the two former items. Powers may be added to artifacts using this item.
Strong transmutation and illusion; CL 21^^st^^; Craft Epic Wondrous Item, //persistent image//, //polymorph any object//, //wish//, creator must be an illusionist and have access to the school of transmutation; Price 1,750,000 gp.
''Price (Item Level):'' 11,035 gp (12^^th^^)
''Body Slot:'' — (held)
''Caster Level:'' 5^^th^^
''Aura:'' Faint; (DC 15) conjuration and transmutation
''Activation:'' Free (command)
''Weight:'' 3 lbs.
//This brilliantly polished mithral sword has a celestial glow about it.//
This //+2 merciful mithral bastard sword// was a gift from Taevon Ilrya, a celestial paladin, to his adopted half-fey elven daughter, Luanes.
//Prerequisites:// Craft Magic Arms and Armor, //cure light wounds//.
//Cost to Create:// 4,000 gp (plus 3,035 gp for mithral bastard sword), 320 XP, 8 days.
!Specific Armors
[[Eliamandesante]] - the armor of [[Mystol Alaphasus]]
[[Woodsmith's Studs]] - Gnomish crafted studded leather
!Weapons
[[Cleaverbow]] - ancient pre-Genesian war wizard weapon of choice
!Weapon Crystals
[[Clasp of Mighty Pulls]] - allows bows to adjust to wielder's strength
!Specific Weapons
[[Blessed Black]] - heirloom weapon of the Teton Nation
[[Hurricane Pirouette]] - the sword of [[Ran MCXI]]
[[Manty's Heirloom|https://docs.google.com/View?docid=ddp8wgh_42cp24q7fc&pageview=1&hgd=1&hl=en]] - dagger of Manitowoc the Rogue handed down through the generations of the Mantyson clan
[[Pious Vindicator]] - alchemical silver version of the Holy Avenger
[[Ran's Gift]] - Ran's gift to an unborn dragon-blood champion
[[Taevon's Mercy]] - sword of a paladin of [[Eternal Fires]]
[["The Bastard's Flaming Sword"]] - the sword of [[Zodyu the Grotesque]]
!Staves
[[Runestaff of Deadly Touches]] - runestaff of necromantic touch spells
[[Runestaff of Exigency]] - runestaff for one with survival as a high priority
[[Runestaff of the Unicorn]] - runestaff with healing spells usable by arcane casters
!Wondrous Items
[[Billiken Idol]] - the holy symbol of Luck
[[Holy Symbol of Armee Mann]] - an enhanced holy symbol of [[Armee the Father]]
[[Syndicase]] - magical box of transmutation and combination
[[Syndicloth]] - magical wrap of transmutation and combination
[[Thundering Horseshoes of Fleetness]] - horseshoes that aid a horses versatility, speed and combat presence
!Specific Wondrous Items
[[Suiran's Belt]] - ancient belt of a king in Ran's lineage
!Artifacts
!!Lesser
[[Andel]] - The staff of the current [[Mage of Miserable|The Mage]]
[[Gith's Spouse]] - the most powerful of Githyanki Special Silver Swords
[[Meziltarn's Star]] - the sword of [[Mezildoth XVII]]
!!Greater
[[Ran's Accoutrements]] - the legendary equipment of Ran
[[Yacura Osta Tel'Quessir]] - ancient Elven regalia used to subdue draconic domination prior to the First Cycle of Elves
These mountains rise out of the northwestern extents of the continent of [[Demogrozh]] and contain the deep, water-filled, volcanic depression known as the [[Demon's Mouth Sea]].
A vast forest of unique, fast-growing ironwood trees. There is very little settlement within these woods, which is limited to places where the ironwood trees cannot take hold, where they are herded by treants or controlled by some magical means. These settlements include [[The City-State of Walton]], [[Redemption]], [[Eternal Fires]], [[Troll's Bridge]] and [[Tangleton]] in the western half of the forest and [[Nieanil]], [[Chesipeak]] and [[Outburrow]] in [[Waldsee]].
[img[Tanglewood|./tangle_wood.PNG]]
A single trade route cuts through northern Tanglewood between Walton and the western tip of [[Waldsee|The Forest Sea]], which then turns south to Nieanil. Before this no road existed between [[Legion Hedge]] and [[Waldsee]] and caravans took great risks crossing the plains north and south of Tanglewood to trade between these two realms. This trade route was cut late in the First Cycle of Man and became less important after the Fifth Wizard's Cataclysm when [[The Almebezbik River]] began flowing again.
!Tribes/Clans of Tanglewood
!!Druids of Waldsee
!!Fey
!!!Seelie Court
!!!Unseelie Court
!!Green Dragons
!!!The Tangle bloodline
!!!Cedarcleaver's bloodline
!!Kobolds
!!!vethiSha'Tek
A young tribe found within Zuomystos Tanglewood. It is located Zuoclades of [[Redemption]] along the border between [[The Almebezbikian Empire]] and [[Waldsee]].
''Leader'' Varnil
''Habitat'' The tribe consists of a series of tunnels that run deep underground. A walled guard post on the surface keeps watch over the entrance.
''Status'' Engaged in mining operations and tunneling efforts. The tribe is was established near the turn of the first millennium of the 12^^th^^ Cycle.
''Notes'' A young sorceress by the name of Nyza slipped away from the clan avoiding becoming their maekrix.
''Content by'' Dekana
!!!vethObulus
An old, well fortified settlement found Zuooririclades of [[Redemption]]. It is close to, but not situated on [[The Almebezbik River]].
''Leader'' Wybak
''Habitat'' Dwellings are packed closely together above ground. There are some mining tunnels, but the majority of their work is done harvesting the ironwood trees. The settlement is surrounded by a thick, ironwood wall.
''Status'' Waging war with fey that oppose their foresting efforts.
''Notes'' A kobold witchdoctor named T'Krosh tracks the runaway sorceress of vethiSha'Tek.
''Content by'' Dekana
!!Orcs
!!!Schwarzegreifer (Blacktalons)
!!!Trollkrieger (Trollwarriors)
The third of the great Elven kingdoms founded during the rise of the Elven race during the Third Cycle of Dragons.
This is the original name of [[Castle Outerland]]. It was built by [[Tesaylidal]] during the time of [[Ran]].
This is an ancient petty king and reluctant vassal of [[Ran]]. He was married to Ran's daughter. He was a dragonslayer who also slew [[Aifos]]' parents and took him as a step-son when found under a blue dragon he had also slain. He built [[Tesalurk Castle]] on the site of this legendary battle.
''Alignment:'' Any.
''Hit Die'': d6.
!Class Skills
A teton shaman's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis), Spellcraft (Int), Survival (Wis).
''Skill Points at 1st level:'' (4 + Int modifier) x4.
''Skill Points at Each Additional Level:'' 4 + Int modifier.
|''Table: The Teton Shaman''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|>|>|>|>|>|>|>|>|>|!Spells per Day*|h
|~|~|~|~|~|~|!0|!1|!2|!3|!4|!5|!6|!7|!8|!9|h
|1st | +0 | +0 | +0 | +2 |Weapon proficiency, animal companion| 3 | 1+1 | — | — | — | — | — | — | — | — |
|2nd | +1 | +0 | +0 | +3 |Spirit sight| 4 | 2+1 | — | — | — | — | — | — | — | — |
|3rd | +2 | +1 | +1 | +3 |Turn or rebuke undead| 4 | 2+1 | 1+1 | — | — | — | — | — | — | — |
|4th | +3 | +1 | +1 | +4 |Bonus feat| 5 | 3+1 | 2+1 | — | — | — | — | — | — | — |
|5th | +3 | +1 | +1 | +4 |Spirits' favor| 5 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — |
|6th | +4 | +2 | +2 | +5 || 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — |
|7th | +5 | +2 | +2 | +5 || 6 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — |
|8th | +6/+1 | +2 | +2 | +6 |Bonus feat| 6 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — |
|9th | +6/+1 | +3 | +3 | +6 || 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — |
|10th | +7/+2 | +3 | +3 | +7 || 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — |
|11th | +8/+3 | +3 | +3 | +7 |Third domain| 6 | 4+2 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — |
|12th | +9/+4 | +4 | +4 | +8 |Bonus feat| 6 | 4+2 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — |
|13th | +9/+4 | +4 | +4 | +8 || 6 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — |
|14th | +10/+5 | +4 | +4 | +9 || 6 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — |
|15th | +11/+6/+1 | +5 | +5 | +9 || 6 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — |
|16th | +12/+7/+2 | +5 | +5 | +10 |Bonus feat| 6 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — |
|17th | +12/+7/+2 | +5 | +5 | +10 || 6 | 4+2 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
|18th | +13/+8/+3 | +6 | +6 | +11 || 6 | 4+2 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
|19th | +14/+9/+4 | +6 | +6 | +11 || 6 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 3+1 | 3+1 |
|20th | +15/+10/+5 | +6 | +6 | +12 |Bonus feat| 6 | 4+2 | 4+2 | 4+2 | 4+2 | 4+2 | 4+1 | 4+1 | 4+1 | 4+1 |
|>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|*In addition to the stated number of spells per day for 1st through 9th level spells, a Teton shaman gets a domain spell for each spell level, starting at 1st . The "+1" on this list represents that . These spells are in addition to any bonus spells for having a high Wisdom.|
!Class Features
The following are class features of the Teton shaman.
''Weapon and Armor Proficiency:'' Teton shamans are proficient with all simple weapons and with light armor.
''Spells:'' A Teton shaman casts divine spells according to Table: The Teton Shaman. A Teton shaman may prepare and cast any spell on the Teton shaman spell list, provided he can cast spells of that level. (Alignment restrictions mean that casting some spells may have unpleasant consequences .) The Difficulty Class for a saving throw against a Teton shaman's spell is 10 + the spell's level + the Teton shaman's Wisdom modifier. Teton shamans do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as gifts from the many spirits (nature spirits, animal spirits, ancestor spirits, and others) with whom the Teton shaman deals. Each Teton shaman must choose a time at which he must spend an hour each day in quiet conversation with the spirits to regain his daily allotment of spells (typically, this hour is at dawn or noon for good Teton shamans and at dusk or midnight for evil ones). Time spent resting has no effect on whether a Teton shaman can prepare spells.
In addition to his standard spells, a Teton shaman gets one domain spell of each spell level, starting at 1st. When a Teton shaman prepares a domain spell, it must come from one of his two domains (see below for details).
''Spirits, Domains, and Domain Spells:'' Choose two domains for your Teton shaman . Each domain represents an individual spirit with which you have a special relationship-a spirit of the dead (usually one of your ancestors), an animal spirit, or a nature spirit . Each spirit gives you access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your Teton shaman gets the granted powers of both domains you select. With access to two domain spells at a given spell level, a Teton shaman prepares one or the other each day. If a domain spell is not on the Teton Shaman Spells list, a Teton shaman can only prepare it in his domain slot . Domain spells and granted powers are given in Teton Shaman Domains.
When a Teton shaman reaches 11th level, he can choose a third domain, and gains access to the spells and granted power of this domain. Each day, he can prepare two domain spells of certain spell levels, as shown on table.
''Spontaneous Casting:'' Good Teton shamans can channel stored spell energy into healing spells that they haven't prepared ahead of time . The Teton shaman can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). For example, a good Teton shaman who has prepared bless (a 1st-level spell) may lose bless in order to cast cure light wounds (also a 1st-level spell) . Good Teton shamans can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil Teton shaman, on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title) . Such Teton shamans are especially proficient at wielding negative energy.
A neutral Teton shaman can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the Teton shaman is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed . This choice also determines whether the neutral Teton shaman turns or rebukes undead (see below).
A Teton shaman can't use spontaneous casting to convert domain spells into cure or inflict spells . These spells arise from the particular powers of the Teton shamans chosen spirits, not divine energy in general.
''Chaotic, Evil, Good, and Lawful Spells:'' A Teton shaman can't cast spells of an alignment opposed to his own. A good Teton shaman cannot cast evil spells, and vice versa. Spells associated with the alignments of chaos, evil, good, and law are identified as such on the "School, Subschool and Descriptors" line of the spell description.
''Weapon Proficiency:'' Teton shamans gain Improved Unarmed Strike, Martial Weapon Proficiency or Exotic Weapon Proficiency as a bonus feat.
''Animal Companion:'' A 1st-level Teton shaman may begin play with an animal companion identical in fashion to a druid's animal companion.
''Spirit Sight:'' A Teton shaman of 2nd level and above can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The Teton shaman can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.
''Turn or Rebuke Undead:'' When a Teton shaman reaches 3rd level, he gains the supernatural ability to turn or rebuke undead. He may use this ability a number of times per day equal to three plus his Charisma modifier. He turns undead as a cleric of two levels lower would. Neutral Teton shamans must choose to either turn or rebuke undead (see Spontaneous Casting above).
''Bonus Feat:'' At 4th level and every four levels thereafter, a Teton shaman gains a bonus fighter feat.
''Spirits' Favor:'' A Teton shaman of 5th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.
!!Teton Shaman Spell List
Teton shamans choose there spells from the following list.
''0''—//cure minor wounds, detect disease, detect magic, detect poison, guidance, inflict minor wounds, mending, purify food and drink, read magic, resistance, virtue//
''1st''—//attraction, bane, bless, bless water, calm animals, charm animal, conviction, cure light wounds, curse water, deathwatch, delay disease, detect chaos/evil/good/law, detect undead, doom, endure elements, entropic shield, healthful rest, hide from undead, inflict light wounds, obscuring mist, omen of peril, pass without trace, protection from chaos/evil/good/law, resurgence, shield of faith, sign, speak with animals, summon nature's ally I, surefooted stride, trance, traveler's mount, updraft, weapon bless, wood wose//
''2nd''—//aid, ancestral vengeance, animal messenger, augury, bear's endurance, bull's strength, calm emotions, cat's grace, close wounds, commune with lesser spirit, create spring, cure moderate wounds, delay poison, divine insight, divine protection, eagle's splendor, enthrall, fox's cunning, ghost touch armor, ghoul touch, healing lorecall, hold person, inflict moderate wounds, invisibility to spirits, know motivation, lesser restoration, lesser spell immunity, one with the land, owl's wisdom, protection from negative energy, protection from positive energy, protection from spirits, quick march, rebuke, remove paralysis, resist energy, spawn screen, speak with plants, stabilize, summon nature's ally II, warning//
''3rd''—//bestow curse, blindness/deafness, blindsight, castigate, circle dance, cloak of bravery, contagion, cure serious wounds, detect curse, dispel magic, downdraft, ghost touch weapon, holy storm, inflict serious wounds, invisibility to enemies, know opponent, know vulnerabilities, levitate, locate object, magic circle against chaos/evil/good/law, magic vestment, mantle of chaos/evil/good/law, mass aid, mass conviction, mass resist energy, mass resurgence, mental strength, mental weakness, possess animal, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, safety, shield of warding, sink, spark of life, speak with dead, substitution, summon nature's ally III, unholy storm//
''4th''—//air walk, astral hospice, chaos hammer, contingent energy resistance, cure critical wounds, delay death, discern lies, discern shapechanger, dismissal, divination, dream sight, fatigue, greater blindsight, greater resistance, holy smite, hypothermia, inflict critical wounds, land womb, lay of the land, lesser spirit ally, mass shield of faith, make manifest, neutralize poison, panacea, order's wrath, polymorph, reanimation, reincarnate, remove fatigue, restoration, revenance, sheltered vitality, snake barrier, spell immunity, spell vulnerability, summon nature's ally IV, sustain, tongues, undead bane weapon, unholy blight, wall of chaos/evil/good/law//
''5th''—//advice, atonement, aura of evasion, blood of fire, break enchantment, commune with greater spirit, control winds, dispel chaos/evil/good/law, divine agility, dream, earth reaver, hallow, heal animal companion, incorporeal nova, life's grace, mass contagion, mass cure light wounds, mass inflict light wounds, nightmare, owl's insight, phantom stag, plane shift, possess, raise dead, revivify, scrying, slay living, summon nature's ally V, true seeing, unhallow, wall of dispel magic, zone of respite, zone of revelation//
''6th''—//animate objects, energy immunity, find the path, force shapechange, geas/quest, ghost trap, greater dispel magic, harm, heal, hide the path, mass bear's endurance, mass bull's strength, mass cat's grace, mass cure moderate wounds, mass eagle's splendor, mass inflict moderate wounds, mass make manifest, mass owl's wisdom, sarcophagus of stone, spirit ally, stoneskin, summon nature's ally VI, superior resistance, vulnerability, wind walk//
''7th''—//blasphemy, control weather, dictum, ethereal jaunt, evil glare, fortunate fate, greater bestow curse, greater restoration, greater scrying, holy word, mass cure serious wounds, mass inflict serious wounds, mass restoration, refuge, regenerate, renewal pact, repulsion, resurrection, summon nature's ally VII, sunbeam, word of chaos//
''8th''—//antimagic field, cloak of chaos, compel, discern location, earthquake, fierce pride of the beastlands, greater spirit ally, holy aura, lion's roar, mass cure critical wounds, mass death ward, mass inflict critical wounds, phantom wolf, shield of law, summon nature's ally VIII, unholy aura, wall of greater dispel magic//
''9th''—//astral projection, etherealness, gate, mass heal, miracle, phantom bear, soul bind, summon elemental monolith, summon nature's ally IX, true resurrection, undeath's eternal foe//
The Tetons are a tribal nation of humans that dwell autonomously within [[The Almebezbikian Empire]] and breed the best light warhorse on the [[continent|Almebezbik]].
The Tetons roam the plains between [[Tanglewood]] and [[The Outerland Sea|The Outerland Desert/Sea]].
Their chieftain and great shaman is [[Phoenix Breaking Day|Spiritus Magna Lumina]]. She has close ties to [[The Almebezbikian Empire]] and [[Waldsee]] as she adventured with [[Egalem Random|Ran MCXI]], [[Visaria Ijoynvaeh Random|Visaria the Beneficent]], [[Mezildoth XVII]] during the last cycle.
[>img[Tetrasol|./tetrasol.gif]]
Tetrasol is a four-star cluster consisting of one star of each color: green, blue, indigo and violet.
It orbits [[The Mirror]] at 120 million miles.
It has a ring of water that encircles all four stars.
It is a very fast moving celestial arrangement covering over 750 million miles every 24 hours.
!Origins
This star system was the lamp of [[Lehnbor the Creator]] when he created the worlds of [[Saasm Space]]. [["The Billiken"]] was created by Lehnbor to move and focus the light from this lamp. "The Billiken" relinquished control of Tetrasol to a powerful Hierophant of the Cabal named [[Beleshtash|The Druid Lich]] after ten cycles. When Beleshtash passed away at the end of the eleventh cycle, Tetrasol began to orbit [[The Mirror]] when it broke loose from the shell of the crystal sphere.
!Tevandel Surefacet, [[The Mage]] of [[Miserable]]
Male demigod human fighter 1/wizard 16/archmage 4; ''XP'' 218,189
NG Medium humanoid (human, proxy of [[Armee|Armee the Father]] & [[Lehnbor|Lehnbor the Creator]])
''Init'' +21; ''Senses'' darkvision 5,280 ft., low-light vision, portfolio sense, remote sensing (2 locations, 5,280 ft.); Listen +26, Spot +56
''Aura'' divine (10 ft., DC 12)
''Languages'' [[Almebezbik|AlmebezbikLanguage]], [[Ancient Almebezbik]], Draconic, Elven, Undercommon; divine communication, remote communication, speak with familiar, empathic link
----
''AC'' 40 (armor +5, shield +4, deflection +5, Dex +5, natural +5, luck +5, divine +1), touch 35, flat-footed 40; battlesense
''hp'' 174 (21 HD); ''DR'' 20/epic and evil
''Immune'' transmutation, energy drain, ability drain, ability damage, mind-affecting effects, acid, electricity, cold, disease, poison, stunning, //sleep//, paralysis, death, disintegration
''Resist'' fire 6; evasion
''Fort'' +27, ''Ref'' +26, ''Will'' +34; ''SR'' 53
----
''Speed'' 70 ft (14 squares)
''Melee'' //+2 longsword// +25/+20 (1d8+7/19-20)
''Base Atk'' +10; ''Epic Atk'' +1; ''Divine Atk'' +1; ''Grp'' +15
''Special Actions'' mastery of elements, mastery of shaping, inspire allies 1/day, block sensing, automatic actions (2/round, DC 15)
''Combat Gear'' //pearl of power// (1^^st^^ level), //pearl of power// (2^^nd^^ level) (x2), //pearl of power// (2 5^^th^^ level), //pearl of power// (2 6^^th^^ level), //glove of storing// (x2), //rod of quicken, lesser rod of maximize, lesser rod of silence, wand of daylight// (CL 5^^th^^, 27 chgs), //wand of bull’s strength// (CL 3^^rd^^, 17 chgs)
''Wizard Spells Prepared'' (CL 21^^st^^)
| | 16^^th^^—|quickened //greater dispel magic//, quickened //time stop//|
| | 15^^th^^—|quickened //greater dispel magic//, quickened //mass hold monster//|
| | 14^^th^^—|quickened //time stop//, quickened //wish//|
| | 13^^th^^—|quickened //power word kill//, quickened //wish//|
| | 12^^th^^—|quickened heightened (8^^th^^) //charm monster// (DC 39), quickened transdimensional //delayed blast fireball// (DC 38), quickened transdimensional //delayed blast fireball// (DC 38)|
| | 11^^th^^—|quickened heightened (7^^th^^) //baneful polymorph// (DC 37), quickened heightened (7^^th^^) //charm monster// (DC 38)|
| | 10^^th^^—|extended //mass hold monster// (DC 41), maximized //delayed blast fireball// (DC 38), quickened //disintegrate// (DC 33)|
| | 9^^th^^—|maximized //disintegrate// (DC 36), maximized //disintegrate// (DC 36), //meteor swarm// (DC 42), quickened //baleful polymorph// (DC 30), //time stop//|
| | 8^^th^^—|//Bigby’s clenched fist// (DC 41), //demand// (DC 42), //discern location, mass charm monster// (DC 42), maximized //cone of cold// (DC 38), //mind blank//, transdimensional //delayed blast fireball// (DC 38)|
| | 7^^th^^—|//delayed blast fireball// (DC 34), extended //true seeing, greater scrying//, heightened (7th) //chain lightning// (DC 40), //limited wish, Mordenkainen’s sword, Mordenkainen’s sword//, quickened //fireball// (DC 36), //vision//|
| | 6^^th^^—|//analyze dweomer//, chained //fireball// (DC 36), //disintegrate// (DC 38), //greater dispel magic, greater dispel magic, greater dispel magic//, persistent //eagle’s splendor//, persistent //mage shield, programmed image// (DC 38), transdimensional //cone of cold// (DC 36), //true seeing//|
| | 5^^th^^—|//baleful polymorph// (DC 37), //cone of cold// (DC 38), extended //dimensional lock// (DC 37), //hold monster// (DC 39), persistent //Kaupaer's skittish nerves//, persistent //shield//|
| | 4^^th^^—|//charm monster// (DC 38), //confusion// (DC 38), //dimension door//, extended //clairaudience/clairvoyance//, extended //haste, fire shield, lesser geas// (DC 38), //lesser globe of invulnerability, Otiluke's resilient sphere// (DC 37), //stoneskin//, transdimensional //fireball// (DC 36)|
| | 3^^rd^^—|//arcane sight, deep slumber// (DC 37), //dispel magic, fireball// (DC 36), //fly, fly, magic circle against evil// (DC 35), //protection from elements, slow, suggestion// (DC 37), //tongues, wind wall// (DC 36)|
| | 2^^nd^^—|//blur, daze monster// (DC 36), //glitterdust// (DC 34), //glitterdust// (DC 34), //invisibility, knock, mirror image, scorching ray, scorching ray, spectral hand, Tasha's hideous laughter// (DC 36), //web// (DC 34)|
| | 1^^st^^—|//burning hands// (DC 34), //charm person// (DC 35), //comprehend languages, detect undead, feather fall, Kaupaer’s skittish nerves, magic missile, magic missile, ray of enfeeblement, ray of enfeeblement, Tenser’s floating disc, Tevandel's fire extinguisher, unseen servant//|
| | 0—|//prestidigitation, prestidigitation, read magic, read magic//|
''~Spell-Like Abilities'' (CL 11^^th^^, 12^^th^^ for good spells, 13^^th^^ for conjuration [creation] spells)
| | At will—|//aid, antimagic field, blade barrier// (DC 18), //create food and water, create water, demand// (DC 20), //discern lies, dispel evil// (DC 17), //dispel magic, divine favor, enthrall// (DC 14), //geas/quest, genesis, greater command// (DC 17), //heroes' feast, holy aura// (DC 20), //holy smite// (DC 16), //holy word// (DC 19), //identify, imbue with spell ability, magic circle against evil, magic vestment, major creation, minor creation, minor image// (DC 14), //Mordenkainen's disjunction// (DC 21), //Nystul's magic aura, permanent image// (DC 19), //protection from evil, protection from spells, repulsion// (DC 19), //spell resistance, spell turning, storm of vengeance// (DC 21), //summon monster IX// (good creatures only), //true creation//|
| | At will—|//greater teleport// (self plus 100 lbs., CL 20^^th^^)|
----
''Abilities'' Str 19, Dex 21, Con 18, Int 40, Wis 25, Cha 16
''SQ'' divine rank 1, familiar, share spells, scry on familiar, spell power +1 DC, spell power +1 CL, create magic items (4,500 gp), godly realm: Miserablé, portfolio: Mage of Miserablé
''Feats'' Blooded, Chain Spell^^B^^, Craft Staff^^B^^, Craft Wondrous Item, Extend Spell^^B^^, Extra Slot (5^^th^^)^^B^^, Extra Slot (6^^th^^)^^B^^, Extra Slot (8^^th^^)^^B^^, Greater Spell Focus (Enchantment), Heighten Spell^^B^^, Improved Initiative^^B^^, Iron Will^^B^^, Item Familiar^^B^^, Landlord^^B^^, Maximize Spell^^B^^, Persistent Spell, Quicken Spell^^B^^, Scribe Scroll^^B^^, Skill Focus (Spellcraft), Skill Knowledge (Spot), Spell Focus (Enchantment), Spell Focus (Evocation)^^B^^, Spell Penetration (x2)^^BB^^, Spellcasting Prodigy (Int)^^B^^, Transdimensional Spell^^B^^
''Epic Feats'' Great Intelligence (x3)^^BBB^^, Multispell
''Divine Salient Abilities'' Alter Form^^B^^, Alter Size^^B^^, Arcane Mastery^^B^^, Automatic Metamagic (Quicken)^^B^^, Battlesense^^B^^, Divine Skill Focus (Spellcraft)^^B^^, Divine Spell Focus (Enchantment)^^B^^, Divine Spellcasting^^B^^, Increased Damage Reduction, Increased Spell Resistance, Instant Counterspell^^B^^, Lay Quest^^B^^, See Magic^^B^^, Sunder and Disjoin^^B^^
''Skills'' Appraise +28, Concentration +36, Craft (Gemcutting) +31, Craft (Sculpture) +31, Craft (Whitesmithing) +25, Decipher Script +34, Diplomacy +19, Jump +16, Knowledge (Arcana) +47, Knowledge (Architecture and Engineering) +24, Knowledge (Dungeoneering) +24, Knowledge (Geography) +24, Knowledge (History) +25, Knowledge (Local) +24, Knowledge (Nature) +24, Knowledge (Nobility and Royalty) +28, Knowledge (Religion) +28, Knowledge (The Planes) +31, Listen +26, Ride +14, Sense Motive +22, Speak Language (Ancient Almebezbik, Undercommon), Spellcraft +54, Spot +56
''Possessions'' combat gear plus //robe of the white archmage, +2 longsword//, light flail, merchant’s scale, masterwork gemcutter’s tools, magnifying glass, 50 ft. silk rope, //amulet of health +6 and natural armor +5, belt of agile giant strength +6, [[Billiken idol|Billiken Idol]] +5, Heward’s handy haversack, headband of intellect +10, brooch of shielding, spectacles of low-light vision, cloak of resistance +5, boots of striding and springing and spider climbing, staff of traveling magi// (“[[Andel]],” //astral projection [2], detect magic, dimension door [1], dispel magic [1], enlarge person, fireball [1], greater teleport [2], hold portal, ice storm [1], invisibility [1], knock [1], light, lightning bolt [1], mage armor, mage hand, passwall [1], phase door [2], planeshift [2], pyrotechnics [1], summon monster IX [2], telekinesis [2], wall of fire [1], web [1]//; absorption; 43 chgs), //ring of protection +4 and minor cold resistance, ring of wizardry IV and evasion, ring of wizardry VI, vibrant purple prism// (spell storing) //ioun stone, pale green prism// (+1 competence attack, save, skill & ability rolls) //ioun stone, dark purple pyramid// (wizardry I) //ioun stone, dark purple pyramid// (wizardry II) //ioun stone, dark purple pyramid// (wizardry III) //ioun stone, blue orb// (+10 competence Spot) //ioun stone, tome of clear thought +5// (used)//, rod of splendorous paradise, [[syndicoth|Syndicloth]]//, light horse (hp 28)
''Spellbook'' 0—//acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, electric jolt, flare, ghost sound, Horizikaul’s cough, launch bolt, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance, silent portal//; 1^^st^^—//charm person, comprehend languages, detect secret doors, detect undead, expeditious retreat, feather fall, identify, iron guts, jump, Kaupaer’s skittish nerves, launch item, low-light vision, mage armor, magic missile, protection from evil, ray of enfeeblement, Shelgarn’s persistent blade, shield, sleep, spider climb, Tenser’s floating disk, Tevandel's fire extinguisher, true strike//; 2^^nd^^—//Aganazzar’s scorcher, arcane lock, blur, bull’s strength, cat’s grace, continual flame, detect thoughts, eagle’s splendor, endurance, fox’s cunning, glitterdust, invisibility, knock, mage shield, mirror image, owl’s wisdom, protection from arrows, resist elements, see invisibility, spectral hand, Tasha’s hideous laughter, web//; 3^^rd^^—//amanuensis, clairaudience/clairvoyance, dispel magic, displacement, fireball, fly, haste, hold person, improved arcane lock, invisibility sphere, keen edge, lightning bolt, protection from elements, shrink item, suggestion, tongues//; 4^^th^^—//charm monster, confusion, detect scrying, dimension door, lesser globe of invulnerability, scrying, stoneskin//; 5^^th^^—//baneful polymorph, cone of cold, contact other plane, dimensional lock, hold monster, mind fog, teleport//; 6^^th^^—//analyze dweomer, chain lightning, disintegrate, greater dispelling, programmed image, legend lore, mass suggestion, true seeing//; 7^^th^^—//delayed blast fireball, greater scrying, limited wish, Mordenkainen’s sword, vision//; 8^^th^^—//Bigby’s clenched fist, discern location, mind blank//; 9^^th^^—//mass hold monster, power word kill, teleport circle, wish//
----
''Creator and Player'' Tom Chizek
!!Stormwind
Male kestrel familiar
NG Diminutive magical beast (augmented animal)
''Init'' +3; ''Senses'' low-light vision; Listen +10, Spot +25
''Languages'' empathic link, speak with master, speak with birds
----
''AC'' 25 (size +4, Dex +3, natural +8), touch 17, flat-footed 22
''hp'' 87 (21 HD)
''Resist'' improved evasion
''Fort'' +9, ''Ref'' +8, ''Will'' +12; ''SR'' 21
----
''Speed'' 10 ft., fly 50 ft. (average)
''Melee'' claws +15 (1d3-3)
''Base Atk'' +10; ''Grp'' -9
''Atk Options'' deliver touch spells
''Combat Gear'' //tattoo of body adjustment// (x4)
----
''Abilities'' Str 4, Dex 17, Con 10, Int 13, Wis 14, Cha 6
''SQ'' grants to master
''Feats'' Alertness, Weapon Finesse
''Skills'' Appraise +6, Concentration +22, Craft (Gemcutting) +9, Craft (Sculpture) +2, Craft (Whitesmithing) +3, Decipher Script +17, Knowledge (Arcana) +22, Knowledge (Architecture and Engineering) +2, Knowledge (Dungeoneering) +2, Knowledge (Geography) +2, Knowledge (History) +3, Knowledge (Local) +2, Knowledge (Nature) +2, Knowledge (Nobility and Royalty) +6, Knowledge (Religion) +6, Knowledge (The Planes) +9, Listen +10, Spot +25
----
''Grants to Master'' Kestrel familiars grant their masters Alertness when within 5 ft. and +3 to Spot (in daylight) checks when within 1 mile.
''Skills'' Kestrels have a +2 racial bonus to Spot checks during daylight.
!!Light Horse Mount
N Large animal
''Init'' +1; ''Senses'' low-light vision, scent; Listen +4, Spot +4
----
''AC'' 13 (size -1, Dex +1, natural +3), touch 10, flat-footed 12
''hp'' 28 (3 HD)
''Fort'' +5, ''Ref'' +4, ''Will'' +2
----
''Speed'' 60 ft. (12 squares)
''Melee'' 2 hooves -2 (1d4+1)
''Space'' 10 ft.; ''Reach'' 5 ft.
''Base Atk'' +2; ''Grp'' +8
----
''Abilities'' Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
''Feats'' Endurance, Run
''Skills'' Listen +4, Spot +4
----
''Carrying Capacity'' A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds.
This campaign was run at Michigan Tech in the early 1990's just after 2^^nd^^ edition was released. It ran for four terms not including the summer term. Most of the players where weekly attendees the whole time.
!Members
* Aldika the Human Ranger, joined between Propyltina 27^^th^^ 37^^9^^ and Butyltina 2^^nd^^ 37^^9^^, left Decitina 37^^9^^
* Alton Devir the Drow, joined Butyltina 37^^9^^, slain Undecitina 11^^th^^ 39^^9^^
* Angelique the Witch, joined Undecitina 37^^9^^
* Clef Lightfoot the Elf Ranger, founding member, left Butyltina 37^^9^^, rejoined Undecitina 37^^9^^
* Don Karnage the Swashbuckler, joined Undecitina 37^^9^^
* Drake Trollstomper the Dwarf, founding member
* Elainey the ~Quarter-Demon, founding member
* Evita Marie Yamarros the Priestess of The Union, joined Undecitina 37^^9^^
* Jessepar Embrillium the Black Gray Elf, founding member, left Decitina 37^^9^^
* ~Kana-Ter the Barbarian, founding member, slain Undecitina 11^^th^^ 37^^9^^
* Levi Holt the Myrmidon, joined Decitina 37^^9^^
* Quintillian the Assassin, founding member, slain early 38^^9^^
* Rainsford Backlash the ~Whip-Master, joined Undecitina 37^^9^^
* Reymont the Bard, founding member
* Sir Derringer Quaid the Cavalier, founding member
* ~Ti-Gess & ~Ti-Rig the Twin Priests of Armee, founding members
* Torjimel "Tanglepass" Woodsmith the Gnome Illusionist, founding member, died early 38^^9^^
* Xenon the Necromancer, joined Methyltina 4^^th^^ 37^^9^^, slain Undecitina 6^^th^^ 37^^9^^
* ? the Monk, founding member, left Methyltina 2^^nd^^ 37^^9^^
* ? the Druid Wizard, joined between Propyltina 27^^th^^ 37^^9^^ and Butyltina 2^^nd^^ 37^^9^^, left Butyltina 37^^9^^
!Adventures
|!Adventure/Event|!Date(s)|h
|"The Adventuring Company" founded| Methyltina 1^^st^^ 37^^9^^ |
|[[Going Where Everyone Else Goes]]| Methyltina 1^^st^^ 37^^9^^ |
|[[The Bluesun Medallion|The Medallions of the Four-Starred Sun]] recovered| Methyltina 1^^st^^ 37^^9^^ |
|[[Enter the Demon]]| Methyltina 15^^th^^ 37^^9^^ - Methyltina 17^^th^^ 37^^9^^ |
|[[Waiting for Quaid's Armor]]| Propyltina 2^^nd^^ 37^^9^^ - Propyltina 13^^th^^ 37^^9^^ |
|[[Escort to Everywhere]]| Propyltina 26^^th^^ 37^^9^^ |
|[[Zodyu's Army?!]]| Propyltina 27^^th^^ 37^^9^^ - Butyltina 2^^nd^^ 37^^9^^ |
|"The Adventuring Company" granted charter| Butyltina 5^^th^^ 37^^9^^ |
|[[Canyon Enterprise]]| Pentatina 4^^th^^ 37^^9^^ - Pentatina 7^^th^^ 37^^9^^ |
|[[The Knight of the Necromancer]]| Nonotina 28^^th^^ 37^^9^^ - Decitina 5^^th^^ 37^^9^^ |
|[[Time to Kill]]| Decitina 13^^th^^ 37^^9^^ |
|[[A Carnival?!]]| Undecitina 6^^th^^ 37^^9^^ - Undecitina 10^^th^^ 37^^9^^ |
|Quintillian the Assassin slain| Undecitina 6^^th^^ 37^^9^^ |
|Xenon the Necromancer slain by Sir Arson Dal| Undecitina 6^^th^^ 37^^9^^ |
|Quintillian the Assassin raised from dead| Undecitina 7^^th^^ 37^^9^^ |
|Sir Derringer Quaid slain and resurrected by [[Zodyu the Grotesque]]| Undecitina 8^^th^^ 37^^9^^ |
|~Kana-Ter the Barbarian slain by undead in the north tower of [[Grotesque's Towers]]| Undecitina 11^^th^^ 37^^9^^ |
|Alton Devir the Drow slain by Melzibog the Ogre Chieftain| Undecitina 11^^th^^ 37^^9^^ |
|[[Where Wishes Can Be Found]]| Undecitina 16^^th^^ 37^^9^^ |
|"The Adventuring Company" granted guildship| Undecitina 16^^th^^ 37^^9^^ |
|[["X" Marks the Spot]]| Dodecitina 14^^th^^ 37^^9^^ |
This is a vast desert in the middle of the continent of [[Sectris]] created by a magical catastrophe similar to what transpired during [[The Second Elvish War]] on [[The Mirror]].
An ancient riverbed that lay dry for eight ages of the last cycle. It now flows from [[Waldsee|The Forest Sea]] to the [[Messerkopf Sea]].
[img[The Almebezbik River|./almebezbik_river.PNG]]
The recently unified domains of [[Legion Hedge]] and [[Seigneaurie Grotesque]]. For the forty years since the cataclysm, [[The Ageless Emperor, Egalem Random|Ran MCXI]] has used his formidable powers to forge the largest empire of humans since forgotten [[Spuorg Atad]].
[["The City"]] is the capital of this empire.
[[Egalem Random|Ran MCXI]] (a.k.a. Ran MCXI) is one of three [[Deity Kings]], a title shared with [[Stefan I]] of [[Feris Antandom]] and [[Mezildoth XVII]] of [[Waldsee]].
By the beginning of the fourth-century after the ending of the cycle, the empire stretches from [[Armee's Canal|Armee's Canyon/Canal]] south to the northern border of [[Shou Lung]] including [[Tanglewood]] (excluding the claims of [[Waldsee]]), [[The Barbarian Plains]], the northern third of [[The Dragon's Tail]] (excluding [[The Rearing Realm]]), [[The Elfin Wastes]]/[[The Elfin Swamp|The Elfin Swamp/Sea]], [[The Outerland Sea|The Outerland Desert/Sea]] and much of the [[Southland Steppes]]. West to east, the empire stretches from [[The Cliffs of Grayholm]] and [[The Hinterlands]] to the foothills of [[The Cataclysm Mountains]].
[img[The Almebezbik Empire|./empire.PNG]]
[img[The Barbarian Plains|./barbarian_plains.PNG]]
The Bard's Bridge was constructed by the [[Mage of Miserable|The Mage]] and [[Lukinvor Trubble|Lukinvor the Bard]] at the end of the last cycle. It spans [[Armee's Canal|Armee's Canyon/Canal]] from [[The Almebezbikian Empire]] at the base of [[The Cliffs of Grayholm]] to [[Feris Antandom]] in a grand eight-mile arc. At the center of this arc spans another bridge to the top of The Cliffs of Grayholm into [[Steelisinia]].
The cities of [[Heaven]] (Upper Bard's Bridge), [[Purgatory]] (North Bard's Bridge) and [[Hell]] (Lower Bard's Bridge), as well as The Bridge itself, make up a dominion unto its own.
[img[The Bard's Bridge|./bridge.PNG]]
This is a battle that occurred on Hexatina 26^^th^^ 39^^9^^ between githyanki forces lead by [[Zodyu the Grotesque]] and militias of the newly restored [[Feris Antandom]] led by [[Lukinvor Trubble|Lukinvor the Bard]] and friends. Feris forces prevailed and slew both [[Dryjajidu]] and [[Gresham the Golden]]. Dryjajidu was immediately resurrected, but Gresham did not return as a lich for many months. The githyanki no longer deal with [[Seigneaurie Grotesque]] after this embarrassing defeat.
[img[The Bluffs of Malabrosse|./bluffs_of_malabrosse.PNG]]
This is the 5^^th^^ Wizards' Cataclysm of the 2^^nd^^ Cycle of Elves. It was precipitated by [[Ksirb Emitae]], a powerful elven high mage overlord that had fallen into an undead state after a failed epic spell. In the disastrous attempt to unseat their vampiric king, the elves unleashed all the magicks developed over their two cycle dominance of [[The Plane|The Mirror]] only to be thwarted by their king's own formidable power. This resulted in the virtual destruction of all elves and their culture. [[The Spire of Grayholm|The Spire]] was swallowed by the crack in the earth caused by the rending of the world and not seen again for 1,255 centuries when it was returned to the surface world by another [[Wizards' Cataclysm|The Raising of the Cliffs of Grayholm]] perpetrated by humans, a race that would not even emerge for another cycle.
[img[The Cataclysm Mountains|./cataclysm_mnts.PNG]]
This is the ancient elven capital [[lost|The Burial of Grayholm]] for thousands of years until [[The Raising of the Cliffs of Grayholm]].
This city sits on the edge of the 2,000-foot high [[Cliffs of Grayholm|The Cliffs of Grayholm]] with the center of the city on a 3,000-foot spire.
Find the City of Grayholm's statistics block [[here|GrayholmStatblock]].
This city is a bustling congregation of the old and the new situated at the summing of the [[Mount of Walls]]. Separate from all sovereign governments that have surrounded it throughout its existence, it has always been influential in the region and never lacked for staples and other necessities even though it rests on the summit of a mountain surrounded by untamed forest.
It is blessed and cursed as the home of the world's most successful and powerful adventurers, not surprisingly, as it was founded by the most powerful explorers of [[Legion Hedge]] while that nation was in its infancy.
This city has always been ruled by the strongest of adventurers and its mayoral succession ensures that this remains so. When a new mayor comes to power, it is because he bested the previous mayor in a contest of one-on-one mortal combat, slaying his opponent. This type of succession may only happen every five years or stable leadership would never be sustained. Even so, this towering edifice of a city is still difficult to control.
[img[The City-State of Walton|./walton.png]]
!Neighborhoods
There are various autonomous districts or quarters within Walton. Each is represented in a senate organized by the Church of [[Lehnbor|Lehnbor the Creator]], but each functions as its own city, making it a confederation of smaller walled cities surrounded by a single massive, protective wall. The mayor's office is more that of a king than a mayor as he is the sovereign that deals with the other nations of [[Almebezbik]], especially the one surrounding the city-state.
*[[Bard's Way]]
*[[Licit's Quarter]]
*[[Lord's Quarter]]
*[[Lower Quarter]]
*[[Old City]]
*[[Thieves' Quarter]]
*[[Twins District]]
!Architecture
Built on the summit of a mountain where [[Tanglewood]] does not dominate, there was never a lot of room to expand, so the city builds upon itself increasing the height of the mountain. This city takes advantage of somewhat natural features that give this mountain its name, the [[Mount of Walls]].
!!Walls
When this area was settled, the explorers found what were either natural rock outcroppings or ancient ruins the cordoned off the summit from the forest. Originally, these walls where used as shelter from the wind and weather as the settlement grew. As the city developed, man-made construction extended and connected these natural structures. More that two-thirds of the current walls of the city are actually these natural outcroppings.
!!Structures
The buildings of this city are stone and ironwood. The stone, however, was mined elsewhere and transported here. The mountain's stone has proven to be unusable as mining it was mysteriously abandoned early in the city's development.
This city is no gleaming tower of white marble as other cities of legend are described, but would be if it had been built from such stone. Instead, the building blocks and facades of the impressive structures are dark and drab. This is due to Legion Hedge's use of all available light-colored stone in its unprecedented renovation of its capital [["The City"]], leaving none for Walton. Nonetheless, Walton was build of stone along with ingenious use the adamant ironwood supplied in abundance by [[Tanglewood]].
!Culture
As an insular community separated by distance, wild forest and elevation, the general public are welcoming to visitors as long as they are not too different from themselves in appearance and manner; that being humanoid between the size of a halfling and a very tall human with skin tone in the range typical of the mentioned races, dressed in some modest fashion and relatively civil. Acceptable visitors include humans and halflings, of course, but also gnomes, dwarves, elves (including half-elves) and particularly comely half-orcs. Humanoids that are most unwelcome include orcs, goblinoids, reptilian-like humanoids such as kobolds, lizardfolk and half-dragons as they are considered to be monsters. Exceptions are made on occasion if the accepted companions vouch for the unusual visitor and that visitor proves to be well-behaved and helpful to the city, though obvious monsters are always watched closely and the first to be blamed if anything goes awry.
For typical visitors of Walton, it is very easy to blend in remain anonymous if desired. Adventurers that make a name for themselves are treasured by the city and sought out by the leadership of the city to find their next generation of leaders.
!Geography
Everything about the location and geography of Walton is against it, but give human adventurers a challenge and they will stubbornly survive and prosper.
!!Mountain
The [[Mount of Walls]] is an ancient, low mountain jutting out of the plain descending from the [[Waldsee]] plateau as it falls towards [[The Barbarian Plains]]. Its unique wall-like outcroppings led settlers to choose its summit for the building of the city.
!!Forest
The summit of the [[Mount of Walls]] is surrounded by the swift growing and destructive ironwood trees of [[Tanglewood]]. Only the elevation and wall-like outcropping of the mountain's summit holds back these insidious trees. The biggest benefit to Walton that Tanglewood provides it the readily available supply of the world's strongest, most enduring wood. It is the city-state's primary export.
!!Logisitics
Supplying a city as big as Walton is a challenge even when it has a navigable river or port, but this city has neither. Additionally difficult is that it rests at the top of a mountain surrounded by a forest that grows so fast that it is difficult to keep roads to it clear. Again, stalwart adventurers manage to find ways to keep this city supplied with necessities even though it is hundreds of miles from the nearest major city.
!History
Walton has a distinguished history that saw its founding fail in the beginning before becoming the fasted growing city in Almebezbik's long history.
!!Founding
When [[Legion Hedge]] was founded as the Age of the Beatific of the First Cycle of Man commenced it quickly began exploring and expanding across the plains between [[The Hinterlands]] and [[Tanglewood]]. The potential resources of Tanglewood drew the attention of the rulers of the new nation and efforts to establish a city that could take advantage of the wood provided by the vast forest was immediately pursued.
The plains west of the forest proved too indefensible to build a city there, so explorers entered the forest to establish a fort on the eastern slopes of a mountain protruding from its northwestern edge. The forest provided ample wood to build a strong palisade to protect the settlers and stone and earth walls where quickly erected. However, Tanglewood proved to be too powerful and the denizens as well as the ironwood trees of the forest destroyed the settlement and settlers within a couple years. After the disastrous enterprise, [[Legion Hedge]] abandoned the idea of foresting [[Tanglewood]] for the closer [[Kinfolk Forest]].
Eventually, adventurers with backing from the aristocratic families that had funded the previous expeditions in Tanglewood began exploring the forest again. This time they intended to survey the area from the top of the mountain that rose above the trees. To the adventurer's astonishment, it seemed nature or some ancient civilization had built walls for them. With this discovery, efforts were begun to establish a settlement on the mountain's summit, taking advantage of the ready-made walls. Again, a fort that was transformed into a castle provided security for the settlers as they began construction of a city and the ironwood industry all cities of central [[Almebezbik]] have benefited from since.
!!Autonomy
In 496^^8^^, [[Castle Dal]] and the burgeoning community surrounding it completed the walls of what is now known as the [[Old City]], declaring the establishment of the town of Walton. Political wrangling in [["The City"]] and taxation by [[Legion Hedge]] had already begun to burden the town when the aristocrats providing the financial backing for the endeavor, Lords Dal, Quaid and Random, and their extended families moved to the new city in an effort to encourage the growth of the town and show that there was no more risk living in Walton than in "The City."
The ploy succeeded in causing a dramatic population increase in Walton while depleting [["The City"]] of laborers and skilled craftsmen during Legion Hedge's grand renovation of "The City." The leadership of [[Legion Hedge]] took offense to the loss and responded with military action in an attempt to recover their lost workers. The army was no match in skill or discipline to the adventurers that now called Walton home and they were driven southwest along the edge of [[Tanglewood]] where hordes of goblinoids obliterated them.
With Walton's resounding victory, they declared themselves The ~City-State of Walton and have been outside the government of all other nations since.
!!Zenith
As the Age of the Beatific drew to an end and the Age of Demons loomed, the city-state had grown in power and influence that rivaled "The City." Walton had proven it could defend itself from even the dragons of the swamp south of it or those that dwelt within [[Tanglewood]] itself. Even the waves of monstrous and barbaric incursions that heralded the end of the Age similar to those made against Legion Hedge were easily repelled by Walton's forces.
About twenty-five years into the Age of Demons, the most dangerous adventurer of a Cycle visited the city. Over eight-feet tall and skin black as pitch, [[Zodyu the Grotesque]] was feared, but instantly respected by those of the population of Walton he encountered and his following among the common folk of the city was quickly noted by the city's rulers. He bandied and bartered with all manner of folk in the city proving he was as human if not more human than those he dealt with despite his appearance and reputation. As quickly as he had appeared, he departed, traveling north.
A few short years later and now the Overlord of [[Seigneaurie Grotesque]], Zodyu proposed to annex Walton into his realm. This met with initial enthusiasm among the citizens of the city, but the rulers were to have none of it. A campaign was mobilized that reminded all Waltonians of their history and the benefits of being autonomous. The Overlord was so impressed with the campaign's message and method that he rescinded his proposal and instead made a formal alliance with the city-state, which would prove important to the security of both Walton and Seigneaurie Grotesque during [[The Seven-Years War]] that led, in part, to the ending of the First Cycle of Man.
As the Seigneaurie grew in power, disease and death due to conditions within the city became an issue. Adventurers again provided a solution as a future emperor, a future deity, a future Teton chieftain and a future Grand Druid developed a magical sanitation system that turned waste into pure water for the city. Conditions within the walls quickly improved and Walton became known throughout the continent as the cleanest city in the world, adding to its power and influence in the region.
The same future emperor with the help of his wife and future deity, [[Egalem Random|Ran MCXI]] and [[Visaria Ijoynvaeh Random|Visaria the Beneficent]], prepared Walton as merchant prince and dean of Magus Universitatus for the coming of the Fifth Wizards' Cataclysm while [[Legion Hedge]] and [[Seigneaurie Grotesque]] waged a war that would lead to the foundation of the greatest empire the continent would ever see. When the cataclysm struck, destroying vast areas of the continent, Walton went virtually untouched. The preparations made allowed Walton to provide leadership to the battered and broken nations that had warred for seven long years and led to the foundation of [[The Almebezbikian Empire]]. The emperor, having been a citizen and leader of Walton and understanding the city's standing, allowed Walton to remain a city-state while forging a new lasting relationship between his home city and his new capital "The City."
Walton became a virtual second capital of the empire while having none of the responsibility of being part of the empire until its end by the [[First Wizards' Cataclysm|The False Mountain]] of the Second Cycle of Man.
!!Fall
Walton's fall was quite literal and so rapid that its citizens never truly realized what was happening. Through the well-intentioned actions of powerful adventurers, a far more powerful, ancient entity let himself be defeated and his most powerful mythal expire, causing the [[Mount of Walls]] to dissolve and the most powerful metropolis on [[Almebezbik]] to collapse into the pit of an ancient [[crater|The Crater]] the false mountain had concealed for millennia.
The few survivors of the hundred thousand dwellers and visitors in the city banded together to found [[Troll's Bridge]].
!Religion
Worship of the [[Pantheon]] is prevalent and unmistakable within Walton. All phases of life within the city are marked by rituals and observances of the Gods, be it a short prayer whispered with a nod or a parade celebrating Twin's Day.
!!Politics
The government of Walton is heavily influenced by religion with the Senate that represents each section of the city being the impartial priests of Lehnbor the Legislator.
!!Services
Priests of Armee the Father and the Avenger counsel the mayor; priests of Eins the ~Justice-Bringer act as judges, priests of Lehnbor the Archmage administer Magus Universitatus; the priests of Messer influence commerce in all its aspects; the priests of "The Billiken" guide the town watch, provide counsel to any who seek it and preside over the passing of the dead; priests of Zwei the ~Light-Hearted and Borgose the Blue provide entertainment and diversions of all types.
!!Temples
Walton's architecture is punctuated by temples to all the major deities of the Pantheon.
!!![[Armee|Armee the Father]] the Father and Avenger
Armee's Cathedral dominates the northern end of the [[Lord's Quarter]], towering over the gate by which the quarter is entered from The King's Road. Its spires reach nearly as high as the summit of the [[Mount of Walls]], though its foundation is hundreds of feet below the summit.
!!![[Billiken|"The Billiken"]] the Guardian, Magister and Philosopher
The Dome of "The Billiken" occupies the southwest corner of the [[Old City]] and also overshadows the southern end of the [[Thieves' Quarter]] and the western half of the [[Lower Quarter]] symbolically reminding the chaotic gods of Lehnbor's Laws.
!!![[Borgose|Borgose the Blue]] the Blue
The Temple of Borgose is the suggestive, imposing structure that receives visitors into the [[Lower Quarter]] of Walton that enter the Zuooriri Gate.
!!![[Eins|Eins the Justice-Bringer]] und [[Zwei|Zwei the Light-Hearted]] the Twins
The Keep in the Clouds is the temple of Eins und Zwei elevated on towering pillars in the northwest of the [[Twins District]]. Its base begins thirty feet above the height of the ~Thousand-Measure Wall that protects the north side of Walton.
!!![[Lehnbor|Lehnbor the Creator]] the Archmage, Creator and Legislator
The Tower of Lehbor is the central feature of the orderly [[Licit's Quarter]]. Its spire reaches 450-feet into the sky making it the tallest structure in Walton.
!!![[Messer|Messer the Rogue]] the Illusionist and Thief
The Temple of Messer is the central feature of the [[Thieves' Quarter]]. The park that surrounds it reputedly holds gruesome defenses against intrusion by the namesakes of this quarter.
!!Cults
As ubiquitous as religion is in Walton, it should not be surprising that several cults also exist in the city.
!!![[Lucifer|Lucifer the Devil]] the Devil
Devil and demon worship in a city of this size is not uncommon, but the extent of Lucifer's prestige would be alarming if known by the city's leadership.
!!![[Lukinvor|Lukinvor the Bard]] the Adventurer and Bard
Late in the Age of Demons, the most famous of adventurers in that time had a following that ultimately would have Lukinvor Trubble ascend as a deity in the [[Pantheon]]. Part of the [[Twins District]] was apportioned to this new deity after the Pantheon took their places in the Outer Planes.
!!!Time
Technically a cult but far more important than one, //Timers// can be found throughout the city. They are capable of making prophecies and stating the current time as it is nearly impossible to track time on this world since it has no day/night cycle. The importance of the Timers diminished greatly after the turn of the cycle as day and night became a common concept and measuring time based on the sun's position in the sky was now possible.
!!!The Union
Another late Age of Demons sect professed the right of kings as a partnership or union between earthly and divine rulers. Zodyu's consort preached as The Union's high priestess, legitimizing her husband's rise to power and claims to the lands between [[Legion Hedge]] and [[Waldsee]] by showing his backing by the church of Borgose and the Overlord's own omnipotence.
!!![[Zodyu|Zodyu the Grotesque]] the Grotesque
Only slightly less famous than Lukinvor Trubble was a half-ogre paragon that rose to found and rule Seigneaurie Grotesque and eventually conquer Legion Hedge before ascending into the Pantheon as the new God of the Dead. Though never fully acknowledged as divine in the city before his ascension, Zodyu was popular and afforded great respect and was welcome in Walton.
Campaigns prior to the year 123 of the Age of Chaos, Second Cycle of Man begin here.
Click [[here|WaltonStatblock]] to see Walton’s stat block.
The result of [[The Raising of the Cliffs of Grayholm]]
[img[The Cliffs of Grayholm|./cliffs_of_grayholm.PNG]]
This mountain range circles the north pole of this world and is the center of the continent of [[Krostian]].
This range in central [[Ghihzen]] is a wall of virtually impassable, black crystal. They form shear faces that are nearly impossible to climb. These and [[The Fleet Mountains]] are very similar, except the latter are clear crystal.
This mountain range is in north central [[Demogrozh]]. It has a unique formation that gives this range its name consisting of a ring of mountains with a mountain rising like a tongue from the ring's deep central depression.
This is a [[meziltarni|Meziltarni]] wizard of this hereditary title.
[img[The Dragon's Tail|./dragons_tail.PNG]]
[img[The Dream's Gate Mountains|./dreams_gate_mountains.PNG]]
This is the lich of an ancient hierophant druid Beleshtash. He was seeded control of [[Tetrasol]] by [["The Billiken"]] during the 5th Wizards' Cataclysm of the 3rd Cycle of Elves. He remained in control of the sun through the 1st Cycle of Man when he was destroyed in the latest [[5th Wizards' Cataclysm|The Inundation of Armee's Canyon]].
[img[The Elfin Swamp|./elfin_swamp.PNG]]
The area corrupted by [[The Second Elvish War]]
[img[The Elfin Wastes|./elfin_wastes.PNG]]
The elven government formed after the abandonment of [[Grayholm]] in 456^^1^^ of the 2^^nd^^ Cycle of Man. There is no capital for this realm, which encompasses all elves on the continent of [[Almebezbik]].
!Leadership
Though this is a monarchy, the sovereign is elected for life. Any and all elves (not including gray elves, known as faeries, or drow) are eligible to vote. The voting is done in two polls. The first is a Nomination Poll which determines candidates for the Royal Poll. The three candidates with the most votes in this first poll are nominated, ties may force the inclusion of more than three candidates. The Royal Poll then determines who is the new sovereign. In case of a tie in this contest, a third and subsequent votes by the receivers of votes in the Nomination Poll determine the new sovereign.
!!Sovereigns of The Elven Monarchy
# ''[[Malachi Ijoynvaeh]]''—512^^1^^-671^^1^^—Elected after seven post-Royal Poll votes. [[Senafar Illamaesa]] refused nomination though she received 80% of the Nomination Poll votes.
# ''[[Senafar Illamaesa]]''—675^^1^^-present—Royal Poll was a formality as she received 91% of the Nomination Poll votes. She was uncontested in the Royal Poll.
This mountain has the only clear view of space through the eye of the storm that rotates over the continent. A powerful [[meziltarni|Meziltarni]] wizard known as [[The Diviner]] dwells in a tower beside a lake on the summit.
//
To rescue a populous mount from ancient evil
Noble heroes provoke an age-old horror.
In so doing, slay it and believe the day is won
To find their good intentions have brought down all.
//
This cataclysm is the collapse of [[The City-State of Walton]] that occurred on Dodecitina 18^^th^^, 122PC. The high priestess of Visaria in Walton led a group of champions to hunt down and destroy [[Ksirb Emitae]].
This ancient elven vampire and former King of [[Grayholm]], who had awakened seven decades earlier, had been inadvertently corrupting [[Tanglewood]] surrounding the walled city. He carelessly allowed his location to be discovered and attracted a number of adventurers that tried without success to destroy him.
Becoming annoyed with the attention, he finally allowed himself to be confronted by the Visarian party. When his form dissolved in a cloud of butterflies, the mythal he had created and maintained for countless centuries also dissolved, causing Walton to crash to the bottom of a vast meteoric crater that the Mount of Walls had hidden.
This event killed over 100,000 people as Walton's population always swelled during the summer. The only building to survive is [[The Floating Tower]] which received its name shortly after the disaster.
//
Great fires stoked within the ground
to melt the bowl, the world borne.
This effort turns to magma earth
expelled upon the entire girth.
//
These mountains rise out of [[Ghihzen's|Ghihzen]] northwestern peninsula. They are formed of sheets of clear crystal and appear to be sails of great ships from a distance. They are nearly impossible to climb and dangerously sharp. These and [[The Curtain Mountains]] are very similar, except the latter are black crystal.
The last standing building of [[The City-State of Walton]]. It is the stronghold of the lich of [[Isildul]], one of the first sorcerers to emerge after the cataclysm that ended the First Cycle of Man.
This structure is built upon an ethereal spire and since its walls are //Ethereal Solid//, it remained in place when the rest of Walton came crashing down. It was a monastry that predated the establishment of Walton, but was abandoned after the [[cataclysm|The Inundation of Armee's Canyon]] that ended the last cycle. Isildul claimed possession of it shortly thereafter.
!Basement
[img[./The Floating Tower - Basement.png]]
!Ground Floor
[img[./The Floating Tower - 1st Level.png]]
!2nd Floor
[img[./The Floating Tower - 2nd Level.png]]
!3rd Floor
[img[./The Floating Tower - 3rd Level.png]]
!4th Floor
[img[./The Floating Tower - 4th Level.png]]
!5th Floor
[img[./The Floating Tower - 5th Level.png]]
!Roof
[img[./The Floating Tower - Roof.png]]
[img[The Forest Sea|./forest_sea.PNG]]
<<getTiddlerPassword>>
This is a currently running campaign that runs parallel to [[True Adventurers]]. It is a solo character (Senafar) run by my wife, so we can keep playing while we search for players in our new location. I have used it to placate my guilt of the TPK that happened with [[True Adventurers]], as they are all rescued by Senafar.
The notes from this campaign can be found [[here|http://webpages.charter.net/almebezbik/The Foundling Campaign Notes.pdf]].
This is the giant magical sailing ship, wrought by [[Lehnbor the Creator]], that carried the [[Pantheon]] and other survivors of their dying world to [[Saasm Space]].
It also made an appearance during [[To the Mountains]], carrying [[Egalem|Ran MCXI]], [[Visaria|Visaria the Beneficent]], [[Phoenix|Spiritus Magna Lumina]] and [[Sunrise|Mezildoth XVII]] across [[Pelagic Planetary]] to [[The Little Kingdom]] and [[Festland]].
This unusually shaped sea lies between [[The Curtain Mountains]] and [[The Fleet Mountains]]. There are vast clans of aquatic elves and merfolk that dwell within this sea.
This is the rain forest that covers [[Ghihzen's|Ghihzen]] southeastern extents.
The Grand Druid of [[Whelrotis]] dwells here, thus its name.
This is the forest that covers the northwestern reaches of the continent of [[Ghihzen]].
This is the forest that covers much of [[Demogrozh's|Demogrozh]] Apnix sub-continent. Only [[Nord von Delta]] and [[The Great Delta River]] Valley are not covered by this forest's trees.
This river is the collection of the estuaries that empty the southern [[Apnix Mountains'|Apnix Mountains]] melted snow into the [[Beasturis Ocean]] by way of its extensive southern delta.
This forest covers southern [[Demogrozh]] just north of the [[Apnix Mountains]].
This is the forest that covers the continent of [[Spihraal]].
This rain forest covers the southern reaches of [[Trohlken's|Trohlken]] main continental mass.
This swamp is the lair of [[Drymorjoc]] and his ancestors. [[Marshe's Edge]] lies on it eastern edge. For a time, [[Cedarcleaver]] also called its edges home.
[img[Grotesque's Swamp|./grotesques_swamp.PNG]]
This is first campaign done online using Fantasy Grounds II and almebezbik.com. It takes place centuries into the Second Cycle of Man and the Age of Chaos is at its apex. Entropy and anarchy are the sign of the times. To the common folk, the world is an unsettled and disturbing place. For intrepid adventures, there are a wealth of opportunities to earn fame and fortune, be it discovering ancient treasures, thwarting the latest plot of some elusive villain or stemming the latest monstrous incursion.
Players and lurkers alike can find the information about the campaign [[here|http://ageofchaos.almebezbik.com]].
These are the rivers that flow through [[The Grand Druids' Forest]] and supply [[The Meziltarni Sea]] with fresh water.
[img[The Hinterlands|./hinterlands.PNG]]
This forest covers [[Ghihzen's|Ghihzen]] southwestern extents.
It is protected by a group of rangers that devoutly worship [[Alavasia the Mother]].
These are the rivers that flow through [[The Holy Ranger's Forest]] and out to the [[Almebezbik Ocean]].
[img[The Index Archipelago|./index_archipelago.PNG]]
The last day of “The First Cycle of Man” is the day the world ends. Not really. The end of the world as humans know it happens on the last day of a year sometime in the future. The prophecies are extensive and terrible. They speak of a “conflagration of mages,” an “inundation,” the “destruction of the Underdark,” the “toppling of towers,” etc.
An interview offered as an interpretation of these prophecies by the warrior-monk-wizard Emperor [[Stefan I]] of [[Feris Antandom]] follows:
<<<
“Regarding the ‘conflagration of mages:’ This is in reference to the disastrous consequences of the new school of thought with regards to the study and implementation of magic.
"The world I came from discovered many fine means of habit and false necessity that ultimately killed many of those that partook of them. We called them ‘cancers’ which were diseases that caused organs, bones, muscles and such to rot within the body eventually destroying it.
“The mages practicing this quick-casting, intelligence-boosting, powerfully destructive magic are warping the fabric that we rely on for our advanced civilization to thrive. We are quickly approaching the time when the consequences of their greed for power will tear this fabric. The physical realization of these consequences will cause the explosion of each of these mages. This will resemble fireballs varying in power with the strength of each doomed mages’ magic. The fires caused by these explosions will cover the continent with flames and clouds of choking black smoke. The means of dowsing these fires is the subject of the ‘inundation’ prophecy.
“The ‘inundation’ is, of course, of [[Armee’s Canyon|Armee's Canyon/Canal]]. The great dams at either end of the continent will collapse because at least one of these greedy mages are on or near them when the mage or mages explode.
“The first one to go will be [[Demon's Claw Dam]]. One of the irresponsible mages will be battling one of the denizens of the canyon near the dam’s floodgates. The hole blown through the dam will cause the rest of the dam to collapse, beginning its destructive rush toward the other end of the canyon.
“[[The Saje-Waldsee Dam|Sahuagin Sea Dam]] will not last much longer as it is weakened from the top. The battles between [[Saje]] and [[Waldsee]] have been many and brutal since “The Age of the Beatific.” Both sides always have magic support and since the new school’s inception they have neo-mages. Several of them will be on or next to this dam when the fireworks begin. It just takes the ocean a little longer to break the dam from the top.
“The deluge will not limit itself to the canyon. The rush of the water will spill over the canyon’s edges, thankfully putting out a lot of the fires started by the mages. Several rivers, lakes and seas will flood or become such again after thousands of years of extreme drought.
“The ‘destruction of the Underdark’ will be precipitated by the filling of the canyon where there are thousands of portals directly into the [[Underdark]]. It will not be a total destruction, but it will be extensive. The ‘canyon’ will be a bit wider and much shallower when things finally settle.
“Now imagine the two walls of water closing in on each other from opposite ends of the canyon. They are going to meet somewhere in the middle. It will not be exactly in the middle because the western dam breaks first. These two awesome forces will meet at [[Grotesque's Towers]] and knock them right over. The prophecy’s ‘toppling of towers.’ Of course, only innocents will be the victims of this catastrophe. [[Zodyu the Grotesque]] and his forces will be ascending the throne in [[Legion Hedge]] as the ruler of prominence at the beginning of ‘The Umpteenth Cycle of Monsters.'
“As to whether this fateful day occurs on Dodecitina 28^^th^^ 46^^9^^ or Dodecitina 28^^th^^ 3954^^9^^ is still a matter of intense discussion. If it is sooner, the priests of Time can get on with the ‘timing’ of the uncountable other prophecies made in the last 40 years, instead of arguing about when the last cataclysm is going to occur.”
<<
The cemetery outside the walls of [[Walton|The City-State of Walton]] has recently been plagued by a number of "grave robbers" making off with the deceased members of the upper class of Walton buried there.
Several nobles and knights of the area have begun patrolling the graveyard on a twenty-four hour basis. Unfortunately, Sir Derringer Quaid was volunteered by his father to stand watch for the Family Quaid.
Since Xenon spends much of his time at this burial site, he will be present when the real reason for the missing corpses presents itself.
There is a pack of ghouls and ghasts that have been digging up the graves. The treasures of these departed have not been touched and wait to be found by more greedy individuals.
In the beginning, the characters encounter numbers of solitary ghouls, then isolated ghasts, then stands of skeletons and zombies, the ghoul packs and finally and undead army of skeletons, zombies, ghouls and ghasts command by [[The Necromancer]], a [[Meziltarni]] power from the planted of [[Whelrotis]]. Altogether, there are 89 skeletons, 54 zombies, 48 ghouls and 12 ghasts.
While in the cemetery battling these undead, there is the danger of falling into the holes of the unearthed vaults and being buried alive by the monsters, so that they increase their numbers.
The disadvantage The Necromancer has is that he can control only those undead he animates or creates and of those that are lost to turning or commanding, they can only be brought back under his control by spells that he must have planned ahead of time to use.
The presence of the holes will come into the minds of the victors even if the holes are avoided during the battle. There is bound to be a vault that boasts a treasure of great worth.
These are the rivers that flow from [[The Fleet Mountains]] and [[The Ghihzen Sea]] out to the [[Almebezbik Ocean]].
!The Corridor
The briars are an illusion of a never-ending hallway in two directions: The way one is facing and the way one is not. There is an illusionary blade that scythes through the hallway periodically. There is also an extra-dimensional pit that opens underneath the Company periodically. If something is dropped into the pit and left there, it will be in the next pit that opens. There is a section of the thorny wall that will periodically fall upon a character and hold that character fast. It lets go after a couple of minutes, just long enough for the leprechauns to enjoy the struggle the characters put up to free the victim. The leprechauns will become present snickering and taunting at first, but eventually let the Company see them just before the characters figure out the shenanigans and enter the leprechaun's extra-dimensional domain.
[img[./LeprechaunBus.png]]
!The Leprechaun's Domain
The 29 leprechauns do not dwell unmolested in this Tartus-like vessel. They have several unwanted guests not including the Company.
They include Eddy, a two-headed half-troll half-ogre mage, who is a cross between an ettin and a troll and then born of the giant two-headed troll offspring and an ogre mage. He has some innate magical talent over which he has no control and is quite simple-minded. His interest is captured by any sort of puzzle or riddle and he may even ask the party the answer to a common riddle. If he is refused an answer or a chance to work on a new riddle or puzzle, he will become violent and attack.
The ogre mage calling himself Nalprool has been trapped in this place for a long time and is to the point of begging anyone to help him get free of the place. He is very sincere and will be an ally if allowed to live.
There are two dozen or so goblins. These little monsters have just recently become trapped in this place and have been drinking from a fountain.
There is also a wraith. This fearsome being is extremely belligerent and cunning and will make every attempt to build up his underlings.
All of these beings roam around the a castle. The first area entered is a small courtyard surrounded by the castle's curtain wall. There is a dead, fallen tree here that fills most of the yard. The ground is covered with yellow, orange, red and brown leaves. Several leprechauns can be seen stirring about under the leaves, but are not otherwise mischievous.
Eddy is sitting in a donjun with his back to the window trying to each of a large ring of keys in the lock to the door so he can get out of the donjun and look for the leprechauns.
There is a room with a bath of healing water. The ogre mage is bathing in the pool talking to himself about the troll that used to be so friendly. He is healing the wounds he suffered slaying Eddy's mother. He is a very amiable sort of fellow that really wants to be free of this place.
In a chamber with a fountain flowing with //elixir of love// there are the goblins which have a strange aura that makes them seem like adorable little people. However, they are a bit overwhelming in their approach to breed.
There is a pillared room in which the wraith has a great advantage since he can pass through the pillars. He will be sated if he manages to drain some life five times. If any of the drained are slain by its touch he will command them to attack while he completes his quota or flees to another area of the leprechauns home.
There are 29 leprechauns around, underneath or above a vast table. This table is covered with a relief map of [[The Mirror]] in the center of which is depicted [[Almebezbik]] in the scale 1:100,000. One of the leprechauns is flying above the table holding something which seems very heavy, but also very small. It is a token of this vessel these beings call home.
[>img[The Little Kingdom|./The-Little-Kingdom.jpg]]
This chain of islands in the deeps of the Zuodeyjaclades [[Pelagic Planetary]] is occupied by descendants of the first paladins to dwell on this world two cycles ago.
[[The Mage]]'s [[seneschal|Mage's Seneschal]]s, the [[Mopasepti]] line, come from this kingdom.
Also known as the Mage of Miserable since the beginning of the 3^^rd^^ Age of the 1^^st^^ Cycle of Man when [[Miserable]] was built. The Mage has had several incarnations throughout the ages. He originally came into existance as an avatar of [[Lehnbor the Creator]]. Later [[Armee the Father]] and Lehnbor joined forces and combined powers to create a new avatar to perform this function. The most recent incarnations have been mortal wizards chosen for their skill, daring and power to become proxies of Armee and Lehnbor.
!The Mages
* Lehnbor's Avatar: 1^^1^^ - 2000^^5^^
* Lehnbor and Armee's Avatar: 2000^^5^^ - 1^^7^^
* "Giggles", Proxy of Lehnbor and Armee: 1^^7^^ - 331PC
* [[Tevandel Surefacet]], Proxy of Lehnbor and Armee: 331PC - present
//
Attempting to gain the ultimate desire
Without consideration for consequences dire,
A realm of awesome power is dealt
A resounding blow that is never felt.
//
[img[The Malabolge Mountains|./malabolge_mountains.PNG]]
[img[The Malabranche Mountains|./malabranche_mountains.PNG]]
This chronicle is concerned with the royal family of Mann from the year 2328 ATS, the birth of the first Bose-Halb-Zwerg and the start of the Age of Pain, to the divine ascension of [[Armee Mann|Armee the Father]], the mightiest king to ever rule over the planet.
----
The year was 2328 ATS and the Alliance of Men and Dwarves ruled the known world. At that time both races agreed that they should be governed by a race derived from the two races--humans and dwarves--by magically interbreeding them. During the interbreeding, the ~Lord-Mage Glehnar put a curse on the race.
''The Curse'' - The new ruling-race would be evil and bring chaos to the world as long as they inhabit it. However, there would be strict adherence to a code among themselves.
On the 100^^th^^ day of 2328 ATS, the first of the new ruling-race came into the world and would reign for the next sixteen centuries.
Ersfirs was his name which means "I the First," for that was what he was. For the first twenty years of his life he was a pleasant being to associate with in every respect. He studied and was found to be a genius. He quickly understood what his duties were. More of his race were created; they were all instructed in their duties and they learned them quickly. When Ersfirs was twenty-years-old he was made the ruler of the Alliance. He patiently--over a twenty year period--made new laws that eventually enslaved the members of the Alliance. He was ruthless and no one challenged his 413-year reign except his son who destroyed him to claim the throne. This new ruler was known as Sevizen the Terrible. The word "terrible" was the understatement of the age, for there is no word except in the Bolz language that can describe this monstrous tyrant.
Sevizen the Terrible slew more men and dwarves than any other single creature in the universe. He was so horrid that his 432-year reign was known as the "Campaign of Blood," for he sought to destroy all of the members of both father races. He was almost successful. What stopped him was a halfling archer named Konea who shot him down.
Sevizen's son Brallzum reigned for the next 400 years. He was a saint compared to his father, but he had an iron gauntlet hold on his opponents. For the first time the king was monogamous. His queen was Vellina. His officers now took on the responsibility of keeping the laws enforced and made reports to the king.
The fourth and final Bolz tyrant was Revelinorg. Late in his 353-year reign he took a human queen. She bore him a son named ~Lor-Mann.
During the anarchy of the Age of Pain when the world was ruled by chaos, there was a small group of beings known as halflings. Throughout this time, this group planned the end of the Bolz and were now ready to set their plans in motion. They came into the open and gathered forces against the Bolz. Very soon after the first attack on the Bolz capital city of Wormdorf, elves, dwarves, humans and some gnomes joined the halfling forces. During one of these battles, the twenty-year-old ~Lor-Mann turn on his own father and slew him as well as thirty-five other Bolz soldiers. That battle turned the tide and ~Lor-Mann became the commander of the new alliance's forces.
By 3970 ATS, not a Bolz was to be seen anywhere in the known world. The few that had survived went underground to start a new life and plan their return.
~Lor-Mann was made the king of the human and halfling races and he ruled justly until he died in 4028 ATS. During his reign most of the devastation of the war was rebuilt, but just as they thought peace would remain, goblins and orcs began to march on Wormdorf. This time the gnomes--who observed the fall of the Bolz--swept in and annihilated the intruders in a matter of weeks.
Besides ~Lor-Mann ruling the humans and halflings, there were six other kings ruling over the other races: Syndar Falen ruled the high elves, Rippendell the wood elves, Meliya the grey elves, Lord Hurricane the aquatic elves, Glishmev the dwarves and Mystizebin the gnomes.
When ~Lor-Mann died, he left his rule to his oldest son Gaylord. During his 75-year reign, the Old Ones invaded and ravaged the world. The armies of all the races went on the defensive and kept enough land to survive. Many lives were lost by all the races.
When Gaylord was destroyed by the Nameless One, his son Brethil took over the throne. The armies were growing weary and there were few being born to replace the aging. Brethil was slain by another of the Old Ones in a battle in which it was banished for a century-and-a-half. Brethil's son then stepped in.
Lorfal Mann was the successor to Brethil and during his reign he permanently confined the most powerful of the Old Ones. Seeing that two of the Old Ones had been dealt with, there was a short rest and the armies regained some of their strength. Soon they were under seige by the minions of the Old Ones. Lorfal had a son, Treufer, and when Lorfal confined the Old One, it cursed Treufer to rule until the last of the Old Ones' minions were wiped from the face of the world.
Treufer reigned for 1000 years. He destroyed more of the Old Ones' minions than all of his warriors combined, for he knew that he would not die until all were banished. He died destroying the last and most powerful of the Old Ones' minions. Treufer's last queen, Trilina, summoned the favor of the good deities and swept away the last lesser minions as Treufer dealt the death blow.
----
As of 5260 ATS the Kings of Festland were: [[Armee Mann|Armee the Father]] of the humans, Syndar Falen of the high elves, Ripendell of the wood elves, Meliya of the grey elves, Typhoon of the aquatic elves, Matinia of the dwarves, Greven of the gnomes, Bullan of the half-elves and Konalbine of the halflings.
By 5270 ATS Festland was no more, but many of the powerful personages of the time, including [[Armee Mann|Armee the Father]], [[Alavasia|Alavasia the Mother]], [[Lehnbor|Lehnbor the Creator]], [[Messer|Messer the Rogue]], [[Borgose|Borgose the Blue]], [[Eins|Eins the Justice-Bringer]] and [[Zwei|Zwei the Light-Hearted]] had been deified and were ruling a new universe.
These are four very precious works of art that were wrought very late in the 3rd Cycle of Elves.
They were connected with [[The Druid Lich]] that controlled the sun on this world. When he got possession of and donned these four medallions, the sun was released from his control. This will return the ancient concept of “day and night” to language and culture throughout the world.
The possession of these by Beleshtash the Druid Lich also frees him from his curse and his life.
!The Greensun Medallion
*Wrought Velarnium with Gems - In the shape of a sun with a quarter-point diamond at the end of each of its 12 flares and the body of the piece is a disc-shaped fiery green opal, 3 pounds, 7,000 gp.
!The Bluesun Medallion
*Wrought Velarnium with Gems - In the shape of a sun with a quarter-point diamond at the end of each of its 12 flares and the body of the piece is a disc-shaped fiery blue opal, 3 pounds, 7,000 gp.
*This one is uncovered by [[The Adventuring Company]] from the ruins of the original settlement of [[Walton|The City-State of Walton]] early in the year 37^^9^^ and kept by Elainey the Tiefling until it was lost late in the year 46^^9^^ in the outer plane of The Abyss.
!The Indigosun Medallion
*Wrought Velarnium with Gems - In the shape of a sun with a quarter-point diamond at the end of each of its 12 flares and the body of the piece is a disc-shaped fiery indigo opal, 3 pounds, 7,000 gp.
!The Violetsun Medallion
*Wrought Velarnium with Gems - In the shape of a sun with a quarter-point diamond at the end of each of its 12 flares and the body of the piece is a disc-shaped fiery violet opal, 3 pounds, 7,000 gp.
There were prophecies about when Beleshtash was to eventually recover all four of them and they seem to coincide with prophecies of the end of the world. This has caused whole civilizations to rise and fall trying to keep these medallions separated from each other.
Overall, these medallions have been forgotten about until The Bluesun Medallion resurfaced near Walton.
//
Supreme metropolis ends in holocaust
Perpetrated by everlasting sovereign.
Ever the same, the reason being,
Encroachment upon timeless claim.
//
This is the collection of rivers that flow from [[The Meziltarni Forest]], [[The Meziltarni Sea]] and [[Mount Meziltarn]] around Neo-Meziltarn. This then flows into the [[Creestis Ocean]] through a great delta in northeasten [[Ghihzen]].
This forest covers north central [[Ghihzen]] between [[The Curtain Mountains]] and [[The Meziltarn River]].
All manner of woodland tauric creatures and fey protect the resources of this forest.
This sea lies between [[The Curtain Mountains]] and [[The Grand Druids' Forest]]. It is a vast reservoir constructed by the [[meziltarni|Meziltarni]] to supply fresh water to [[Neo-Meziltarn]]. It is supplied by [[The Hierophant Basin]] and monitored and protected by the druids of [[The Grand Druids' Forest]].
[>img[The Mirror|./mirror.gif]]
The Mirror is the world where most campaign activity takes place and is home to the continent of [[Almebezbik]].
The Mirror is an unusual primary in that it is not a star. The stars of [[Tetrasol]] orbit The Mirror daily at 120 million miles.
The Mirror is a 20,000 mile [[velarnium|Velarnium]] plate covered with land and sea on one side.
The Mirror rotates end-over-end. One rotation is one year.
!Origins
This planet was created for two purposes by [[Lehnbor the Creator]]. First and foremost, it was the seal over the great iris opening into [[Saasm Space]]. It sealed this opening for over a quarter of a million years before breaking loose after the First Cycle of Man. Before this seal broke loose from the [[Saasm Space]] crystal sphere, this world was referred to as "The Plane."
The Mirror was also the workbench for building the worlds of this sphere and is referred to as "[[Lehnbor's|Lehnbor the Creator]] Workbench" in some ancient writings. The continents of the god's original world rested on this workbench as models for the new worlds of this sphere. [[Tetrasol]] was Lehnbor's lantern over this workbench and he created [["The Billiken"]] to control this lamp. Once the solar system centered on [[The Red Star]] was completed, this world was left to its own devices.
Dragons dominated this world for the early cycles until dwarves, elves and finally humans came to prominence and took control.
!Moons
#Rechtszweck
#Rechtsfuss
#Zweck
#Linksfuss
#Linkszweck
!Ocean
[[Pelagic Planetary]]
!Continents
[[Almebezbik]]
[[Dracomundi]]
!Islands
[[Bolzland]]
[[Festland]]
[[The Little Kingdom]]
!Topics
[[Seasons|SeasonsofTheMirror]]
[[Calendar|CalendarofAlmebezbik]]
[[Compass|CompassofAlmebezbik]]
This is a [[meziltarni|Meziltarni]] wizard of this hereditary title.
This is the royal castle and capitol of [[Waldsee]]. It was constructed to appear to be a great pipe organ, thus its name.
This inland sea was one of the effects of [[The Inundation of Armee's Canyon]]. For ages is was a vast desert of sand dunes.
[img[./outerland_sea.PNG]]
The is a spin-off of [[To the Mountains]]. [[Visaria|Visaria the Beneficent]] and her pegasus riding followers traveled back in time to the first age of the cycle. As they moved back to the present they appeared between a few days to a few weeks before cataclysms or other critical events.
!Characters
* Visaria Ijoynvaeh Random and her pegasus riding followers.
* [[Valencia|Valencia the Chronicler]]
* ?, Priest of Lukinvor the Bard
!Adventures
* Meeting [[Ran]]
* Armee and Messer's Battle
* The Destruction of [[Spuorg Atad]]
* The Drow Plague
* The Deathmaster
* The Birth of [[Zodyu|Zodyu the Grotesque]]
* The Raising of Grayholm
* Return to the Present
This mountain range covers much of the eastern half of [[Trohlken's|Trohlken]] main continental mass. The tallest mountains of this range appear as columns or pillars in the distortion created by the oppressive humidity of this continent.
This campaign was run the summer term while most of [[The Adventuring Company]] was on summer break. Several players from that campaign created characters and went back 6,000 years to [[Feris Antandom]] before the [[Third Wizards' Cataclysm|Creation of "The Plains of the Death Master"]] for the First Cycle of Man.
!Characters
* Zurn from ~Falx-Art
* Targot the Gladiator
* a paladin
* at least one other
“The Age of Demons” was quite young and was full of high adventure and abundant magic. A little over a year would pass before [[Feris Antandom]] was delivered from [[Ictu Deneb de Illsol]]’s curse. Groups of warriors, priests, wizards and thieves were banding together into intimate groups and exploring every corner of the continent of [[Almebezbik]]. Among these intimate groups were [[Always'n Trubble]], an older sister of the pre-eminent bard and demi-goddess [[Lukinvor Trubble|Lukinvor the Bard]], and [[Razzle Dabble]], the most powerful illusionist to walk upon this world since [[Renzigil the Red]] was slain by [[Messer the Rogue]] at the dawn of time. It was during one of their adventures that the fourth cataclysm transpired.
Always’n and Razzle were always looking for new and unexplored lands since they intended some day to form a kingdom [[Steelisinia]] of their own. On an excursion west of [["The City"]], they encountered a large army of orcs marching out from [[The Hinterlands]] towards the heart of [[Legion Hedge]]. The army was quite destructive on their march, leaving a trail of barren land in their wake.
The two attempted to speak with them to no avail. Then they tried to scare them with no success. This is when they knew that nothing was going to stop them until they marched up the ramp to [[Star Point Castle]]. The orc’s defeat was going to have to be swift and unequivocal. Razzle removed a platinum coin from her belt pouch and—after preparing—flung the coin with all her might over the middle of the orcish formation. She cast a major creation upon the coin and the platinum spread out above the heads of the orcs, covering the formation. With a thunderous, earth shaking crash the hundreds of tons of platinum crushed the entire orcish army.
Simultaneously hundreds of miles to the southwest, a battle between the Great Druid of the Hinterlands and his challenger, the Archdruid of Tanglewood was raging. In an attempt to assert his position, the Great Druid tried to have the Archdruid swallowed by the earth in an earthquake. The Archdruid avoided the chasm and ended the battle with harmful rend while in his wildshaped form.
The excitement was not yet over. Following the collapse of the orcish army, a tumultuous earthquake shook the plains. The ground seemed to be tearing itself in half and cliffs rose above the adventurers. When it was all done, there appeared to be a two thousand foot wall across the length of the plain from [[Armee’s Canyon|Armee's Canyon/Canal]] to the edge of [[The Hinterlands]] where the new Great Druid of the Hinterlands stood.
Directly west from [["The City"]], a spire—another three thousand feet tall jutting above this wall—could be seen. The vast ruins of [[The City of Grayholm]], the greatest elven city in the their ancient past lay open for the world to see for the first time in 100,000 years. The elves have never taken such swift action to reclaim anything as they did this most cherished of elvish antiquity.
//Another change this cataclysm affected was the birth of psionics. Late in the day of Butyltina 8^^th^^ 38^^9^^, the instant and simultaneous death of several hundred orcs sent out mental shock waves that reworked the mind structure of all sentient beings in the world. From this point, members of the psionic character classes began to emerge. Many wild talents’ abilities where lost or modified and many gained psionic abilities who had none before.//
The most ancient of existing realms is that of the dwarves.
The Rearing Realm is their home.
[img[The Rearing Realm|./rearing_realm.PNG]]
[>img[The Red Star|./redstar.gif]]
The Red Star is a small but powerful star with a ring of fire.
1.92 billion miles separate it from [[The Mirror]], the other primary of this crystal sphere.
The Red Star is orbited by [[Ioun]], [[Whelrotis]], [[Waagerecht Umdreher]], and [[Senkrecht Drehmuskel]].
!Origin
This star is the result of the first spell cast by [[Lehnbor the Creator]] when he discovered [[Saasm Space]]. The planets of this solar system were created later on [[The Mirror]] and set in orbit throughout the first cycle.
[img[The Sajenese Plateau|./sajenese_plateau.PNG]]
[img[The Scathed Lands|./scathed_lands.PNG]]
[img[The Scathed Marshes|./scathed_marshes.PNG]]
Three and a third centuries had passed since the fall of [[Spuorg Atad]]. The destruction they wrought on the land was beginning to heal itself. The elves had been traveling from site to site facilitating the healing of the past’s strip mines, clear-cut forests and polluted rivers. Lurking below the surface of the plains was the elves’ ancient foe, the drow.
The drow had been decimated by [[Spuorg Atad]] forces before [[Gnitæper]] was born and retreated deeper into the [[Underdark]] until this empire’s power waned as the ancient drow knew it would. Indications now were that there was no preeminent power to contend with and the elves were spread thinly across the continent.
“The Day of Light” of the second year of the new eon (Methyltina 1^^st^^ 2^^6^^) arrived in a gloom around the [[Elfin Sea|The Elfin Swamp/Sea]]. The fog was black about its shores. By midday it had moved a mile from the water and the sea began roiling. A rare sailing ship was thought to have sunk and the water became the consistency of tar within two days. On Borgosetin when the sun always hid, the drow made their move. They made raids all across the continent, but they were particularly vicious in the area around [[River's Birth]] and the [[Elfin Sea|The Elfin Swamp/Sea]].
Along with the assault of the drow, the tar-like fluids now in the sea began to ooze beyond the confines of the shore. It crept along reducing whatever touched it to a black slime that fed it. From the reactions of the drow it was apparent that they did not have control over it. After a couple more weeks of battle, the drow slipped back into the [[Underdark]] certain that the corrosive force they had unleashed would eventually cover the entire continent and the [[Underdark]] would gain control over [[Almebezbik]].
Once the drow vanished, the elves and humans began to study this phenomenon hoping to find a way to stop it. The area it covered was growing geometrically, but there where terrain types that it did not effect. Surrounding the already vast area it covered with desert did not seem practical, if even possible. A desperate cry for help went out to [[Miserable]] where the continent’s savior from [[Spuorg Atad]] centuries ago dwelt.
[[The Mage]] was reluctant at first. However, once it had been calculated that his tower would fall prey to the creeping death within two months, [[The Mage]] frantically gathered his six best prodigies to do just what was suggested above—surround it with desert. After two weeks of extreme labor and mind boggling calculations the wizards were ready. They moved to their specified positions around the plague. Unbeknownst to the hopeful citizens of the continent was that these mages where sure they would parish in the attempt whether it worked or not.
Their vast magical powers reached out to one another forming a ring of devastation. The slime seemed to realize what was happening and launched great black tentacles at [[The Seven]]. The first hit was [[Mi Cring]] of the Orient. His will and discipline were his strengths. With the realization that his end was at hand, he pulled together his outstretched hands as he began dissolving in the slime at his feet. Just before his head was lost in the corrosive being, his hands clapped together keeping the circuit closed as the spell had a long time yet before it was complete. [[Lu Tir Zu]] of the “Scathed Lands” was the next to fall. Fear overtook him and he flailed about, risking a break in the circuit of the spell. [[Mopasepti]] of [[The Little Kingdom]] placed his staff in the ground in front of him at the beginning and now brought his hands to this staff to release him from the circuit. He then teleported to [[Lu Tir Zu]] and taking the second-fallen’s hands kept the circuit complete. [[Lotash the Gray]] of [[Feris Antandom]] was the next. He seemed to welcome his demise as he laughed when he began to dissolve. At the last moment his expression changed to horror as he realized his body was being utterly destroyed and slapped his hands on his head to keep the circuit alive. [[Pilesica the White]] of [[Hamlet Arcana]] was now directly connected with her arch-enemy [[Griimslaad the Black]] of [[Genesee]]. The circuit flared up intensely between them. These two were consumed in the power of the spell leaving [[Mopasepti]], his staff and [[The Mage]] holding on for dear life. [[Mopasepti]] was beginning to dissolve by both the plague and the spell. [[The Mage]] duplicated [[Mopasepti]]’s brilliant intelligence and planted his staff in the ground and released himself from the circuit. Instantaneously, [[The Mage]] appeared in [[Mopasepti]]’s place as he dissolved. After another moment [[Mopasepti]]’s staff succumb and the circuit was broken. [[The Mage]] collapsed from the backlash that also destroyed his staff.
He regained consciousness after an unknown amount of time. He was lying on the plains next to a horribly twisted, ragged black landscape. Rising he surveyed the edge of the plague and found a finger’s width of desert surrounding it in its entirety. The black liquid had hardened and become inert. [[The Mage]] reached out and touched it without incident.
The creature had pulled itself from the [[Elfin Sea|The Elfin Swamp/Sea]], but left it thick with pollution from the surrounding area. The city of [[River's Birth]] was obliterated, but [[Castle Ramforst]], the city’s ancient fortress, stood intact. Such were the events of the first five weeks of the second year of “The Age of the Diabolic.”
The rugged, black terrain persists and is called [[The Elfin Wastes]] where any manner of slime, ooze or deadly pudding can be found. The [[Elfin Sea|The Elfin Swamp/Sea]] has become known as [[Elfin Sea|The Elfin Swamp/Sea]] in which the green dragon [[Cedarcleaver]] dwells. The citizens of [[River's Birth]] returned and rebuilt within the walls of [[Castle Ramforst]].
The Seven refers to the seven mages, of which six perished, involved in stemming the advance of the cataclysmic events of [[The Second Elvish War]].
# [[The Mage]]
# [[Mopasepti]]
# [[Lu Tir Zu]]
# [[Pilesica the White]]
# [[Griimslaad the Black]]
# [[Lotash the Gray]]
# [[Mi Cring]]
There had been centuries of relative peace across the entire continent. Generally, the only military conflict has been between [[Waldsee]] and [[Saje]] fighting for control of the [[Saje-Waldsee Dam|Sahuagin Sea Dam]]. Waldsee gained the upper hand when King [[Mezildoth XVII]] returned in the year 33^^9^^.
The war that escalates between [[Legion Hedge]] and [[Seigneaurie Grotesque]] has continent wide effect. There has not been as an extensive military conflict since [[Spuorg Atad]] invaded the continent. Of course, since there was no memory of this ancient empire there had never been a war like this in the First Cycle of Man.
!Events Leading Up to the Declaration of War
There is always some reason for war breaking out. Sometimes it is just to claim more territory for a country to keep growing. Other times diplomatic relations get so strained that conflict becomes inevitable. This war was a war of succession. The succession to the throne of Legion Hedge was in dispute.
The current leadership of [[Legion Hedge]] is the Cavalier Commanders headed by Sir Garret Bartholomew. His eldest sister’s son is supposed to assume the throne when he can no longer rule and this time approaches quickly. The problem is that Lady Estidel died in childbirth the moment the Timers had determined the 9th Age of the First Cycle of Man began. The child? [[Zodyu the Grotesque]]!
Lady Estidel was raped by an ogre and carried the half-ogre fetus to term with the help of the church. The church insisted that the line of succession was still legitimate, but the Cavalier Commanders did not agree. Sir Garret had the infant brought out to the hills east of [["The City"]] and left to die. The infant was discovered by an elven bard and actually rescued by a group of ogres who brought up the half-ogre in the [[Rearing Realm Mountains|The Dragon's Tail]]. The Cavalier Commanders now claim the fetus died during birth, but Zodyu claims differently as the elven bard Dieris Skald has chronicled the Overlord’s life.
!!The Coup
On Butyltina 8^^th^^, 39^^9^^ Zodyu enters Sir Garret’s court to present his evidence to the assembly that he is the rightful heir to the throne. The evidence is overwhelming and Zodyu demands that Sir Garret abdicate because of his crime and turn over control of Legion Hedge. Sir Garret refuses, stating that it is his prerogative to remain on the throne until he could no longer rule. This upsets Zodyu, but having become well versed in diplomacy takes his leave without further incident. He will claim the throne when Garret steps down.
!!The Coup D’etat
Since that day in Butyltina Zodyu’s life has been turned upside down. [[Gresham|Gresham the Golden]] and [[Dryjajidu]] have been killed in the Battle of Toed. Fortunately, Destibier resurrects Dryjajidu and Gresham will return as a lich before too long. However, Legion Hedge and its agents have been assaulting [[Seigneaurie Grotesque]] covertly and there has been seven assassination attempts on the Overlord. All of them ending in terrible consequences for the assassins.
By Methyltina 12^^th^^, 40^^9^^ Zodyu is angered beyond reason and teleports into Sir Garret’s court with every intention on removing him from the throne by running him through with [["The Bastard's Flaming Sword"]] The Cavalier Commanders prove too powerful in their great numbers for Zodyu alone, but Sir Garret is gravely wounded and cursed by the Overlord. He will never fully recover from his injuries and his most fervent prayers to [[Armee the Father]] go unanswered.
The next day Sir Garret receives the official declaration of war from [[Seigneaurie Grotesque]]. The following day Zodyu completes the creation of two avatars and begins hunting down Legion Hedge’s agents and making terrifying examples of them.
!!The Escalation of Belligerence
The Cavalier Commanders are livid. However, Sir Garret is inclined to let the incident go unavenged. He is aware that Armee is not pleased with the behavior of Legion Hedge and it leader.
Zodyu, however, is ruthlessly cleansing his realm of the agents of Legion Hedge and making quite a spectacle of it. On the fifth day of his campaign he impales his victims on pikes in front of the gates of the [[Castle of the Canyon Guardian]] on the border of Legion Hedge and Seigneaurie Grotesque.
This outrages the Cavalier Commanders and Sir Garret drafts a declaration of war against Seigneaurie Grotesque. This is Methyltina 18^^th^^, 40^^9^^ the beginning of [[The Seven-Years War]].
!The Forces
The armies pitted against each other in the war are vastly different, but also very powerful. The forces of light battle the forces of darkness.
!!The Legions of Legion Hedge
This army’s foundation is the corps of mounted knights of the Cavalier Commanders. They are heavily armored warhorses mounted by heavily armored lance wielding warriors. Supporting them are the typical infantry types, a number of Avenger specialist priests and a contingent of militant wizards from [[Hamlet Arcana]]. They are highly trained and tested by keeping humanoid armies from [[The Hinterlands]] and barbarian hordes from [[The Barbarian Plains]] from invading their civilized lands.
!!The Legions of Seigneaurie Grotesque
The foundation of Seigneaurie Grotesque’s army is Zodyu’s legion of skeletons, zombies and other undead. Zodyu’s newly developed priesthood, High Necromancers, commands them. These priestly warrior-wizards are dangerous opponents in their own right. Supporting this core are typical infantry and cavalry types as well as many groups of mercenary adventurers, a group of warrior-wizards trained in the same fashion as [[Egalem Random|Ran MCXI]] of Walton and Zodyu’s own group of cavaliers lead by Sir Seaver Warrick. There are several dragons allied with Zodyu including his own mount [[Dryjajidu]] the Black Dragon, Dryjajidu’s father [[Drymorjoc]] (Sir Seaver’s mount) and [[Cedarcleaver]] the Green Dragon.
!The Return of Gresham the Golden
Octotina 24^^th^^, 40^^9^^ is a day Zodyu waits for as it is the day the Lich of [[Gresham the Golden]] enters court after a hiatus in Hades. Until this day the war is not going very well for Seigneaurie Grotesque, but now that Zodyu’s most powerful ally has returned he can concentrate more on the war or his realm depending on what Gresham does for him. Gresham immediately obliterates a large number of Legion Hedge’s Cavalier Commanders. The battle lines begin to move back towards Legion Hedge.
!Siege of the Castle of the Canyon Guardian
Almost four years earlier Zodyu tried to capture this castle, but was foiled by a group of adventurers he had once bankrolled. This time he would not fail. The castle had become a monastery for some monks of [[Eins|Eins the Justice-Bringer]] Und [[Zwei|Zwei the Light-Hearted]]. He corresponded with the Archimandrate explaining that the castle had become a military objective and warned them to vacate it immediately. They gave Zodyu’s forces a good fight, but in the end the castle fell to the Overlord.
Legion Hedge’s loss of this strategic post spelled the beginning of the end for the Cavalier Commanders. The legions of undead began their inexorable march towards [["The City"]].
!The Currency Shift
A few days before the war began a bridge between Legion Hedge and the newly reformed [[Feris Antandom]] was completed by [[Lukinvor the Bard]] and the [[Mage of Miserable|The Mage]]. Though Feris Antandom will not ally with either side, they benefited [[Legion Hedge]] unknowingly. Silver and copper from Legion Hedge poured into Feris Antandom and at the same time gold flowed out of Feris Antandom into Legion Hedge. This is because silver and copper were worth twice as much in Feris Antandom as they were in Legion Hedge. This helped Legion Hedge early in the war, but after a couple years of this exchange silver and copper were rare enough in Legion Hedge to be valued the same as elsewhere in the world.
!Monster Smuggling
As mentioned above Feris Antandom will not ally with either side in the war, but they indirectly help each side. For [[Seigneaurie Grotesque]] they supplied new and unusual monsters to fight for their side. They would smuggle the monsters across the bridge and release them in northwestern Legion Hedge to make a two front war. This split Legion Hedge’s forces and greatly contributed to the Overlord’s advance.
!Opinions of the War
The citizens of the warring countries have two quite different perspectives on the war. Both are ultimately in favor of Seigneaurie Grotesque winning it.
!!Citizens of Legion Hedge
The citizens of Legion Hedge generally feel they are oppressed. The Cavalier Commanders rule with military might and lord over them. They are not happy that they are being conscripted for this war that propaganda from Seigneaurie Grotesque convinces them that it should not have started. They blame the Cavalier Commanders for going against the church. They have also heard of the prosperity Zodyu has brought to his people and believe he will do the same for them.
!!Citizens of Seigneaurie Grotesque
The citizens of Seigneaurie Grotesque believe the war actually ends with the siege of the Castle of the Canyon Guardian. From this point on almost no human soldiers are involved in the war and the citizens do not believe the rumors of the undead or believe using undead soldiers is better than killing people. They are a prosperous and happy people since Zodyu annexed the lands he claims.
!The Surrender
After almost seven years of war, kneeling at the gates of [[Star Point Castle]], Sir Garret Bartholomew surrenders to Zodyu at the point of [["The Bastard's Flaming Sword"]] on Dodecitina 28^^th^^, 46^^9^^ just moments before the 5^^th^^ Wizard’s Cataclysm commences. Through information received from Gresham the Golden he has made sure none of Hamlet Arcana’s mages are within the 10^^th^^ Ring when the fireworks begin. This prevents any harm coming to his new capital. With the first distant explosion, Zodyu slays the Cavalier Commander.
This is a [[meziltarni|Meziltarni]] sorcerer of this hereditary title.
//
Edifice of impossible might
Infected by a horrid blight.
Remedy does create a sight
Unfortunate it takes to flight.
//
These are the adventures of [[Aifos Auravici Octavius|Aifos]], the Guardian of Dragons and Traveler of time and other dimensions.
''"The City" (metropolis):'' Magical (emperor) AL N, Non-standard (druids’ enclave) AL N, Non-standard (merchants’ union) AL N, Non-standard (thieves’ guild) AL NE; 100,000-gp limit; Assets 491,740,000 gp; Population 98,348; Integrated(human 37% (36,389), halfling 20% (19,670), elf 18% (17,703), dwarf 10% (9,835), gnome 7% (6,884), half-elf 5% (4,917), half-orc 3% (2,950))
//''Authority Figures:''// Emperor [[Ran MCXI]] male human wizard 15/fighter 4/human paragon 3/eldritch knight 10/psychic warrior 5/archmage 5, Grand Druid male half-elf druid 15, Supreme Guildmaster Oran Skentamyar male human commoner 15/[[guildmaster|Guildmaster]] 9, Thieves’ Guildmaster Melaneae Musteles female human rogue 20
//''Important Characters:''// Captain of the Guard male human warrior 18, Gaidaticus male wererat sorcerer 6
//''Others:''// adept 15, adept 14, adept 13 (2), adept 7 (4), adept 6 (4), adept 3 (16), adept 1 (486); aristocrat 15 (2), aristocrat 14, aristocrat 13, aristocrat 7 (6), aristocrat 6 (2), aristocrat 3 (16), aristocrat 1 (486); barbarian 16, barbarian 15, barbarian 13 (2), barbarian 8 (2), barbarian 7 (2), barbarian 6 (4), barbarian 4 (4), barbarian 3 (12), barbarian 2 (8), barbarian 1 (40); bard 18 (2), bard 17, bard 14(1), bard 9 (4), bard 8 (2), bard 7 (2), bard 4 (12), bard 3 (4), bard 2 (24), bard 1 (56); cleric 18, cleric 16, cleric 15 (2), cleric 9 (2), cleric 8 (2), cleric 7 (4), cleric 4 (8), cleric 3 (8), cleric 2 (16), cleric 1 (48); commoner 14/guildmaster 9, commoner 12/guildmaster 9 (2), commoner 7/guildmaster 5 (2), commoner 7/guildmaster 4 (2), commoner 7/guildmaster 3 (4), commoner 6 (4), commoner 5 (12), commoner 3 (8), commoner 2 (24), commoner 1 (88,484); druid 15, druid 13 (2), druid 7 (4), druid 6 (4), druid 3 (16), druid 1 (32); expert 21 (militia), expert 20 (2, 2 militia), expert 15 (militia), expert 10 (6, 6 militia), expert 7 (2, 2 militia), expert 5 (12, 12 militia), expert 3 (4, 4 militia), expert 2 (24, 24 militia), expert 1 (2,917, 935 militia); fighter 20, fighter 19, fighter 18, fighter 14, fighter 10 (2), fighter 9 (4), fighter 7 (2), fighter 5 (4), fighter 4 (8), fighter 3 (4), fighter 2 (24), fighter 1 (56); monk 15 (3), monk 13, monk 7 (6), monk 6 (2), monk 3 (16), monk 1 (32); paladin 15 (2), paladin 14, paladin 13, paladin 7 (6), paladin 6 (2), paladin 3 (16), paladin 1 (32); psion 15 (2), psion 14, psion 13, psion 7 (6), psion 6 (2), psion 3 (16), psion 1 (32); psychic warrior 15 (3), psychic warrior 14, psychic warrior 7 (8), psychic warrior 3 (16), psychic warrior 1 (32); ranger 15, ranger 14 (2), ranger 13, ranger 7 (6), ranger 6 (2), ranger 3 (16), ranger 1 (32); rogue 18, rogue 17 (2), rogue 10 (2), rogue 9 (2), rogue 8 (4), rogue 5 (4), rogue 4 (12), rogue 2 (32), rogue 1 (64); sorcerer 15, sorcerer 14, sorcerer 13 (2), sorcerer 7 (4), sorcerer 6 (3), sorcerer 3 (16), sorcerer 1 (32); warrior 17 (guard), warrior 16 (guard), warrior 14 (guard), warrior 9 (2, 2 guards), warrior 8 (4, 4 guards), warrior 4 (12, 12 guards), warrior 2 (24, 24 guards), warrior 1 (4,862, 932 guards, 3,930 militia); wizard 16, wizard 15 (2), wizard 10 (2), wizard 8 (2), wizard 7 (4), wizard 5 (4), wizard 4 (4), wizard 3 (8), wizard 2 (16), wizard 1 (48)
The steep streets of this neighborhood harbor the criminals of Walton. Whether they are thieves, barristers or merchants, they are all crooks. [[Messer’s|Messer the Rogue]] temple is the most prominent feature among the warehouses and slums.
Thieves' Thought is the name of a hidden estate southeast of [["The City"]] that is the base of operations of the wide-ranging thieves' guild of the same name.
![[Kettelmettel]], [[Almebezbik]], [[The Mirror]]
Gnome settlement subjugated by [[Tanglewood]] green dragons for centuries.
This unique and unusual set of horseshoes were created combining //horseshoes of speed//, //horseshoes of a zephyr// and //boots of stomping// using a //[[Syndicase]]//.
They give the horse to which they are affixed a 30 ft. enhancement bonus to speed, allows the horse to travel without actually touching the ground across relatively horizontal non-solid or unstable surfaces leaving no tracks and three time per day create a //stomp// effect when forcing contact with a surface.
/***
Tiddler Admin Password Configuration...
<<getTiddlerPassword>> /% tiddler cannot be viewed without current password %/
***/
//{{{
config.macros.getTiddlerPassword.adminPass="Alm3b3zb1k";
//}}}
/***
|Name|TiddlerPasswordPlugin|
|Source|http://www.TiddlyTools.com/#TiddlerPasswordPlugin|
|Version|1.1.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <<br>>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description||
This plugin blocks viewing of specific tiddler content by prompting for a NON-SECURE, UNENCRYPTED password before the tiddler is displayed. If the correct password is not entered, the tiddler is automatically closed. The process does not prevent tiddler content from being viewed directly from the TiddlyWiki source file's storeArea, nor does it encrypt the tiddler content in any way. Because it is relatively simple to bypass and/or disable the password prompting process, this macro should be thought of as a "latch" rather than a "lock" on a given tiddler.
!!!!!Usage
<<<
{{{<<getTiddlerPassword>>}}}
{{{<<getTiddlerPassword password>>}}}
{{{<<getTiddlerPassword password "prompt message">>}}}
{{{<<getTiddlerPassword - "prompt message">>}}}
Place the {{{<<getTiddlerPassword>>}}} macro at the beginning of your tiddler content. The macro prompts for a password until either A) the correct password is entered or B) the user presses the cancel button from the prompt box, in which case the tiddler is automatically closed so it cannot be viewed. If a valid password is input, it will be remembered only until the user closes the tiddler. Each time the tiddler is opened, the password must be re-entered.
The optional ''password'' parameter provides a "user-level" password for the tiddler in which the macro occurs. If no user password is provided, then only the admin-level password (see below) will be accepted.
By default, the prompt message reads: "Please enter a password to view '%0'" (where the %0 is automatically replaced by the name of the tiddler in which the macro occurs) To change this text, enter an additional macro parameter, following the user password.
>Note: because the prompt text is likely to contain spaces, you should always enclose it in quotes (or use {{{[[...]]}}} if it contains quotes). In addition, to enter an alternative prompt without providing a user-level password, use "-" as a //placeholder// for the password parameter.
Notes:
* You can also set a hard-coded admin password (see below) to define a "universal passkey" that will grant access to all tiddlers protected by this script, regardless of the individual password used on each protected tiddler.
* If you embed one or more password-protected tiddlers within another tiddler (by using the {{{<<tiddler TiddlerName>>}}} macro) the user will be prompted to provide the appropriate password for the EACH protected tiddler contained in the tiddler being rendered.
<<<
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''TiddlerPasswordPlugin'' (tagged with <<tag systemConfig>>)
''As soon as you have installed this plugin, you should change the default admin password in [[TiddlerPasswordConfig]].'' Note: the configuration tiddler is password-protected to prevent the admin password from being viewed (and/or modified) unless the current password is provided. By default, the admin password is set to "admin".
<<<
!!!!!Revision History
<<<
''2007.02.22 [1.1.1]'' updated documentation for using custom prompt text
''2007.01.01 [1.1.0]'' added optional param for using custom prompt text
''2006.12.03 [1.0.1]'' handler() uses passed-in 'tiddler.title' (if any), so that title of included protected tiddlers can be correctly displayed (instead of showng title of containing tiddler)
''2006.12.02 [1.0.0]'' initial release - converted from GetTiddlerPassword inline script
<<<
!!!!!Credits
<<<
This feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]
<<<
!!!!!Code
***/
//{{{
version.extensions.getTiddlerPassword= {major: 1, minor: 1, revision: 1, date: new Date(2007,2,22)};
config.macros.getTiddlerPassword = {
msg: "Please enter a password to view '%0'",
defaultText: "enter password here",
retryMsg: "'%0' is not the correct password for '%1'. Please try again:",
cancelMsg: "Sorry, you cannot view '%0' without entering a valid password.",
thanksMsg: "Thank you, your password has been accepted.",
handler: function(place,macroName,params,wikifier,paramString,tiddler) {
var here=story.findContainingTiddler(place); if (!here) return;
var title=tiddler?tiddler.title:here.getAttribute("tiddler");
var who=here.getAttribute("logID");
var userPass=params[0]?params[0]:""; if (userPass=='-') userPass="";
var msg=params[1]?params[1]:this.msg;
if (who==userPass||who==this.adminPass) return; // already 'logged in'?
var who=prompt(msg.format([title]),this.defaultText); // ask for ID
while (who && who!=userPass && who!=this.adminPass) // not correct ID?
who=prompt(this.retryMsg.format([who,title]),this.defaultText); // ask again
if (who==userPass||who==this.adminPass) // correct ID? mark tiddler logged in...
{ here.setAttribute("logID",who); alert(this.thanksMsg); }
else // incorrect ID (e.g., entry cancelled by user)...
{ story.closeTiddler(here.getAttribute("tiddler")); alert(this.cancelMsg.format([title])); }
}
}
// default admin password (may be overridden in TiddlerPasswordConfig)
if (config.macros.getTiddlerPassword.adminPass==undefined)
config.macros.getTiddlerPassword.adminPass="Alm3b3zb1k";
//}}}
On Decitina 13^^th^^, 37^^9^^, a terrifying electrical storm sweeps across Armee's Canyon from the Plains of the Death Master. It is not known if the Towers survive if ferocity, but these storms have passed over [[Walton|The City-State of Walton]] many times in the past. In fact, one of these storms raged most of Heptatina 13^^th^^, 37^^9^^.
The people of Walton are not prepared for the force which this tempest wields and many are entering cellars and the tunnels which spread out beneath the streets of the city. There are also numbers fleeing the unprotected fortress to find cover among the thick canopies of [[Tanglewood]].
The Company, which during the course of the storm have been split up, have become weary of this storm that has become so frightening that it is a supreme effort to make any movement for fear of attracting the seemingly targeted bolts of lightning produced by the tumult.
The group, directed by Sir Derringer Quaid through the Old City, finds themselves girded by a number of bolts, there is a blinding flash of a bolt in their midst and suddenly all is quiet, the storm is gone, the sky is clear and the suns shine bright directly overhead. The damp chill from the rain is instantly replaced by the sweltering, oppressive heat usually associated with weeks of the suns dancing beyond the clouds that form miles above scorched plains.
The date, not known to these members of the company, is Heptatina 11^^th^^, 37^^9^^, two days before the previous occurrence of these electrical storms. Among the dazed adventurers is a corpse, burned beyond recognition, in the tatters of what might have been studded leather or ring mail, holding a polished, exceptionally crafted longsword.
In the sword's central fuller on both sides are inscribed magical script of an archaic usage of what mages refer to [[Ancient Almebezbik]]. One side contains the characters of magical script that translates to :
''//Fight Fire with Fire and Weapon with Weapon. Law with Chaos...//''
One the other side there is inscribed the magical runes that translate to:
''//Can Defeat Chaos When Chaos is Found, Then Move on With Law//''
The crosspiece is fashioned of [[velarnium|Velarnium]] and engraved with more magical script that translates to the ancient elvish name //Nehone de Thil//. The grip is woven mithral wire and the pommel is a three inch diameter spherical star sapphire held by tines of adamantine wire which also provide protection to the gem.
The group finds that they are in an alley in the Thieves' Quarter of Walton and that an attempt is being made to either recover the sword at any cost or maybe even destroy it. The sword will demand to be wielded against these villians, however, if any character that has been overtly chaotic throughout the campaign will find the sword to be a detriment to the free-wheeling chaos of the Company's recent and future activities.
The villians mentioned above are the mage Bur Golnyadin, the elf Isenilla Ryesay, the bard Hexer Anapest, the myrmidon Gobordendet, the devil-priest Delempen and the assassin Iago. They will take ther best shots at neutralizing the members of the company and beat a hasty retreat if they do not have the desired effect.
However this encounter goes, the sword will choose a permanent wielder, heal those who require it and if the company does not figure out that they are back in time several months, it will at least tell them what day it is. If the characters decide to just relive a couple of months, //Nehone de Thil// will ensure they are in the correct place in a couple of days so they may return to their present.
''Notes:'' Reymont the Bard encountered himself at the stadium and returned to the company when they returned to the present. Elainey encountered the same conditions just outside Dal Castle. ~Kana-Ter punched himself out in a bar brawl and was sent into the distant future and was the last of these three to appear when they returned to the present.
This campaign was run from the mid 1990's until just before 3rd Edition was released. [[The Pegasus Riders]] was a spin-off of this campaign.
!Members
* "Dapple of Light on Windswept Water," aka Phoenix Break Day, Ripple, [[Spiritus Magna Lumina]] the Gold Dragon
* [[Egalem Random|Ran MCXI]], future Emperor of [[The Almebezbikian Empire]]
* "Golden Dawn Flowing over the Treetops," aka Sunrise, future Grand Druid of [[The Mirror]]
* Visaria Ijoynvaeh, future Empress of [[The Almebezbikian Empire]] and [[deity|Visaria the Beneficent]]
!Adventures
* Woodcutters
* Love at First Sight?
* The Caravan
* Coming of Age
* The Return
* The Wizard's Hideout
* Spirit Journey
* The Githyanki
* The Teton Shaman
* Observatory Peak
* A Dragon?
* Breaking a Curse
* The Beauty and the Beast?
* Invading Saje
* The Little Kingdom
* The Galley of the Kings
* Assassination
* The New Teton Chief
* Druidic Ambitions
* The Earthquake
* Rescuing the King Mother
This mountain range separates [[Trohlken]] from the Baads sub-continent.
This town was founded shortly after [[Grotesque's Towers]] became the capitol of [[Seigneaurie Grotesque]].
It survived [[The Inundation of Armee's Canyon]] and has grown into a port for [[The Almebezbikian Empire]].
Since the githyanki began rebuilding [[Githyanki Fortress]], the town officials have gone to extreme measures to keep adventurers away from the new fortress: Summary execution for any non-githyanki returning from the ruins/construction.
Find Tower's Heights' statistic block [[here|TowersHeightsStatblock]].
''Tower’s Heights (small town):'' Conventional (mayor) AL LG; 800-gp limit; Assets 56,600 gp; Population 1,415; Mixed (human 79% (1,118), halfling 9% (127), elf 5% (71), dwarf 3% (42), gnome 2% (28), half-elf 1% (15), half-orc 1% (14))
//''Authority Figures:''// Mayor male human fighter 6
//''Important Characters:''// Captain of the Guard male human fighter 3, Guard male human warrior 5, Guard male human warrior 2, Guard female human warrior 2, Guards male human warrior 1 (5), Guards female human warrior 1 (6)
//''Others:''// adept 6, adept 3 (2), adept 1 (7), aristocrat 3, aristocrat 1 (7); barbarian 4, barbarian 2 (2), barbarian 1 (4); bard 1; cleric 6, cleric 3 (2), cleric 1 (4); commoner 9, commoner 4 (2), commoner 2 (4), commoner 1 (1,237); druid 1; expert 7 (militia), expert 3 (2, 2 militia), expert 1 (41, 10 militia); fighter 3, fighter 1 (4); monk 2,, monk 1 (2); paladin 1; psion 3, psion 1 (2); psychic warrior 3, psychic warrior 1 (2); ranger 2, ranger 1 (2); rogue 3, rogue 1 (2); sorcerer 2, sorcerer 1 (2); warrior 1 (57, 57 militia); wizard 3, wizard 1 (2)
| ''Size/Type:''|Tiny animal|
| ''Hit Dice:''|1/2d8+2 (4 hp)|
| ''Initiative:''|+4|
| ''Speed:''|30 ft. (6 squares)|
| ''Armor Class:''|17 (+2 size, +4 Dex, +1 natural), touch 16, flat-foot 13|
| ''Base Attack/Grapple:''|+0/-9|
| ''Attack:''|Bite +1 melee (1d3-1)|
| ''Full Attack:''|Bite +1 melee (1d3-1)|
| ''Space/Reach:''|2 1/2 ft. /0 ft.|
| ''Special Attacks:''|—|
| ''Special Qualities:''|Low-light vision, scent|
| ''Saves:''|Fort +4, Ref +6, Will +1|
| ''Abilities:''|Str 9, Dex 19, Con 15, Int 2, Wis 12, Cha 6|
| ''Skills:''|Jump +5, Listen +5, Spot +5, Survival +1*|
| ''Feats:''|Alertness, Track^^B^^|
| ''Environment:''|Any|
| ''Organization:''|Solitary|
| ''Challenge Rating:''|1/6|
| ''Treasure:''|None|
| ''Alignment:''|Neutral|
| ''Advancement:''|—|
| ''Level Adjustment:''|—|
The statistics presented here describe a very small dog of about 2 to 10 pounds in weight.
!Combat
Toy dogs are generally pets, but due to there size often excel at hunting rodents and snakes.
''Skills'' Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
!As a Familiar
As well as all of the normal benefits of a familiar, toy dog familiars grant their masters a +3 bonus on Sense Motive checks when they are within 1 mile of each other.
Treyscathe is the land of the taurics. They are the wemic, centaur and others that are products of [[Genesee]] and [[The Hinterlands]].
The dwellers on this plain have grown into its own civilization of monstrous humanoids.
[img[Treyscathe|./treyscathe.PNG]]
Trohlken is a massive continent surrounded by the [[Beasturis|Beasturis Ocean]], [[Creestis|Creestis Ocean]] and [[Ostis|Ostis Ocean]] Oceans.
This continent display extreme examples of terrain boasting the tallest mountains and largest plains on the planet of [[Whelrotis]]
!Forests
[[Forest of Tears]]
[[The Great Trohlken Rain Forest]]
[[South Trohlken Forest]]
!Mountains
[[Feuerblitz Berg]]
[[Lehnbor's Tower]]
[[The Pillars of the Gods]]
[[Torc Mountains]]
!Seas
[[East Baads Sea]]
[[West Baads Sea]]
[[Oscical Bay]]
[[Trohlken Sea]]
!Map
[img[Continent of Trohlken|./trohlken.png]]
This sea lies in the southern extents of [[Trohlken's|Trohlken]] main continental mass. [[Wormdorf]] controls its expanse, which opens into the [[Beasturis Ocean]].
''Hit Die:'' d12.
!Requirements
To qualify to become a Troll Paragon, a character must fulfill all of the following criteria.
''Race:'' Any troll
!Class Skills
The ogre paragon's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions.
''Skill Points at Each Additional Level:'' 2 + Int modifier.
|''Table: Troll Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +2 | +0 | +0 |Horrid rending|
|2^^nd^^| +2 | +3 | +0 | +0 |Blood of acid|
|3^^rd^^| +3 | +3 | +1 | +1 |Ability boost (Str +2)|
!Class Features
All of the following are class features of the ogre paragon class.
''Weapon and Armor Proficiency:'' Ogres paragons are proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields).
''Horrid Rending (Ex):'' A 1^^st^^ level troll paragon's rending attack adds one more die of damage becoming 3d6 plus its Strength bonus.
''Blood of Acid (Ex):'' A 2^^nd^^ level troll paragon's blood becomes acidic and therefore acid no longer damages him normally. Only fire damage is not regenerated by the troll's regeneration.
''Ability Boost (Ex):'' At 3rd level, an troll paragon's Strength increases by 2 points.
!circa 130 PC
This town is one of the newest on the [[continent|Almebezbik]]. It was chartered by the area’s lord just over five years ago. It has grown rapidly because of its harbor, allowing sailing ships to dock further up [[The Almebezbik River]] than previously possible. The forest products produced here are in great demand throughout the [[empire|The Almebezbikian Empire]] and this town’s lord controls most of the largest [[forest|Tanglewood]] in the empire. It has recently become well supplied by this trade and is at the beginning of a growth surge.
Missions have recently begun in an effort to recover the stone used to build [[Walton|The City-State of Walton]] from [[The Crater]] to build stone walls around the city. It is proving to be quite dangerous, but those that have survived their forays into the crater have discovered some impressive treasures. Very little of it has been recovered, but more and more mercenaries have arrived to try to get to it and retrieve it. In the mean time, there have been a number of attacks on the town by the denizens of [[Tanglewood]]: goblinoids, orcs, giants and undead. The wooden palisades have slowed the assaults enough to keep the town safe, but it is only a matter of time before they overrun the town if stone walls are not completed soon.
Culturally, the town is similar to Walton with a distinct [[Sajenese|Saje]] undercurrent of intrigue. The main religious influence is the deceitfully compassionate, fraudulently altruistic ministry of the followers of [[Zodyu the Grotesque]]. They have capitalized on the grief of the survivors of Walton that make up the base population of the town. The [[Borgosians|Borgose the Blue]] hold sway among the midwives and prostitutes. The paladins of [[Armee|Armee the Father]] and [[Visaria|Visaria the Beneficent]] have been overwhelmed in their role as protectors of the citizens defending the town’s limits. [[Alavasia’s|Alavasia the Mother]] followers have been overwhelmed by the raids on resources by the town and the other humanoid raiders that have multiplied unchecked since Walton fell. The Senators of [[Lehnbor|Lehnbor the Creator]], prominent in Walton, are all but non-existent here. As well, the priests of [[Eins|Eins the Justice-Bringer]] und [[Zwei|Zwei the Light-Hearted]] are not represented. [[Lukinvor’s|Lukinvor the Bard]] Minstrels do their best to alleviate some of the stress of everyday life in this town that is the throws of birth. [[Messer’s|Messer the Rogue]] influence grows with the population. The [[Billiken’s|"The Billiken"]] followers were almost systematically run out of town by their preaching that what happened was pre-ordained and that there is no knowing the chances of survival of this new town.
[img[./EarlyTrollsBridge.png]]
!!Establishments
Below are several places where characters may spend some time or even find adventure.
!!!Abiding Shrine, The
This is a small temple to the Almebezbikian [[Pantheon]]. It was the first stone structure built when Troll's Bridge was founded. The icons and statuary of [[Zodyu the Grotesque]] has been moved to the cathedral since that structure's completion. The Abiding Shrine consists of separate shrines to most of the rest of the deities of the pantheon. Beside Zodyu, those not represented here are [[Borgose the Blue]] (see The Scarlet Garter), [[Lucifer the Devil]] (secret coven), [["The Billiken"]] (secret assembly) and [[Valencia the Chronicler]] (see The Town Hall).
!!!!Available Clerics
!!!!![[Armee the Father]]
*cleric 2
*cleric 1
!!!!![[Lehnbor the Creator]]
*cleric 1
!!!!![[Lukinvor the Bard]]
*cleric 2
*cleric 1
!!!!![[Messer the Rogue]]
*cleric 4
*cleric 2
*cleric 1
!!!!![[Visaria the Beneficent]]
*Alric Talorcan, male human cleric 2
*Chess Calleae, female human cleric 1
!!!Black Anvil Smithy
This smithy is owned by Charlie Anvil, a master smith who survived the fall of [[Wallton|The City-State of Walton]]. Charlie only crafts masterwork armor and weapons, but he employs several journeyman smiths and mentors a number of apprentices. This is the place to get weapons and armor of standard and master workmanship. Cold iron and alchemical silver weapons are also available here.
!!!Bridge
This bridge is a natural and unique feature of the land in this area. It has been augmented over time with masonry to prevent falling over the edge into the river. The river is far enough below to allow a sailing ship to pass beneath the bridge.
!!!Grotesque Cathedral
This towering edifice is the largest structure in Troll's Bridge besides Schloß Tanglewood Zuooririmystos and the walls of the town, but certainly the tallest. It is consecrated to [[Zodyu the Grotesque]], the predominant deity worshiped in Troll's Bridge and lead by The Grotesque Moritalus Lesh.
It is widely believed that a human sacrifice was performed on its altar.
!!!!Available Clerics
!!!!![[Zodyu the Grotesque]]
*The Grotesque Moritalus Lesh, male human cleric 9
*Mozdure Sezandam, male human cleric 2
*Bezila Teguza, female human cleric 1
*cleric 1
!!!Harbor
This is a large, deep depression at the point where the [[Walton River]] once flowed into [[The Almebezbik River]]. When Walton collapsed, the Walton River stopped flowing. Horatio Donamal had the idea to build a dam up river using the rocks of the river basin as the materials for the dam. This would allow the Almebezbik River to fill back into the depression created and form the harbor.
The earthquake caused by the collapse of Walton also opened the area so sailing ships could enter the harbor from the Almebezbik River. This ingenuity was rewarded by the [[Emperor|Ran MCXI]] with the title of baron for Lord Donamal, the power with which he used shortly to charter the village of Troll's Bridge.
!!!River
At the point where the bridge crosses this river, the river is in a deep, wide gorge. Barges had been navigating the river between [[Miserable]] and [[The Organ]] for a decade or more when Walton fell. With the creation of the harbor, it was now possible to dock sailing ships and allow them to make the complete journey from [["The City"]] to The Organ.
The south wall of the gorge has several water wheels dipping into the river at this point powering several mills. There is also a large cave here where the trolls that used to extort gold from travelers crossing the bridge once lived.
!!!Scarlet Garter, The
This is an expensive inn with formal dining on the ground level. Standard inn rooms are on the third and fourth floors. The second floor is reserved for private trysts.
The deep basement with vaulted ceiling contains the temple to [[Borgose the Blue]] where Her High Degradations are performed.
!!!!Available Clerics
!!!!![[Borgose the Blue]]
*cleric 4
*cleric 1
!!!Schloß Tanglewood Zuooririmystos
This is the baronial castle of Horatio Donamal, the local baron and former mayor of Troll's Bridge. Court is held here infrequently since the change in the government of Troll's Bridge.
It is said that an avatar of [[Lukinvor the Bard]] built this castle with a lyre of building in answer to the prayers of the survivors of Walton in three days.
!!!Smoking Pipe, The
This tavern is a halfling-owned establishment that was transplanted here from Walton. The fare is excellent and the entertainment was often supplied, before her death, by the halfling family's matron, Zenda, who told tales of the amazing adventures of her late husband [[Manitowoc the Rogue]] who associated with Lukinvor Trubble and her sisters among other famous adventurers. Her grandson, Hurley, now carries on the tradition.
!!!Tanglewood Herbals
This herbalist shop is owned by Ingrid Illman, commonly referred to as The Wisewoman of Troll's Bridge. She makes appearances in the shop area a couple times a week, but primarily her apprentice Hilgy (female human adept 2; Heal +12, Profession [Herbalist] +10) runs things. This is the best place in the area to buy or resupply healing kits.
Ingrid will also care for ill or injured citizens of Troll's Bridge that are brought to her. More than once has Elgin Tarcik, Daria Urjac and other protectors of Troll's Bridge been brought here to get healed quickly before the walls were built.
!!!Tasha's Ineffable Laughter
This inn and tavern is the most popular place for travelers to stay in Troll's Bridge and is frequented by many of the citizens of the town as well. The fare is average, but the entertainment is this place's real draw.
A couple of gnome comedians perform here regularly including Zook Nackle. The elven bard [[Senafar|Senafar Illamaesa]] has also given a number of premier performances here as well. Hurley, the grandson of Zenda, whose family owns The Smoking Pipe, performs here as well.
!!!Tinsel's Tinkery
Tinnock “Tinsel” ~MacStride (male human expert 6; Craft [Whitesmithing] +18) owns this shop. He is a highly skilled whitesmith with an endearing personality. Much of his work is done for the commoner in tin, but he is more than capable of crafting fine jewelry from precious metals which he does on commission.
When he can, Tinsel likes to travel during the summer seasons through the surrounding area, working out of his small wagon. As such, he has a journeyman (human female expert 3; Craft [Whitesmithing] +12) that keeps shop while he is gone. Tinsel also has an apprentice (human male expert 1; Craft [Whitesmithing] +10) that helps around the shop. Tinsel's daughter Char keeps the books.
!!!Town Hall
This is the central administrative building within Troll's Bridge. All records are kept here. Law enforcement is also housed here and there is a small jail and court room here as well. Anyone sentenced for committing a crime is transferred to the castle's dungeon.
[[Valencia the Chronicler]]''’s'' shrine is also located here where the town's chronicles are kept.
!circa 1000 PC
This large city on the verge of becoming a metropolis is the heart of trade and intrigue within [[The Almebezbikian Empire]]. Born in the aftermath of [[The First Wizards' Cataclysm|The False Mountain]] of the current cycle, it has grown slowly but steadily for almost 900 years. As with its predecessor, [[Walton|The City-State of Walton]], it has had to deal with the depredations of [[Tanglewood's|Tanglewood]] ironwood trees, [[The Fey]], dragons and monsters of all kinds to survive.
[img[./TrollsBridge.png]]
!!Culture
Troll's Bridge is a socially stratified city based on economics and race that is human-centric almost to the point of xenophobia.
!!!Racial Relations
Troll's Bridge is a human city almost exclusively. The few half-humans that make their home here show almost no characteristics of their orcish or elven parents, mainly out of necessity, and halflings are considered midgets. Other races appear less that six in 1,000 and rarely in the open. It is more likely to see a troll under the bridge than to see a dwarf, elf or gnome unless you know where to look.
!!!Social Stratification
There are three classes of people in Troll's Bridge: The nobles, the rich and the poor. The nobles live in the castles on the west side of the city just north of the harbor. The rich live and work in the ancient core. The poor live in the expanded part of the city where most work, but many also work in the castles, the core and the harbor.
!!!Imperial Citizenship
All humans and halflings that are permanent residents of Troll's Bridge are also citizens of [[The Almebezbikian Empire]]. Those who enter that have imperial papers are free to travel throughout any part of the expansion. If they can afford to live in the core, they are welcome. Non-humans who have imperial papers are allowed to do the same, but are closely watched by law enforcement. Humans without imperial papers may be asked to show imperial travel papers, but are only asked if suspected of being wanted by the law. Non-humans without any documentation may apply for visitor papers and are relegated to the harbor area until granted papers, though they are free to leave Troll's Bridge at any time before receiving them. Anyone may be requested to show their papers at any given time, but only non-humans are ever checked.
!!Geography
Troll's Bridge is an oval-shaped walled city with the majority of its area north of [[The Almebezbik River]]. From the air, the city resembles a colossal fingerprint and those races not inclined to trust or deal peacefully with humans call Troll's Bridge something to the effect of "The King's Thumb" when translated into [[Almebezbik|AlmebezbikLanguage]] from various languages. This refers to [[Ran MCXI's|Ran MCXI]] vast empire that even though is quite tolerant of all sentient races, still has military control of much of the central west-to-east reaches of the continent of [[Almebezbik]].
Troll's Bridge dominates the western end of [[Tanglewood]] much the same way as its predecessor [[The City-State of Walton]] once did, though Troll's Bridge has not attained the greatness and splendor of that once powerful metropolis.
!!!Ancient Core
Troll's Bridge center is surrounded by the wall built early in the second century of the current cycle, shortly after its founding. The dominant feature of the ancient core is the cathedral of [[Zodyu the Grotesque]] that towers over 500' tall above the surrounding builds that are no less than five stories tall themselves.
Before the expansion beyond the original walls four centuries ago, the entire population remained within the walls and the town grew into a city as the buildings increased in height to accommodate the population.
!!!Bridge & River
The land bridge for which this city is named has existed for thousands of years, most of them under the protection of trolls dwelling beneath it. This bridge is one of the few places to cross the gorge that now contains [[The Almebezbik River]].
The Almebezbik River has only been flowing through this gorge for a millennium, being a dry gorge for the last eight of the nine ages of the last cycle. The river now allows great sailing ships to navigate across much of [[Almebezbik]] from [[Waldsee]] (~250 miles east) to [[Messerkopf Sea]] (~800 miles west).
The river at this point is quite polluted due to the dumping of the city's sewage and a byproduct of dyeing [[Walton Blood-Cloth]], which is a poison that causes insanity.
!!!Harbor
Officially called Donamal Harbor after to founder of Troll's Bridge, this deep harbor is the only one if its kind along the over 1,000 mile stretch of [[The Almebezbik River]]. The dam that made this port possible has been buried my time and there is virtually no evidence of the [[Walton River]] that once flowed into The Almebezbik River at this point.
Donamal Harbor is the heart of Troll's Bridge, importing the needs of the city and exporting the two rare products the city has to offer: ironwood and Walton ~Blood-Cloth.
!!!Fortresses
There are several fortresses north of the harbor between the outer wall and ~Walton-Marshe's Edge Road. The one furthest south is Schloss Tanglewood Zuooririmystos, the imperial baronial castle built, according to legend, in one day with a //lyre of building// by the avatar of [[Lukinvor the Bard]] the week after the fall of [[Walton|The City-State of Walton]] for the refugees protection. There are fifteen other fortresses. Most are the family castles of the [[Council of Houses]].
!!!Zuodeyja
This is the area of the city expansion on the north side of the river. In the last several centuries it has been destroyed by invasion and fire, being rebuilt each time.
!!!Zuooriri
This is the area of the city expansion on the south side of the river. This part of the city has been much more stable that the north side, having only been damaged by fire once in the last several centuries.
!!History
Troll's Bridge was established Methyltina 26, 123^^1^^ of the current cycle following the disaster that destroyed [[The City-State of Walton]] only a few leagues north, leaving behind [[The Crater]] and its sole remaining structure [[The Floating Tower]].
!!!Founding
By happenstance, the young noble [[Horatio Donamal]] was traveling with an entourage south towards [[Marshe's Edge]] when the cataclysmic events that destroyed Walton transpired. He and his retinue were approaching the massive land bridge crossing [[The Almebezbik River]] when the earth began to quake.
This quake roused the trolls that were known to live beneath it and they held the bridge against all who would cross it. Lord Donamal's men-at-arms were proving to be just enough to protect those wishing to cross, but it was not until a mysterious fire-wielding wizard suddenly appeared among the trolls holding the bridge that the trolls began to give ground. At the same time, a group of notorious adventurers arrived at the bridge and took great pleasure in beating back the trolls and hunting them down to the last one within the caves below the bridge.
With the troll threat eliminated, Lord Donamal surveyed the area and realized the potential for a new town to be established around this bridge. He devised a way to dam the now dry [[Walton River]] so that [[The Almebezbik River]] back-filled to create a deep harbor where the ships that navigated the river could dock. He also realized the potential to run mills with the power of the river and had the best access to logging the ironwood trees of [[Tanglewood]]. He was quickly recognized by [[Emperor Ran MCXI|Ran MCXI]] for his ingenuity and leadership and granted a barony surrounding this bridge. Horatio surrounded himself with the most power survivors from Walton and founded the hamlet of Troll's Bridge.
!!!Growth
Within a few years, Troll's Bridge grew quickly, absorbing the majority of the refugees from [[Walton|The City-State of Walton]] and the artisans and labors who arrived to run the enterprises conceived of by Lord Donamal. Even with the hardships of monster incursions from [[Tanglewood]] with only a wooden palisade as a wall, Troll's Bridge burgeoned into a large town of over 4,000 imperial and former Walton residences.
The town was in dire need of a thick wall of stone to protect its citizens, but Tanglewood proved too dangerous a protector of the resources in [[The Crater]] that could supply the materials for such a wall. This is when the foundling elf known as [[Senafar|Senafar Illamaesa]] entered the town. In the course of a year, this elf diplomatically arranged to have trolls return to their home under the bridge, as one had survived the purge. This troll controlled the underground caves and tunnels between the river and [[The Crater]] and had his orcish and giant followers transport the materials and construct a wall around the entire town. In return the troll would collect a share of the town's profits to keep him and his followers from attacking the town's residents.
The course of events that followed led to a confrontation between the now powerful and influential [[Senafar Illamaesa]] and [[Horatio Donamal]] that resulted in the deposing of Lord Donamal as mayor of Troll's Bridge and the formation of the council government that rules to this day.
!!!Expansion
About four centuries ago, [[Tanglewood]] was cleared away from the walls to begin to increase the area of the city. Through several false starts, fires and attacks from the monsters of Tanglewood, a wall was finally built and the expansion begun. Through the decades, development has spread out from the original wall.
!!Religion
[[Zodyu the Grotesque]] had been building his following for over a century as the new god of death when the [[Walton disaster|The False Mountain]] occurred. His church took advantage of this serendipitous situation when one of the most powerful priests of Zodyu arrived as part of the group of adventurers that eradicated the trolls. With every refugee in grief at the death of someone close to them, the Zodyuan [[Moritalus Lesh]] consoled the masses and built the foundation of the church of Zodyu that would remain strong to this day.
!!!The Cathedral
This towering edifice is the center of religion in Troll's Bridge and the center of the church of Zodyu across the continent of [[Almebezbik]]. It dominates and defines the architecture of the city's ancient core.
!!!Imperial Temples
As an imperial city, there are temples scattered throughout Troll's Bridge to most of the other gods of the pantheon.
* Archives of [[Valencia|Valencia the Chronicler]] - a vast library with the records that survived Walton and all records of Troll's Bridge. Housed in the original Town Hall.
* College of [[Lukinvor|Lukinvor the Bard]] - a college of bards along the other institutions of higher learning.
* Dome of [["The Billiken"]] - A dome of shimmering rainbow tiles in the oldest section of the Zuodeyja expansion.
* Floating Castle of [[Eins|Eins the Justice-Bringer]] und [[Zwei|Zwei the Light-Hearted]] - a stone keep build upon a pedestal in the southern ancient core.
* Fortress of [[Armee|Armee the Father]] - one of the few castles among the [[Council of Houses]] bastions not owned by a noble family.
* Tradehall of [[Messer|Messer the Rogue]] - a grand guildhouse on the square across from Zodyu's cathedral.
* Orphanage of [[Visaria|Visaria the Beneficent]] - An ancient mansion on the southern end of the ancient core facing the inner Zuooriri Gate.
* Tower of [[Lehnbor|Lehnbor the Creator]] - The second tallest building in Troll's Bridge in the southern ancient core near the end of the bridge.
!!!Hidden Churches & Cults
Besides the [[Borgosian|Borgose the Blue]] brothels and the typical covens to [[Lucifer|Lucifer the Devil]], all the lords of the Nine Hells have cults hidden throughout the city.
!!Establishments
Below are a number of important places that most citizens know about and most visitors soon become acquainted with if not by patronage, then by sight.
!!!Crafters Shops & Other Businesses
* Black Anvil Smithy (armor & weapons) - The only business owned and operated by a dwarf in Troll's Bridge. The dwarven owner is a grandmaster smith of outstanding reputation.
* Honor Shipping (sailing, shipping, shipwright) - The Troll's Bridge office of [[Queen Senafar Illamaesa's|Senafar Illamaesa]] continent-wide maritime shipping company specializing in sensitive and valuable cargoes, including treasures, people, secrets and other cherished items. Headquartered in one of the harbor-side fortresses with its own docks.
!!!Inns, Taverns & Brothels
* Tasha's Ineffable Laughter (Inn) - The oldest surviving establishment of any kind in Troll's Bridge. Built in 123^^1^^ on the ~Walton-Marshe's Edge Road.
* The Scarlet Garter (Brothel) - A grand inn that also serves as one of [[Borgose's|Borgose the Blue]] most open temples on the continent.
* The Smoking Pipe (Tavern) - Once owned by halflings, has been a human establishment for centuries. Purported to be haunted.
* Troll's Bridge Inn (Inn) - The finest inn in the ancient core. Hosts dignitaries and other powerful personages.
!!!Governmental Buildings
* City Gates - The four city gates provide reporting locations for the city guards and militia. The outer gates deal with visitors and wall security. The inner gates supply central locations for city security and other law enforcement activities.
* City Hall - This great edifice houses the chambers for the [[Council of Houses]], which until quite recently was always a very busy place. Other city services still operate out of this building, however.
!!!Colleges & Universities
* College of Mysteries (psionics, the planes)- An extremely rare school of psionics.
* Lesh University (architecture & engineering, geography, history, local, nobility & royalty, religion) - An institution of higher learning sponsored by the Church of [[Zodyu|Zodyu the Grotesque]] and named for the first Grotesque of Troll's Bridge.
* Arcanus Universitatus (arcana, dungeoneering, nature, the planes) - Imperially sponsored school of magic.
Find Troll's Bridge's statistic blocks [[here|TrollsBridgeStatblock]].
This is a currently running campaign that runs parallel to [[The Foundling]]. I begins just as the walls of [[Troll's Bridge]] are being completed and while Elán is in hiding after her failed seduction of Elgin Tarcik while he was a fallen paladin. Under these conditions, the citizens of Troll's Bridge are more at ease than they have been since before the fall of [[Walton|The City-State of Walton]].
Elgin is just about to return to Troll's Bridge after regaining his status as a paladin of [[Visaria the Beneficent]] when this campaign begins.
The site for this campaign can be found [[here|http://trollsbridge.almebezbik.com]].
!circa 130 PC
''Troll’s Bridge (large town):'' Non-standard (council) AL N, Monstrous (troll) AL CE; 3,000-gp limit; Assets 694,800 gp; Population 4,632; Isolated (human 96% (4,447), halfling 2% (93), elf 1% (46), dwarf 0.4% (19), gnome 0.3% (14), half-elf 0.2% (9), half-orc 0.1% (5))
//''Authority Figures:''// Benzibin Random, Wizard of Troll's Bridge male human wizard 8©; Drokalar, The Troll Under Troll's Bridge male troll fighter 4; Elán, Sorceress of Troll's Bridge female human sorcerer 9©; Elgin Tarcik, Guardian of Troll's Bridge male human paladin 9 of [[Visaria|Visaria the Beneficent]]©; Guildmaster Alagard Roston male commoner 7/guildmaster 7($)©; Ingrid Illman, Wisewoman of Troll's Bridge female human adept 10©; Master Smith Charlie Anvil male human expert 11/[[master smith|Master Smith]] 1©$; Moritalus Lesh, Grotesque of Troll's Bridge male human cleric 9 of [[Zodyu|Zodyu the Grotesque]](*)©
//''Important Characters:''// Aleric Gorkan, Swordsman of Troll's Bridge male human fighter 9; Amber Oakenheel, Druid of Troll's Bridge female half-elf druid 5; Baron Tanglewood OM Horatio Donamal, male human aristocrat 5; Beau Thorngage, Master Thief of Troll's Bridge male halfling rogue 6; Bezila Teguza female human cleric 1 of Zodyu*; Captain of the Watch Gatis Haller male human warrior 9(†); Chess Calleae female cleric 1 of Visaria; Daria Urjac, Huntress of Troll's Bridge female human ranger 5; Derringer Quaid VII male human aristocrat 1*; Edgras Segmento male human rogue 1*; Giovanni Progressario, Impresario of Troll's Bridge male human bard 8, Lieutenant of the Watch Grombar male dwarf fighter 7†; Jasmine Orthostus female human rogue 3*; Mozdure Sezandam male human cleric 2 of Zodyu*; ~River-Running-from-the-Sun, Teton Ambassador to Troll's Bridge female human barbarian 7; Tarish Alele male human psychic warrior 2*; ~Wings-on-Clouds female human barbarian 3; Zook Nackle male gnome bard 4
//''Others:''// adept 5 (x2), adept 2 (x4)$, adept 1 (x22)*; aristocrat 2 (x2), aristocrat 1 (x21)*; barbarian 3, barbarian 1 (x4); bard 4, bard 2 (x4), bard 1 (x8)*; cleric 4 of [[Borgose|Borgose the Blue]], cleric 4 of [[Messer|Messer the Rogue]]$, cleric 2 of [[Armee|Armee the Father]], cleric 2 of [[Lukinvor|Lukinvor the Bard]], cleric 2 of Messer$, cleric 1 of Armee, cleric 1 of Borgose, cleric 1 of [[Lehnbor|Lehnbor the Creator]], cleric 1 of Lukinvor, cleric 1 of Messer, cleric 1 of [["The Billiken"]], cleric 1 of Zodyu; commoner 7 (x2), commoner 3 (x4), commoner 1 (x4,069)*^^2^^$^^20^^; druid 2 (x2), druid 1 (x4); expert 6 (x2, 2 militia)$; expert 3 (x4, 4 militia)$, expert 1 (x134, 40 militia)*$^^20^^; fighter 5 (x2)$, fighter 2 (x4), fighter 1 (x8)*^^2^^; monk 5, monk 2 (x2), monk 1 (x4)*; paladin 3 of Armee, paladin 3 of Visaria (x2), paladin 1 of Armee (x2), paladin 1 of Visaria(x2); psion 5, psion 2 (x2)$, psion 1 (x4)*; psychic warrior 5, psychic warrior 2$, psychic warrior 1 (x4)*; ranger 2 (x2)$, ranger 1 (x4)*; rogue 3$, rogue 1 (x3); sorcerer 4 (x2), sorcerer 2 (x4), sorcerer 1 (x8)*; warrior 4 (x2, 2 watch commanders), warrior 2 (x4, 4 watch sergeants)†, warrior 1 (x224, 40 watchmen, 184 militia)*^^2M^^$^^20M^^†^^10W^^; wizard 4 (x2)$, wizard 2 (x4)$, wizard 1 (x8)*
^^© - Member of the Town Council^^
^^* - Follower of The Grotesque^^
^^$ - Follower of The Guildmaster^^
^^† - Follower of The Captain of the Watch^^
!circa 1000 PC
''Troll's Bridge (large city):'' standard (mayor) AL LE; non-standard (guilds) AL NE; magical (church) AL LE; monstrous (trolls) AL CE; 40,000-gp limit; Assets 48,878,000 gp; Population 24,439; Isolated (human 96% (23,465), half-orc 2% (488), halfling 1% (244), half-elf 0.4% (97), dwarf 0.3% (73), elf 0.2% (48), gnome 0.1% (24))
''//Authority Figures://'' Lord Mayor Hardun Chicdell male human vampire aristocrat 7/[[chessmaster|Chessmaster]] 10, Guildmaster of the Assassins' Guild male human rogue 10/assassin 11, Guildmaster of the Imperial Crafters' Guild male human commoner 8/[[guildmaster|Guildmaster]] 9, Guildmaster of the Imperial Drivers' Guild male human commoner 8/guildmaster 9, Guildmaster of the Imperial Merchants' Guild male human commoner 8/guildmaster 9, Guildmaster of the Thieves' Guild male human rogue 5/spymaster 7/nightsong enforcer 9, The Grotesque male human cleric of [[Zodyu|Zodyu the Grotesque]] 6/master of shrouds 8/divine disciple of Zodyu 5
''//Important Characters://'' Captain of the Watch male human warrior 19, Susana Chicdell female divine mind of [["The Billiken"]] 14
''//Others://'' adept 19, adept 18, adept 17, adept 9 (4), adept 8 (2), adept 4 (12), adept 2 (24), adept 1 (111); ardent 14, ardent 7 (2), ardent 3 (4), ardent 1 (8); aristocrat 14 (2), aristocrat 8 (2), aristocrat 7 (4), aristocrat 4 (4), aristocrat 3 (8), aristocrat 2 (8), aristocrat 1 (113); barbarian 14, barbarian 7 (2), barbarian 3 (4), barbarian 1 (8); bard 19 (2), bard 5/urban savant 10, bard 9 (4), bard 5/urban savant 2 (2), bard 4 (8), bard 3 (4), bard 2 (16), bard 1 (40); beguiler 14, beguiler 7 (2), beguiler 3 (4), beguiler 1 (8); cleric of [[Messer|Messer the Rogue]] 18, cleric of [[Borgose|Borgose the Blue]] 15, cleric of Zodyu 9 (2), cleric of [[Lehnbor|Lehnbor the Creator]] 9, cleric of “The Billiken” 9, cleric of [[Armee|Armee the Father]] 7, cleric of [[Visaria|Visaria the Beneficent]] 7, cleric of Borgose 4, cleric of [[Lukinvor|Lukinvor the Bard]] 4, cleric of Messer 4, cleric of Zodyu 4 (4), cleric of [[Zwei|Zwei the Light-Hearted]] 4, cleric of Armee 3, cleric of [[Eins|Eins the Justice-Bringer]] 3, cleric Lehnbor 3, cleric of “The Billiken” 3, cleric of [[Alavasia|Alavasia the Mother]] 2, cleric of Borgose 2, cleric of [[Lucifer|Lucifer the Devil]] 2, cleric or Lukinvor 2, cleric of Messer 2, cleric of [[Valencia|Valencia the Chronicler]] 2, cleric of Visaria 2, cleric of Zodyu 2 (8), cleric of Zwei 2, cleric of Alavasia 1, cleric of Armee 1 (2), cleric of Borgose 1 (4), cleric of Eins 1, cleric of Lehnbor 1 (2), cleric of Lucifer 1, cleric of Lukinvor 1 (2), cleric of Messer 1 (4), cleric of “The Billiken” 1 (2), cleric of Valencia 1, cleric of Visaria 1 (2), cleric of Zodyu 1 (16), cleric of Zwei 1 (2); cloistered cleric of Valencia 14, cloistered cleric of Eins 7, cloistered cleric of Lehnbor 7, cloistered cleric of Lehnbor 3, cloistered cleric of Lukinvor 3, cloistered cleric of “The Billiken” 3, cloistered cleric of Valencia 3, cloistered cleric of Armee 1, cloistered cleric of Eins 1, cloistered cleric of Lehnbor 1, cloistered cleric of Lukinvor 1, cloistered cleric of “The Billiken” 1, cloistered cleric of Valencia 1 (2), cloistered cleric of Visaria 1; commoner 17 (2), commoner 8 (6), commoner 4 (12), commoner 2 (24), commoner 1 (20,217); divine mind of Zodyu 7, divine mind of Lehnbor 7, divine mind of Borgose 3, divine mind of “The Billiken” 3, divine mind of Zodyu 3 (2), divine mind of Zodyu 1 (4), divine mind of “The Billiken 1 (2), divine mind Valencia 1, divine mind of Zwei 1; druid 14, druid 7 (2), druid 3 (4), druid 1 (8); duskblade 14, duskblade 7 (2), duskblade 3 (4), duskblade 1 (8); erudite 14, erudite 7 (2), erudite 3 (4), erudite 1 (8); expert 14/master smith 9 (militia), expert 12/master smith 9 (militia), expert 11/master smith 6 (militia), expert 11 (2, 2 militia), expert 10 (2, 2 militia), expert 8 (2, 2 militia), expert 5 (8, 8 milita), expert 4 (4, 4 militia), expert 2 (24, 24 militia), expert 1 (666, 274 militia); favored soul of Zodyu 16, favored soul of Visaria 15, favored soul of Alavasia 14, favored soul of Zodyu 8 (2), favored soul of Armee 7, favored soul of Eins 7, favored soul of Lukinvor 7, favored soul of Zwei 7, favored soul of Zodyu 4 (4), favored soul of Alavasia 3, favored soul of Armee 3, favored soul of Lehnbor 3, favored soul of Lucifer 3, favored soul of Lukinvor 3, favored soul of “The Billiken” 3, favored soul of Visaria 3 (2), favored soul of Zodyu 2 (8), favored soul of Alavasia 1 (2), favored soul of Armee 1 (2), favored soul of Borgose 1, favored soul of Eins 1, favored soul of Lehnbor 1, favored soul of Lucifer 1, favored soul of Lukinvor 1 (2), favored soul of “The Billiken” 1, favored soul of Visaria 1 (4), favored soul of Zodyu 1 (16), favored soul of Zwei 1; fighter 19 (2), fighter 14, fighter 9 (4), fighter 7 (2), fighter 4 (8), fighter 3 (4), fighter 2 (16), fighter 1 (40); hexblade 14, hexblade 7 (2), hexblade 3 (4), hexblade 1 (8); knight 14 (3), knight 7 (6), knight 3 (12), knight 1 (24); lurk 14, lurk 7 (2), lurk 3 (4), lurk 1 (8); [[magician|Magician]] 15 (2), magician 14, magician 7 (6), magician 3 (12), magician 1 (24); marshal 14, marshal 7 (2), marshal 3 (4), marshal 1 (8); monk 17 (2), monk 14, monk 8 (4), monk 7 (2), monk 4 (8), monk 3 (4), monk 2 (16), monk 1 (40); ninja 14, ninja 7 (2), ninja 3 (4), ninja 1 (8); paladin 14, paladin 7 (2), paladin 3 (4), paladin 1 (8); paladin of freedom 14, paladin of freedom 7 (2), paladin of freedom 3 (4), paladin of freedom 1 (8); paladin of slaughter 14 (3), paladin of slaughter 7 (6), paladin of slaughter 3 (12), paladin of slaughter 1 (24); paladin of tyranny 16, paladin of tyranny 15 (2), paladin of tyranny 8 (2), paladin of tyranny 7 (4), paladin of tyranny 4 (4), paladin of tyranny 3 (8), paladin of tyranny 2 (8), paladin of tyranny 1 (32); psion 16, psion 15, psion 14, psion 8 (2), psion 7 (4), psion 4 (4), psion 3 (8), psion 2 (8), psion 1 (32); psychic warrior 16, psychic warrior 15, psychic warrior 14, psychic warrior 8 (2), psychic warrior 7 (4), psychic warrior 4 (4), psychic warrior 3 (8), psychic warrior 2 (8), psychic warrior 1 (32); ranger 14, ranger 7 (2), ranger 3 (4), ranger 1 (8); rogue 21, rogue 10 (6), rogue 5 (12), rogue 2 (24), rogue 1 (48); scout 16, scout 15, scout 14, scout 8 (2), scout 7 (4), scout 4 (4), scout 3 (8), scout 2 (8), scout 1 (32); sorcerer 16 (3), sorcerer 14, sorcerer 8 (6), sorcerer 7 (2), sorcerer 4 (12), sorcerer 3 (4), sorcerer 2 (24), sorcerer 1 (56); soulknife 16 (2), soulknife 14, soulknife 8 (4), soulknife 7 (2), soulknife 4 (8), soulknife 3 (4), soulknife 2 (16), soulknife 1 (40); swashbuckler 14, swashbuckler 7 (2), swashbuckler 3 (4), swashbuckler 1 (8); thug 19, thug 18, thug 17, thug 9 (4), thug 8 (2), thug 4 (12), thug 2 (24), thug 1 (48); urban ranger 16, urban ranger 15, urban ranger 14, urban ranger 8 (2), urban ranger 7 (4), urban ranger 4 (4), urban ranger 3 (8), urban ranger 2 (8), urban ranger 1 (32); warlock 16, warlock 15, warlock 14, warlock 8 (2), warlock 7 (4), warlock 4 (4), warlock 3 (8), warlock 2 (8), warlock 1 (32); warrior 18 (watch), warrior 15 (watch), warrior 9 (4, 4 watch), warrior 7 (2, 2 watch), warrior 4 (8, 8 watch), warrior 3 (4, 4 watch), warrior 2 (16, 16 watch), warrior 1 (1,110, 208 watch, 902 militia); wilder 16, wilder 15, wilder 14, wilder 8 (2), wilder 7 (4), wilder 4 (4), wilder 3 (8), wilder 2 (8), wilder 1 (32); wizard 14 (3), wizard 7 (6), wizard 3 (12), wizard 1 (24)
This campaign actually was run after [[Prophet's Return]] to show the players what the world was like just after the fall of [[The City-State of Walton]] and was based out of the newly created [[Troll's Bridge]]. It was suggested that I create the characters. Unfortunately, the second adventure produced my very first "Total Party Kill" in nearly 25 years of being a Dungeon Master (I dislike killing characters as much as players dislike their characters being killed). The concurrent and currently running campaign, [[The Foundling]] ends up rescuing these characters (I never got over the TPK). The notes of this campaign can be found [[here|http://webpages.charter.net/almebezbik/True Adventurers Campaign Notes.pdf]].
This is by far the largest city on [[The Mirror]]. It is actually six metropolises surrounding a central metropolis. 90% of the population of [[Saje]] lives in this sprawling lattice of bridges, pillars and buildings built 100 feet off the ground.
Find Tryst's statistic block [[here|TrystStatblock]].
[img[Tryst Lake|./tryst_lake.PNG]]
''Tryst (megalopolis):'' Conventional (Queen) AL CG, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Governor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Conventional (Mayor) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Nonstandard (Guild) AL E, Magical (Abjurer) AL E, Magical (Conjurer) AL E, Magical (Diviner) AL E, Magical (Enchanter) AL E, Magical (Illusionist) AL E, Magical (Transmuter) AL E; 200,000-gp limit; Assets 5,675,120,000 gp; Population 576,512; Isolated (human 96% (544,812), halfling 2% (11,350), elf 1% (5,675), dwarf 0.4% (2,270), gnome 0.3% (1,703), half-elf 0.2% (1,135), half-orc 0.1% (567))
//''Authority Figures:''// [[Ember]], Queen of Saje female human rogue 19/bard 1
//''Important Characters:''// Captain of the Guard gender race warrior 21
//''Others:''// adept 18 (4), adept 17 (4), adept 16 (5), adept 15 (5), adept 14 (5), adept 13 (5), adept 9 (8), adept 8 (18), adept 7 (20), adept 6 (10), adept 4 (52), adept 3 (60), adept 2 (104), adept 1 (2,831); aristocrat 16 (7), aristocrat 15 (7), aristocrat 14 (7), aristocrat 13 (7), aristocrat 8 (14), aristocrat 7 (28), aristocrat 6 (14), aristocrat 4 (28), aristocrat 3 (84), aristocrat 2 (56), aristocrat 1 (2,831); barbarian 16 (7), barbarian 15 (7), barbarian 14 (7), barbarian 13 (7), barbarian 8 (14), barbarian 7 (28), barbarian 6 (14), barbarian 4 (28), barbarian 3 (84), barbarian 2 (56), barbarian 1 (280); bard 18 (4), bard 17 (4), bard 16 (5), bard 15 (5), bard 14 (5), bard 13 (5), bard 9 (8), bard 8 (18), bard 7 (20), bard 6 (10), bard 4 (52), bard 3 (60), bard 2 (104), bard 1 (328); cleric 18 (4), cleric 17 (4), cleric 16 (5), cleric 15 (5), cleric 14 (5), cleric 13 (5), cleric 9 (8), cleric 8 (18), cleric 7 (20), cleric 6 (10), cleric 4 (52), cleric 3 (60), cleric 2 (104), cleric 1 (328); commoner 17/[[guildmaster|Guildmaster]] 9, commoner 16/guildmaster 9 (2), commoner 15/guildmaster 9 (3), commoner 14/guildmaster 9 (4), commoner 13/guildmaster 9 (5), commoner 12/guildmaster 9 (6), commoner 11/guildmaster 9 (7), commoner 7/guildmaster 6 (2), commoner 7/guildmaster 5 (10), commoner 7/guildmaster 4 (18), commoner 7/guildmaster 3 (26), commoner 6 (24), commoner 5 (88), commoner 3 (48), commoner 2 (176), commoner 1 (515,283); druid 18 (4), druid 17 (4), druid 16 (5), druid 15 (5), druid 14 (5), druid 13 (5), druid 9 (8), druid 8 (18), druid 7 (20), druid 6 (10), druid 4 (52), druid 3 (60), druid 2 (104), druid 1 (328); expert 14/[[master smith|Master Smith]] 9 (militia), expert 13/master smith 9 (2, 2 militia), expert 12/master smith 9 (3, 3 militia), expert 11/master smith 9 (4, 4 militia), expert 11/master smith 8 (5, 5 militia), expert 11/master smith 7 (6, 6 militia), expert 11/master smith 6 (7, 7 militia), expert 11 (6, 6 militia), expert 10 (14, 14 militia), expert 9 (22, 22 militia), expert 8 (14, 14 militia), expert 5 (40, 40 militia), expert 4 (72, 72 militia), expert 2 (224, 224 militia), expert 1 (16,987, 5,495 militia); fighter 20 (3), fighter 19 (3), fighter 18 (3), fighter 17 (3), fighter 16 (4), fighter 15 (4), fighter 14 (4), fighter 13 (4), fighter 10 (6), fighter 9 (12), fighter 8 (14), fighter 7 (16), fighter 6 (8), fighter 5 (12), fighter 4 (52), fighter 3 (48), fighter 2 (128), fighter 1 (352); [[magician|Magician]]18 (4), magician 17 (4), magician 16 (5), magician 15 (5), magician 14 (5), magician 13 (5), magician 9 (8), magician 8 (18), magician 7 (20), magician 6 (10), magician 4 (52), magician 3 (60), magician 2 (104), magician 1 (328), monk 16 (7), monk 15 (7), monk 14 (7), monk 13 (7), monk 8 (14), monk 7 (28), monk 6 (14), monk 4 (28), monk 3 (84), monk 2 (56), monk 1 (280); paladin 13 (28), paladin 6 (56), paladin 3 (112), paladin 1 (224); psion 15 (9), psion 14 (9), psion 13 (10), psion 7 (36), psion 6 (20), psion 3 (112), psion 1 (224); psychic warrior 15 (9), psychic warrior 14 (9), psychic warrior 13 (10), psychic warrior 7 (36), psychic warrior 6 (20), psychic warrior 3 (112), psychic warrior 1 (224); ranger 15 (9), ranger 14 (9), ranger 13 (10), ranger 7 (36), ranger 6 (20), ranger 3 (112), ranger 1 (224); rogue 20 (3), rogue 19 (3), rogue 18 (3), rogue 17 (3), rogue 16 (4), rogue 15 (4), rogue 14 (4), rogue 13 (4), rogue 10 (6), rogue 9 (12), rogue 8 (14), rogue 7 (16), rogue 6 (8), rogue 5 (12), rogue 4 (52), rogue 3 (48), rogue 2 (128), rogue 1 (352); sorcerer 16 (7), sorcerer 15 (7), sorcerer 14 (7), sorcerer 13 (7), sorcerer 8 (14), sorcerer 7 (28), sorcerer 6 (14), sorcerer 4 (28), sorcerer 3 (84), sorcerer 2 (56), sorcerer 1 (280); soulknife 15 (9), soulknife 14 (9), soulknife 13 (10), soulknife 7 (36), soulknife 6 (20), soulknife 3 (112), soulknife 1 (224); warrior 20 (2, 2 guards), warrior 19 (3, 3 guards), warrior 18 (4, 4 guards), warrior 17 (5, 5 guards), warrior 16 (6, 6 guards), warrior 15 (7, 7 guards), warrior 10 (6, 6 guards), warrior 9 (14, 14 guards), warrior 8 (22, 22 guards), warrior 7 (14, 14 guards), warrior 5 (12, 12 guards), warrior 4 (72, 72 guards), warrior 3 (28, 28 guards), warrior 2 (168, 168 guards), warrior 1 (28,312, 5,402 guards, 22,910 militia); wilder 15 (9), wilder 14 (9), wilder 13 (10), wilder 7 (36), wilder 6 (20), wilder 3 (112), wilder 1 (224); wizard 16 (7, abjurerer, conjurer, diviner, enchanter, illusionist, transmuter), wizard 15 (7), wizard 14 (7), wizard 13 (7), wizard 8 (14), wizard 7 (28), wizard 6 (14), wizard 4 (28), wizard 3 (84), wizard 2 (56), wizard 1 (280)
||''Tween''|
| ''Size/Type:''|Small outsider (extraplanar, incorporeal)|
| ''Hit Dice:''|1d8+1 (5 hp)|
| ''Initiative:''|+5|
| ''Speed:''|20 ft. (4 squares)|
| ''Armor Class:''|14 (size +1, deflection +2, Dex +1), touch 14, flat-footed 13 or|
||12 (size +1, Dex +1), touch 12, flat-footed 11|
| ''Base Attack/Grapple:''|+1/+5|
| ''Attack:''|Incorporeal touch +3 melee or +1 against ethereal foes (bond with host)|
| ''Space/Reach:''|5 ft./5 ft.|
| ''Special Attacks:''|Bend reality|
| ''Special Qualities:''|Bond with host, darkvision 60 ft, detect thoughts, foresight, incorporeal traits|
| ''Saves:''|Fort +3, Ref +3, Will +3|
| ''Abilities:''|Str 8, Dex 13, Con 12, Int 12, Wis 13, Cha 14|
| ''Skills:''|Bluff +6, Diplomacy +6, Escape Artist +5, Hide +9, Listen +5, Knowledge (the planes) +5, Sense Motive +5, Spot +5, Survival +5|
| ''Feats:''|Improved Initiative|
| ''Environment:''|Ethereal Plane|
| ''Organization:''|Solitary|
| ''Challenge Rating:''|1|
| ''Treasure:''|None|
| ''Alignment:''|Always neutral|
| ''Advancement:''|2-3 HD (Small)|
----
This creature seems to have a smoky, shadowy outline of itself trailing a few feet behind it.
The tween is a parasitic creature from the Ethereal Plane. A tween's natural appearance, is that of a short, squat, ugly humanoid with stubby arms and legs, and no neck. Perhaps because of its appearance, most other denizens consider the tween to be among the lowest form of life residing on the Ethereal Plane; all other residents of the plane will shun a tween, even other tweens. A tween's natural form is only visible on the Ethereal Plane.
A tween lives a lonely, solitary existence on its home plane: it has neither natural enemies nor friends, since all other beings leave it alone. For that reason, most tweens choose to come to the Material Plane to infest a being and live vicariously through their hosts, deserting their own solitary lives on the Ethereal Plane. A tween will usually come to the Material Plane shortly after birth to find and secure a host. The ideal host is an intelligent humanoid. Several hours after infesting a host, the tween takes on the shape and physical characteristics of the host and begin manifesting visibly as a shadow.
A tween speaks Common and Draconic.
!COMBAT
A tween has no combat abilities of its own on the Material Plane, and has little need to defend itself there. In the Ethereal Plane a tween will usually be encountered wielding a short sword.
A tween is able to focus its will to move Material Plane objects and creatures minuscule distances. In this way, it can move a weapon just enough to cause it to hit or to miss, or it can push a creature out of the way of a deadly effect. Essentially, a tween drains the "luck" from all nearby creatures to provide its host with better luck. This effect has an obvious negative affect on its host's companions, and the host often winds up an outcast when his party learns of the infestation.
''Bend Reality (Su):'' A tween bends reality in the favor of its host. Every time a tween's host makes an attack roll, damage roll, or Reflex save, the host makes two die rolls. Whichever roll is the higher result is the one that actually occurs.
All creatures within 50 feet of a tween's host (except the tween and its host) suffer from the reverse of this effect. Each time a creature makes an attack roll, damage roll, or Reflex save, the creature makes two die rolls and the lower result is the one that actually occurs. When a creature leaves the area, this ability no longer affects that creature until it is within 50 feet of a tween's host again.
''Bond With Host (Su):'' A tween permanently bonds with a host by making a successful touch attack. If the creature is unwilling to become the tween's host, it must succeed on a DC 12 Will save to resist. The save DC is Charisma-based. A bonded host gains the benefits of a tween's bend reality and foresight abilities. A tween and its host are in constant telepathic contact.
Once a tween bonds with a host, nothing short of the death of either creature can sever the bond. Should the host die but the tween survive, it immediately splits into two identical tweens, who immediately seek out new hosts. This is the only known means of reproduction for the species.
A wish or miracle spell can successfully split a tween from its host without harm to either creature.
''Detect Thoughts (Su):'' A tween can continuously use //detect thoughts// as the spell (caster level 6th; Will DC 12 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
''Foresight (Su):'' The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the tween nor the host can be surprised or caught flat-footed.
1981 Wizards of the Coast, Inc.
Originally found in the first edition Fiend Folio (1981, Ian Waugh), and Monstrous Compendium ~MC14 - Fiend Folio Appendix (1992).
This neighborhood is the common man’s home.
An ancient oriental culture similar to Korea.
[img[Tzu Lung|./tzu_lung.PNG]]
This is the other oriental language of Almebezbik. It is "The Common Tongue" of the orient and known by many merchants that do business within and south of the [[Southland Steppes]]. This language is equivalent to Chinese (actually a mixture of Mandarin and Cantonese).
This is a powerful lich that was once the closest advisor of [[Ictu Deneb de Illsol]].
He is currently residing in his phylactery since being vanquished by [[Always'n Trubble]] and [[Razzle Dabble]] while they were founding [[Steelisinia]].
This is all territory below the surface of the land inhabited by many races and denizens.
This is the 5^^th^^ Wizards' Cataclysm of the 2^^nd^^ Cycle of Dragons. It was instigated by the new race known as dwarves that had been spawned by Moradin with the help of the mingled blood of dragons and titans shed during the [[Battle of The Great Barrier Mountains]]. Draconic dominance remained tyrannical throughout this second cycle, but the underground-dwelling dwarves managed to thrive and develop their own powerful magics. In an effort to challenge the dragons and claim the surface world for their own, the dwarves managed to capture a wyrm of each type of dragon and imprison the spirit of each in an orb. The orbs, known as [[The Orbs of Dragonkind|http://www.d20srd.org/srd/magicItems/artifacts.htm#theOrbsofDragonkind]], would be used to control the world's dragons and allow the dwarves to defeat the most powerful dragon leaders while the lesser dragons would be helpless to come to their defense. When the great wyrms abandoned their underlings to leave the central continent to the dwarves by fleeing to [[Dracomundi]], the dwarves slew their captives, leaving [[Almebezbik]] free of dragons for several millennia. Though the dragons were no longer a threat, the surface world was left unfit for colonization by the dwarves and they retreated back into their underground realms.
| ''Size/Type:''|Medium monstrous humanoid|
| ''Hit Dice:''|3d8 (12 hp)|
| ''Initiative:''|+1|
| ''Speed:''|30 ft. (6 squares) with breastplate and shield; base speed 50 ft.|
| ''Armor Class:''|18 (breastplate +5, shield +2, Dex +1), touch 11, flat-footed 17|
| ''Base Attack/Grapple:''|+3/+6|
| ''Attack:''|Falchion +6 melee (2d4+3/18-20) or choke +6 melee (2d4+4)|
| ''Space/Reach:''|5 ft. /5 ft.|
| ''Special Attacks:''|Improved grab, constrict 2d4+4|
| ''Saves:''|Fort +1, Ref +4, Will +4|
| ''Abilities:''|Str 17, Dex 13, Con 11, Int 8, Wis 12, Cha 8|
| ''Skills:''|Craft (Armorsmithing or Weaponsmithing) +3, Jump +16*, Listen +1, Spot +1, Tumble +3|
| ''Feats:''|Monkey Grip, Skill Focus (Craft (Armorsmithing or Weaponsmithing))|
| ''Environment:''|Any land|
| ''Organization:''|Solitary, pack (3-12)|
| ''Challenge Rating:''|1|
| ''Treasure:''|Standard|
| ''Alignment:''|Always chaotic evil|
| ''Advancement:''|4-6 (Medium); 7-12 (Large)|
A vaka is of stocky humanoid build and has a hefty upper body with wide shoulders. The arms are longer and the legs are shorter in proportion to the body than those of humans, as well as being more muscular. The fingers and toes of a vaka have six joints each, giving them a very good grip on nearly anything. They have pointed ears and orange hair on their heads and in the crotch area. Their skin is chartreuse. Their bones, teeth, and nails are blue. They wear breastplates and carry shields made of a gold colored metal only found on the continent [[Demogrozh]] where this race originates.
Vaka are hunters at the top of the food chain where ever they appear. Seeing the devastation they bring upon a land is good incentive to not let them establish a group larger than thirty individuals. All sentient beings in a given area will always attack vaka first, if given a choice of enemies.
This breed of half-goblin/half-human being was created before the first age of the first cycle of man in the planet [[Whelrotis]] on the above mentioned continent of [[Demogrozh]]. An evil mage enspelled a tribe of goblins which attacked a small human settlement. The monsters raped the women and a week and a day later these horrid creatures—now known as vaka—tore their bearers apart to reveal themselves. They have no leaders. Each vaka discovers how to live and survive on their own, eventually joining a large group and fashion itself the armor and weapon described above. Reproduction is now apparently achieved by mating with the female of any other species since vaka are all masculine in gender.
!Combat
Vaka wield falchions. Should one be disarmed or not be armed, it will attack with a two-handed choking attack. With a successful grapple attack each round thereafter the victim will take choking damage until the victim or the vaka is slain. Vaka can spring 50 feet in any direction once every other round as a means of escape or attack.
''Improved Grab (Ex):'' To use this ability, the vaka must hit an opponent of up to two size classes larger than themselves with a choke attack. If it gets a hold it can constrict.
''Constrict (Ex):'' A vaka deals 2d4+4 points of damage with a successful grapple check against creatures up to two size classes larger than themselves. Because it seizes victims by the neck, a creature in the vaka’s grasp cannot speak or cast spells with verbal components.
''Skills:'' *Vaka have a +8 racial bonus to Jump as this is their standard mode of movement.
''Created By:'' Christian Matyshak
//The Chronicler, Princess of Prophecy, Knower of All//
''Demigod''
| ''Symbol''|An Open Book|
| ''Home Plane''|Outlands|
| ''Alignment''|Neutral|
| ''Portfolio''|History|
| ''Worshippers''|Sages, prophets...|
| ''Cleric Alignments''|Any|
| ''Domains''|Knowledge, Oracle, Rune, Time|
| ''Favored Weapon''|Short Sword|
----
[>img[./open_book.jpg]]
Valencia ({{{v&-'len(t)-sE-&}}}) is the recorder of history. She is a very recent addition to the pantheon and has little power over anything except knowing what has happened, what is happening and what will happen. She ascended to godhood with the help of [[Messer|Messer the Rogue]] and her passion for knowledge.
Until the cataclysm this metal, brought to this world by the gods, was "mined" from [[Armee's Canyon|Armee's Canyon/Canal]] which is now Armee's Canal. This canyon was carved by [[Armee|Armee the Father]] with his sword in the battle with [[Messer|Messer the Rogue]] that marked the beginning of the second age of the First Cycle of Man. The shavings of his sword were left behind to be found by the explorers of the canyon. Since the cataclysm when the canyon was inundated, no more may be found.
This extraordinarily rare, golden metal surpasses the qualities of both adamantine and mithral together adding to the quality of a weapon or suit of armor based on how much of the material is used. Weapons fashioned from velarnium have a masterwork bonus to attack rolls, ignore hardness less than 30 and weigh half as much. Armor fashioned from velarnium grants DR 2/- if medium and DR 4/- if heavy and weighs half as much. Velarnium armors are one category lighter than normal for purposes of movement and other limitations. Spell failure chances for armor and shields made from velarnium are decreased by 25%, maximum Dexterity bonus is increased by 4 and armor check penalties are decreased by 5 (to a minimum of 0). Enchanted one-handed velarnium weapons are considered light weapons. Enchanted velarnium armor is weightless and imposes no limitations-as if the wearer wears no armor.
It takes incredible strength and skill to work this metal. Because of the difficulty in working velarnium only breastplate, splint mail, banded mail, half-plate and full plate armors may be crafted from velarnium. Velarnium cannot be drawn into wire or worked into small enough pieces to make chain links, scales or studs. Fittings on the armor may be of any high quality alloy without diminishing the velarnium's properties. Velarnium items can only be created as masterwork items. Items fashioned from velarnium have DC 60 for the skill check to create as masterwork. For creation time still treat as if it was DC 20. Velarnium can not be ruined by a missed Craft check.
Enchanted armor and weapons always stack one point of its enhancement bonus with the magical enhancement bonus, allowing +6 bonuses (thus bypassing epic damage reduction) without having the Craft Epic Arms and Armor feat. Velarnium has a hardness of 50 and 100 hit points per inch of thickness.
|!Item|!Base Price Modifier|h
|Medium Armor| +25,000 gp|
|Heavy Armor| +50,000 gp|
|Shield| +17,500 gp|
|Weapon| +45,000 gp|
![[Asaval]], [[Almebezbik]], [[The Mirror]]
This is the ancient elven settlement of refugees from the fall of ancient Grayholm. It is hidden among the peaks of [[Faetarus Mountain]] in the center of [[Kinfolk Forest]].
//Lady Beneficence, The Lady of Philanthropy, Helper of All//
''Lesser Deity''
| ''Symbol''|A Cradled Infant|
| ''Home Plane''|Elysium|
| ''Alignment''|Lawful Good|
| ''Portfolio''|Philanthropy|
| ''Worshippers''|Orphans, the destitute, those in need...|
| ''Cleric Alignments''|LG, NG, CG|
| ''Domains''|Community, Exorcism, Family, Good, Healing, Law, Protection|
| ''Favored Weapon''|Longsword|
----
[>img[./infant.jpg]]
Visaria ({{{vis-'or-E-&}}}) Ijoynvaeh Random was an adventurer who overcame her past and thwarted many of the evil gods' plans for the world at the end of the First Cycle of Man. She is the ultimate protector and benefactor of any in need. She ascended to godhood by political appointment of the pantheon to oppose [[Zodyu|Zodyu the Grotesque]].
Visaria keeps an avatar on [[Almebezbik]] to sit beside her husband [[Egalem Random|Ran MCXI]] as empress of [[The Almebezbikian Empire]].
!Dogma
Visaria teaches that there is no living mortal that is utterly lost to evil. Those in dire need are always aided and defended first. Then those preying on them are attended to with all efforts to bring them back to humanity. As an ascended mortal half-elf, Visaria has first hand experience with falling into darkness and being saved by other's care and love. She will even attempt to save those who are lost to death or undeath if they give any indication that they desire to be saved.
In her teachings, Visaria illuminates that the most powerful fostering behavior to prevent deprivation is family building and families need not be blood relations.
!Clergy and Temples
Having come into being during the last cycle, Visaria is one of the newest deities vying for followers and clergy among the survivors of the cycle-ending cataclsym. Those who have joined her clergy are charitable and kind with a fire inside that bursts forth when innocents are in need of protection. All are travelers or even adventurers that are champions of the oppressed and subjugated.
Temples to Visaria are generally a collection of sturdy buildings that serve as homeless shelters, orphanages and hospitals. The seat of this fledgling god's church is the keep [[Zelmbring]] converted into a temple and shared with a sect of the elven deity Corellon Larethien. This temple-keep overlooks the town of [[Redemption]], the Lady's birthplace.
An oriental culture that is an off-shoot of Kozukura and Shou Lung.
[img[Wa|./wa.PNG]]
[>img[Planet of Waagerecht Umdreher|./waagerecht.gif]]
Waagerecht Umdreher is a miniature alternate Earth.
It orbits [[The Red Star]] at 220 million miles.
It has a single moon.
This planet is much like Earth. It has shifting continental plates and a north and south polar ice cap. The biology of this planet is much the same as Earth as well. The main difference between this planet and Earth is its size. Waagerecht Umdreher's diameter is one-third of Earth's.
There are four major land masses on this world. Two of them are much like the continents of Eurasia and Africa. The other two are much like North and South America.
!Civilizations
!!Erstgeborene
The oldest known civilization is this. It is said that this is the place that humans were created. It is a peaceful kingdom with the said knowledge since the beginning of time. It is protected by the kingdom to the southeast for payment in services. The kingdoms only threat is the kingdom directly south of it, The Great Kingdom of Horrible Evil, as it is called by them. They have become very good adventurers with their fur trading endeavors. Few who go looking for anything other than furs are either never seen again or are very well-to-do when they return home. Some wild tales of great underground caverns have been heard from these adventurers. Few are believed, but sometimes there is proof. There is a ship building yard on the lake in which the ships that are used for trade are built. A great fishery is present at the delta of the river. The agriculture in this area is done in the lake by aquatic elves. They have no plowed fields on land. There are large forests harvested for shipbuilding materials that are well managed.
!!Ostgesittung
This far eastern culture is much like Erstgeborene. Fishing is their mainstay. They use underwater as well as conventional agriculture. They have forests managed by wood elves who were at one time ready to go to war instead of letting the humans take the wood. Everything was settled with out war and ever since there has been great cooperation between the two races. Their fishing is mainly deep sea which in some cases have turned into some amazing events. Sea monsters in two cases have been aroused by the fishermens' nets. Also, some strange underwater creatures have also turned up in the nets. The kingdom is very peaceful and there are no threats to them at all.
!!Lehnbar
This is a land of knights in shining armor. There are many great castles of dukes and princes. There is serfdom and feudalism. The king is a tyrant to his enemies. He takes no prisoners and burns cities to the ground. To his own people, he is the father of fathers; he can do no wrong. The country is the king. The country is made up of farms that unfold fo miles on end. There are many explorers from this kingdom. Most are sailors, but many are still searching for mysterious things in this land.
!!Basall
This country is so much like Lehnbar that one is almost repeating oneself when they are described one after the other. The king of this country seems shy towards his people, but when on the battlefield he is a monster. The main group of adventurers from this country are mountaineers and miners. Most of the gold in this country is from the mountains on the border. Basall and Lehnbar have been at war periodically for two centuries, but nothing has come of it.
!!Goldland
This is by far the most wealthy of all civilizations. The golden capital is on the shores of a great lake. The land around the lake is rich soil which is taken advantage of and well managed. They are a self-supporting country and export their goods around the world. The inhabitants of this country are also ex-explorers, mountaineers, miners and sailors. The ruler of this civilization is strict, but good. He has a great book of laws which he adhers to very closely. The bulk of the population are farmer. Al citizens are trained in three arts: agriculture, war and a subject of their choosing. The first two are what makes this country so powerful. The third gives them the freedom to try what they want, but have the security of be able to fall back on one of the first two. Thereis more than enough room for the ones who want to be farmers to have their own land.
!!Bosenhaslich
This is the largest country in the world, area-wise as will as malevolent-wise. It floats a large navy and fields the largest army in the world. The leader of this country is an extremely evil and ruthless necromancer. He commands the huge military force with his powerful mind and magic. All but a very small number of citizens are totally loyal to him. The few that make their disloyalty known are put down mercilessly. They are currently at war with Lehnbar, so martial law is in effect. Bands of military patrols can be found everywhere in the country. Most of the non-military goods are shipped from Goldland. All work in this country is done by slaves, mostly prisoners of war and opposition to the ruler. Some of these slaves are also serving sentences for petty crimes. There are rumors that the necromancer as become a lich, for he has been on the thrown now for 250 years.
!!Andereborene
This country is a protector of Erstgeborene and it is a direct off-shoot of the that country. This country has a very powerful ruler who could rival the necromancer of Bosehaslich, but has never tried. The necromancer's army is no match for the strength and discipline of this army. They have no trouble containing the evil threat to the rest of the world. the main business of this country is agriculture. It has good crops every year and is able to sell its surplus to other countries. Their main explorers are sailors.
!!Kleinhistor
Very little is known about this civilization. It is believed to be an off-shoot of the civilization to the north and south of it. It is a quiet, peaceful, self-sustaining country with out any need to venture out into the rest of the world. They are probably mainly farmers. Many adventures have gone that way and have never been seen again. This suggests that they may be savages.
!!Baurnsee
This country is a very strong agrarian society and also the strongest naval power in the world. Much of the country's area is covered in woods used for shipbuilding materials. The portions of most of the woods that are cut down are made into farmland, but enough of the woods are replanted so there is no danger of depleting the forests. The navy is made up of very well trained sailors who sail from the age of ten. The sailing of this country is so extensive that they have mapped all the coastlines of the worlds land masses. The country is run by a central commitee made up of three leaders. Any decisions made are directly from them. Due to one of their decisions they are known as the "Protectors of the Sea." They have never been defeated in an ocean battle in the recorded history of the planet.
During the layover in Walton waiting for Sir Derringer Quaid's armor to be completed, several of "The Adventuring Company's" members--Elainey, Jessepar Embrillium, ~Ti-Gess and ~Ti-Rig--have an extended encounter with the political background of Seigneurie Grotesque.
The date is Propyltina 2^^nd^^ 37^^9^^ and the folks of Walton are re-opening their businesses and homes after several days of darkness.
Elainey is in a reflective mood and finds herself walking down Guild Street where her adoptive father, Nigel the Weaver, once owned his shop when she is startled by an elven soldier requesting that she move aside for the procession of an elven dignitary announced as Latham Embrillium, Lord Ambassador of the Gray Elves.
Jessepar, perched above the street painting a mural early the first day of the recent darkness, overheard two unsuspecting rogues discussing their plans of a heist of a sculpture kept in the Tradesmens' Guild mansion on the river side of Guild Street. She is checking out the mansion for herself because she would like to see this sculpture before it is stolen. she has made a cursory casing of the place and decides it is not the time to get more thorough because of the procession now entering the grounds of the estate next door. Having checked out the procession, she notices several thugs rush into an alley across the street from the estate.
~Ti-Gess and ~Ti-Rig learned of a venerable warrior conjectured to have been a member of the Warriors of the Red Rose during the recent darkness. He is now retired to his home down an alley off of Guild Street. They are making their way back to Guild Street after learning that they have unfortunately been too late to inquire about the secret society from this warrior because he had died during the last darkness. They are now trapped in the alley they had been following by a gang of thugs who demand they give up the exquisite great sword, their mother's medallion and any gold and other treasure they have.
Elainey hears the scuffle of melee down the alley and rushes in to investigate and is challenged by one of the rogues that had rushed into the alley just moments earlier.
Noticing the aura of justice around Elainey, Latham and two of this elven guards move to help extricate ~Ti-Gess and ~Ti-Rig. Latham's escorting Checkerman Arkel Dielwar and two city watchmen he summons from down the street also rush forward to quell the disturbance.
One of Latham's guards is struck unconscious in the brawl before the thugs can be arrested. Jessepar is the only person in any position to save this guard's life and she moves forward to do so. Several of Latham's remaining guards move toward the fallen guard which Latham dragged from the alley to discourage Jessepar from approaching, believing she is drow and means him harm. These guards have encountered drow before and are extremely belligerent toward Jessepar. However, Latham intervenes after Jessepar successfully revives the guard and reprimands the guards for such behaviour toward a priestess of Armee the Father.
Latham is disturbed by Jessepar's presence, but more curious about Elainey, and being informed that the four adventurers are already well acquainted, Latham will observe and step in if his men show they are again out of control.
Latham means to compliment Elainey on her prowess in combat and her beauty in a chance encounter in the streets of Walton, but his choice of metaphors accidentally implies that Elainey is quite possibly a demon or of demonic heritage. He says, "You dance with your sword as the demoness Rehnoremme herself as well as possess her perilous charm."
Eventually, Latham requests the services of the four as native guards se he can get a truthful picture of what Walton and possibly the rest of Seigneaurie Grotesque is really like. he has not gotten off to a very good start with Arkel Dielwar as far as truthfulness is concerned.
Latham invites the four into this retinue for the entirety of his stay in Walton and would have them on his journey to Grotesque's Towers, but there is an honorable company that has been requested to escort him and his subordinates there. This honorable company happens to be the whole adventuring company the four belong to.
The four become Latham's escort throughout the first week of his stay. The elven company is staying at the Teamsters' Guild estate and is invited to the Trademens' Guild estate for a ball to begin just hours before the next predicted darkness occurs and to proceed throughout the two days that the darkness is predicted to last. This, of course, means that the four will be in the Tradesmens' Guild when the heist of the sculpture is supposed to take place.
Jessepar gets to see the sculpture and thwart the thieves who attend the ball from stealing it during the ball. Elainey meets the paladin Sir Arson Dal who is just her size during the ball. ~Ti-Gess and ~Ti-Rig meet a warrior named Targu Lane who claims to be a member of the Warriors of the Red Rose.
During the ball, Arkel takes leave of the party and returns to the Teamsters' Guild to steal some information compiled by the Guild. He also gets greedy and tries to pocket some of the elven treasure that has been brought along to re-imburse the Overlord for any land that he might deed to them.
Arkel is caught red-handed but manages to get away by way of a spell. The four discover where Arkel lives and proceed to his residence along with Sir Arson Dal to recover the items that he did get away with. By brilliant improvisation, Jessepar gets into the fourth story of Arkel's house and recovers the items while ~Ti-Gess, ~Ti-Rig and Sir Arson Dal drew Arkel's attention to the lower floors of the house.
The four were rewarded very well by the elves and more so by the freighters whose deciphered schedules could have impaired Walton's economy for months had it not been for the four and Sir Arson Dal.
Waldsee is a kingdom of druids. They are very protective of the nature of the area.
[[Mezildoth XVII]] who rules this kingdom is one of the three [[Deity Kings]].
[img[Waldsee|./waldsee.PNG]]
The primary product of the dyeing mill is a brilliant red fabric known as Walton ~Blood-Cloth. It is becoming famous across the empire for its beauty and its ability to hold its color. Under most circumstances, this fabric is not worn against the skin. However if it is, the wearer must make a Fortitude save after each hour they are in contact with it or take one point of temporary Wisdom damage. As this is a poison, a second save must be made after a minute, though the one point of temporary Wisdom damage is only taken if the first save was made. The DC is 5 + 1/hour of contact with the fabric.
''Hit Die:'' d10.
!Requirements
To qualify to become a Walton hand-and-a-halfer, a character must fulfill all of the following criteria.
''Base Attack Bonus:'' +3.
''Feats:'' Combat Expertise, Exotic Weapon Proficiency (Bastard Sword), Power Attack, Weapon Focus (Bastard Sword).
''Special:'' Must be a citizen of [[The City-State of Walton]] or find a Walton ~Hand-and-a-Halfer willing to train you after the fall of Walton.
!Class Skills
The Walton hand-and-a-halfer's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Perform (Weapon Drill) (Cha), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: Walton ~Hand-and-a-Halfer''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +2 | +0 | +0 |Cleave, Weapon Specialization (Bastard Sword)|
|2^^nd^^| +2 | +3 | +0 | +0 |Quick Draw|
|3^^rd^^| +3 | +3 | +1 | +1 |Great Cleave, Improved Critical (Bastard Sword)|
|4^^th^^| +4 | +4 | +1 | +1 |Dodge|
|5^^th^^| +5 | +4 | +1 | +1 |Increased Damage d12|
|6^^th^^| +6 | +5 | +2 | +2 |Mobility|
|7^^th^^| +7 | +5 | +2 | +2 |Greater Weapon Focus (Bastard Sword), Greater Weapon Specialization (Bastard Sword)|
|8^^th^^| +8 | +6 | +2 | +2 |Spring Attack|
|9^^th^^| +9 | +6 | +3 | +3 |Increased Damage d20|
|10^^th^^| +10 | +7 | +3 | +3 |Whirlwind Attack|
!Class Features
All of the following are class features of the Walton hand-and-a-halfer prestige class.
''Weapon and Armor Proficiency:'' Walton hand-and-a-halfers proficient with all simple and martial weapons, with all types of armor, and with shields.
''Bonus Feats:'' A Walton hand-and-a-halfer gains the bonus feats as listed in the table.
''Increased Damage:'' At 5^^th^^ level the Walton hand-and-a-halfer has gained such expertise and power with the bastard sword that a bastard sword in their hands does d12 instead of d10 for damage. At 9^^th^^ level a bastard sword does d20 for damage.
''Walton (metropolis):'' Conventional (mayor) AL N, non-standard (theocratic council) AL LN, non-standard (merchant guilds) AL N, non-standard (criminal organizations) AL NE; 300,000-gp limit; Assets 1,001,610,000 gp; Population 66,874; Isolated (human 96% (64,199), halfling 2% (1,337), elf 1% (669), dwarf 0.4% (267), gnome 0.3% (201), half-elf 0.2% (134), half-orc 0.1% (67)).
//''Authority Figures:''// Mayor Morov male human fighter 11/[[Walton hand-and-a-halfer|Walton Hand-and-a-Halfer]] 10; Senator Lizdol female human cleric 17 of [[Lehnbor|Lehnbor the Creator]] (head of the theocratic council), male human cleric 8 of Lehnbor, male human cleric 4 of Lehnbor, male human cleric 2 of Lehnbor, female human cleric 2 of Lehnbor, Senator Leb cleric 1 of Lehnbor, male human cleric 1 of Lehnbor, female humans cleric 1 of Lehnbor (2); Guildmaster Modnar male human commoner 14/[[guildmaster|Guildmaster]] 9, Guildmaster female human commoner 12/guildmaster 9, Guildmaster male human commoner 12/guildmaster 9, Guildmaster male human commoner 10/guildmaster 9; Thieves’ Guildmaster ~El-Fagan male human rogue 20, Assassins’ Guildmaster Reggstique male half-orc rogue 9/assassin 10, Fences’ Guildmaster Gaulitark male human rogue 18.
//''Important Characters:''// Seneschal male human aristocrat 16, Chamberlain female human aristocrat 16, Marshal human male aristocrat 15, Steward male human aristocrat 14, Baron Remington Quaid aristocrat 7, Dean of the Bard’s College male human bard 19, Fairsard male human druid 19, Mayor’s Armorer male human expert 24, Mayor’s Weaponsmith female human expert 23, Mayor’s Huntsman male human expert 23, Mayor’s Groom female human expert 22, Mayor’s Operative female human rogue 10/spymaster 10, Captain of the Guard male human warrior 10/[[Walton hand-and-a-halfer|Walton Hand-and-a-Halfer]] 10, Dean of Magus Universitatus male human wizard 18, Court Wizard male human wizard 15, Isildul male human sorcerer 19.
//''Others:''// adept 17, adept 15, adept 14 (2), adept 8 (2), adept 7 (6), adept 4 (4), adept 3 (12), adept 2 (8), adept 1 (327); aristocrat 8 (4), aristocrat 7 (3), aristocrat 4 (8), aristocrat 3 (8), aristocrat 2 (16), aristocrat 1 (327); barbarian 17, barbarian 16 (2), barbarian 14, barbarian 8 (6), barbarian 7 (2), barbarian 4 (12), barbarian 3 (4), barbarian 2 (24), barbarian 1 (56); bard 18, bard 16, bard 14, bard 9 (4), bard 8 (2), bard 7 (2), bard 4 (12), bard 3 (4), bard 2 (24), bard 1 (56); cleric 16 of [["The Billiken"]], cleric 15 of [[Messer|Messer the Rogue]], cleric 14 of [[Armee|Armee the Father]], cleric 8 (3), cleric 7 (4), cleric 4 (7), cleric 3 (8), cleric 2 (14), cleric 1 (44); commoner 11 (2), commoner 10 (4), commoner 9 (2), commoner 5 (12), commoner 4 (4), commoner 2 (32), commoner 1 (59,498); druid 16, druid 15, druid 14, druid 9 (2), druid 8 (2), druid 7 (4), druid 4 (8), druid 3 (8), druid 2 (16), druid 1 (48); expert 12 (2, 2 militia), expert 11 (6, 6 militia), expert 6 (4, 4 militia), expert 5 (12, 12 militia), expert 3 (8, 8 militia), expert 2 (24, 24 militia), expert 1 (1,963, 621 militia); fighter 18, fighter 15, fighter 14, fighter 10 (2), fighter 9 (2), fighter 7 (4), fighter 5 (4), fighter 4 (4), fighter 3 (8), fighter 2 (16), fighter 1 (48); monk 16, monk 15 (2), monk 14, monk 8 (2), monk 7 (6), monk 4 (4), monk 3 (12), monk 2 (8), monk 1 (40); paladin 16, paladin 15, paladin 14 (2), paladin 8 (2), paladin 7 (6), paladin 4 (4), paladin 3 (12), paladin 2 (8), paladin 1 (40); psion 17, psion 16, psion 15 (2), psion 8 (4), psion 7 (4), psion 4 (8), psion 3 (8), psion 2 (16), psion 1 (48); psychic warrior 17, psychic warrior 16, psychic warrior 15, psychic warrior 14, psychic warrior 8 (4), psychic warrior 7 (4), psychic warrior 4 (8), psychic warrior 3 (8), psychic warrior 2 (16), psychic warrior 1 (48); ranger 16 (2), ranger 14 (2), ranger 8 (4), ranger 7 (4), ranger 4 (8), ranger 3 (8), ranger 2 (16), ranger 1 (48); rogue 10 (2), rogue 9 (6), rogue 5 (4), rogue 4 (12), rogue 2 (32), rogue 1 (64); sorcerer 17, sorcerer 16, sorcerer 15, sorcerer 9 (2), sorcerer 8 (4), sorcerer 7 (2), sorcerer 4 (12), sorcerer 3 (4), sorcerer 2 (24), sorcerer 1 (56); warrior 19 (2, 2 guards), warrior 16 (guard), warrior 10 (2, 2 guards), warrior 9 (4, 4 guards), warrior 8 (2, 2 guards), warrior 5 (4, 4 guards), warrior 4 (12, 12 guards), warrior 2 (32, 32 guards), warrior 1 (3,271, 609 guards, 2,662 militia); wizard 15 (2), wizard 9 (2), wizard 7 (6), wizard 4 (4), wizard 3 (12), wizard 2 (8), wizard 1 (40)
''Hit Die:'' d8.
!Requirements
To qualify to become a Wemic Paragon, a character must fulfill all of the following criteria.
''Race:'' Wemic
!Class Skills
The wemic paragon's class skills (and the key ability for each skill) are Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis).
''Skill Points at Each Level:'' 2 + Int modifier.
|''Table: Wemic Paragon''|c
|!Level|!Base Attack Bonus|!Fort Save|!Ref Save|!Will Save|!Special|h
|1^^st^^| +1 | +0 | +2 | +2 |Ferocious survival|
|2^^nd^^| +2 | +0 | +3 | +3 |Pride enemy|
|3^^rd^^| +3 | +1 | +3 | +3 |Ability boost (Str +2)|
!Class Features
All of the following are class features of the wemic paragon class.
''Weapon and Armor Proficiency:'' Wemic paragons are proficient with all simple and martial weapons and with light armor and shields.
''Ferocious Survival (Ex):'' At 1^^st^^ level, a wemic paragon receives a +2 bonus to Intimidate and Survival skill checks.
''Pride Enemy (Ex):'' At 2^^nd^^ level, a wemic paragon gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures that are threatening their pride. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
''Ability Boost (Ex):'' At 3^^rd^^ level, a wemic paragon's Strength score increases by 2 points.
This is the western sea of [[Trohlken's|Trohlken]] Baads sub-continent. A river connects it to the [[East Baads Sea]] into which it drains.
This is a bay in the northern extents of the continent of [[Demogrozh]].
Whelrotis is a very large earth-like planet with an extremely deep atmosphere. It appears at a distance to be a gas-giant with an extensive ring system much like the planet Saturn and has an eye like Jupiter.
It orbits [[The Red Star]] at 140 million miles.
It also has three moons.
The planet’s geography consists of four oceans and six continents.
!Oceans
[[Almebezbik Ocean]]
[[Beasturis Ocean]]
[[Creestis Ocean]]
[[Ostis Ocean]]
!Continents
[[Demogrozh]]
[[Ghihzen]]
[[Krostian]]
[[Sectris]]
[[Spihraal]]
[[Trohlken]]
!Map
[img[Planet of Whelrotis|./whelrotis_planet.png]]
Since this is a rather extensive campaign setting, it can be a little overwhelming or confusing to find things in this wiki. As a guide for those of you preparing to play characters, here are some suggestions as to what to look at.
Human, half-elven and halfling characters are generally citizens of [[The Almebezbikian Empire]], but may be [[Berekiefen|Berekiefe]], [[Feric|Feris Antandom]], [[Genesian|Genesee]], [[Sajenese|Saje]], [[Steelisinian|Steelisinia]] or [[Waldseers|Waldsee]]. Elves are usually from [[Grayholm]] or [[Tanglewood]]. Dwarves hail from [[The Rearing Realm]]. Gnomes come from [[The Hinterlands]] or [[Tanglewood]]. Half-orcs range [[The Barbarian Plains]] and [[The Hinterlands]], but will be integrated with human populations if not barbaric. There are many other racial possibilities that come from farther flung realms or even other planes. A race unique to this setting is the [[Meziltarni]]. They blend in with humans, but are most concentrated in [[Waldsee]].
[[History]] is quite expansive in this setting and lends a lot to the flavor of the campaign.
To see what has gone on before, look at [[Companies]]. There are several past campaigns that have notes available for viewing. Some active campaigns require a password to view, however, recent ones have links to a new [[site|http://sites.almebezbik.com]] where players have collaborative options.
Finally, there are a few [[House Rules]], which include feats, prestige classes and other additions to the [[Sourcebooks]]. Anything in the [[Sourcebooks]] listed is fair game.
If you are preparing a character to play in this campaign setting, develop a background and write it also documenting the abilities of your character in non-metagaming terms. And, questions can be directed to the [[DM|mailto:spliskamatyshak@almebezbik.com?subject=Almebezbik Character Creation]].
Evita Marie, after meeting Zodyu in his private chambers as the sun appeared, was given a map to the deepest chambers of the dungeon below [[Grotesque's Towers]]. There is to be found eight magical pools as described in Level 11 of ''__[[Dungeon Dryjajidu]]__''. Getting to "The Cave of Pools" will be the test for the [[company|The Adventuring Company]] to receive status as a guild in [[Seigneaurie Grotesque]].
Being a wizard on Almebezbik has its advantages and disadvantages. One has the ability to wield powerful magic and create magic items while being physically weak that is often the primary target of opponents. Should one survive to 12^^th^^ level and show great resourcefulness, leadership and skill, “The Society of Wizards” may induct the character into their ranks.
The requirements for being titled are based on level, social standing, precipitous rise to power, importance of a recent discovery and whim of the society members. The alignment of the candidate is never a factor in the decision to title or not title. However, all candidates must be human. Also, the candidate must also be alive when the title is granted. No lich may enter the society as such, though becoming a lich after the fact happens.
The rank names are based on the caster level of the wizard as shown in the table below:
|''Title''|''Level Range''|''Number at Rank''| ''Holder'' |h
|Wizard| 12^^th^^ - 13^^th^^ | Some | ... |
|Mage| 14^^th^^ | Some | ... |
|Wizard Mage| 15^^th^^ | Some | ... |
|Omni Mage| 16^^th^^ | Few | ... |
|Supra Mage| 17^^th^^ | Few | ... |
|~Arch-Mage| 18^^th^^ - 19^^th^^ | Few | ... |
|Wizard ~Arch-Mage| 20^^th^^ - 29^^th^^ | One | [[Stefan I]] |
|Omni ~Arch-Mage| 30^^th^^ - 39^^th^^ | One | [[Ran MCXI]] |
|Supra ~Arch-Mage| 40^^th^^ - 49^^th^^ | One | [[Gresham the Golden]] |
|Omni Wizard ~Arch-Mage| 50^^th^^ - 69^^th^^ | One | [[Mopasepti IV|Mage's Seneschal]] |
|Supra Wizard ~Arch-Mage| 70^^th^^ - 89^^th^^ | One | [[Lyphnur Ghoti]] |
|Supra Omni Wizard ~Arch-Mage| [[The Mage]] | One | [[Tevandel Surefacet]] |
There are a limited number of the higher ranks.
Being a titled wizard imparts much respect and prestige, as the Supra Omni Wizard ~Arch-Mage is the Mage of Miserable regardless of level.
''Price (Item Level):'' 1,175 gp (4^^th^^)
''Body Slot:'' Body
''Caster Level:'' 3^^rd^^
''Aura:'' Faint; (DC 15) abjuration
''Activation:'' —
''Weight:'' 10 lb.
//A fine, mastercrafted suit of ironwood-studded, green-tinted leather armor that is sized for a gnome or halfling.//
This Small suit of //+1 studded leather// was recovered from an ogre's bag in Dodecitina, 999 PC.
''Lore:'' It was crafted at the end of the last cycle in [[Walton|The City-State of Walton]] by the Gnomish armorer Ticarus Woodsmith and magicked by [[Isildul]] (Knowledge (arcana) DC 20).
//Prerequisites:// Craft Magic Arms and Armor.
//Cost to Create:// 675 gp, 47 XP, 2 days.
!Wormdorf, [[Trohlken]], [[Whelrotis]]
This is a planar metropolis at the western tip of the [[Trohlken Sea]]. Its core is based on the model of the original Wormdorf from the [[pantheon's|Pantheon]] home world.
It is one of four planar metropolises on the planet [[Whelrotis]].
!Wormdorf, [[Festland]], [[The Mirror]]
This is a small city that is the same design as the core of the Wormdorf on [[Whelrotis]].
It is from the [[pantheon's|Pantheon]] original home world.
This the former capital of [[Feris Antandom]]. Its ruins surround the ruins of [[Castle Illsol]].
[[Stefan I]] has deemed it a capital offense to enter this city. Even if one survives (it still crawls with the undead that existed prior to the [[3rd Wizards' Cataclysm|Creation of "The Plains of the Death Master"]]), they will be sentenced to death.
According to legeand, as the Elven people teetered at the brink of extinction, [[Megiltura|Megiltura the Elf]] gathered the most powerful of high wizards remaining together to devise a weapon that could be used to save the Elves from annihilation. In secret they toiled, using the High Magic of the Elves, Divine Power of the Gods and the Flesh and Blood of Fallen Dragons they fashioned the Regalia that would serve as the Peoples' salvation.
From the high priests of [[Ithil'Quessir]] came a Helm, made of [[velarnium|Velarnium]], a gift from the gods themselves, granting divine wisdom and the power to resist the will of all others. From the wizards of [[Mith'Quessir]] came a Sceptre forged in dragons' blood that gave the wielder power over the land and the sky. From the arcane armorers of [[Taur'Quessir]] came a Suit of Mail, fashioned from the skin of dragons, making the wearer impervious to their attacks. The artisans of [[Bel'Quessir]] fashioned a Torc of platinum, so regal and awe inspiring that it gave the wearer the power to free the People from the control of their dragon masters. Finally, to give their champion the power to slay the mighty beasts, Megiltura gave his sword, the first Elven steel to ever drink the heart's blood of a dragon. To ensure the artifacts were never used against the Elves or for ill purpose, the master craftsmen, who created the Regalia, and Megiltura gave one last thing, their souls. Each in turn, they bound themselves to the Regalia, forever ensuring only the worthy would use them.
!Helm of Ithil'Quessir
This towering helm of shining golden metal was a gift from [[Lehnbor|Lehnbor the Creator]] to Corellon Larethian when Corellon brought Elves to populate Lehnbor's created worlds. Corellon, seeing his people at the brink of extinction, supplied it to his priests in an effort to preserve The People.
* Crafted of [[velarnium|Velarnium]]
* +6 enhancement bonus to Wisdom
* Grants spell resistance 27 while worn
* Immune to mind-affecting effects while worn
!Sceptre of Mith'Quessir
This jeweled staff was crafted by the finest Elven smiths and holds powerful elemental spells.
* +6 enhancement bonus to Strength
* Spells (CL 17^^th^^) - at will
** //Earthquake//
** //Whirlwind// (heightened to 10th level, DC 25)
** //Fire storm// (heightened to 10th level & energy substitution, DC 25)
!Mail of Taur'Quessir
This scale mail has a kaleidoscopic array of dragon scales of all types taken from the dragons The People managed to slay during the war. It contains the most powerful protective magical enhancements available to the Elves at the time of its creation.
* //+10 all element warding great invulnerability (DR 10/epic) heavy fortification dragonhide scale mail//
!Torc of Bel'Quessir
This diadem for around the neck or arm gleams with brilliance.
* +6 enhancement bonus to Charisma
* Breaks all mind-affecting spells within 1,120 ft. while worn
!Sword of Megiltura
This sword is one a many weapons from an ancient Gnome-crafted battle golem used to secure gnomish territories against draconic oppression in the previous cycle. It was found in a ruins in which Megiltura found refuge from dragons seeking to destroy him for defying them.
* //+6 dragon dread keen speed [[steelisin|Steelisin]] greatsword//
* [[Steelisin]] features
** Half typical weight emulating Mithral
** Dull finish
** Contains a mausoleum with 100,000 sepulchral spaces and accompanying vaults storing and protecting many of history's most powerful and influential beings and their possessions
** Grows to allow access to mausoleum and shrinks to use as weapon
!Resonating Effect (Two Items)
!Resonating Effect (Three Items)
!Resonating Effect (Four Items)
!Resonating Effect (Five Items)
!Purity
This language is not actually a single language. It is a generic term for languages spoken by visitors from other prime material planes and crystal spheres. The expression "It is //Zambonese// to me," is actually used by anyone who does not understand a language they are hearing or viewing.
Zelmbring is a large keep converted into a temple and separate from the town. The temple is shared by the church of Visaria and the church of Corellon Larethian where a high priest is appointed from each faith. Though this is the center of Visaria's church, the ambition of her clerics is to help any in need throughout the world, so a nominal cynosure exists here.
//The Master of the Undead, Lord of the Dead, Tyrant of the World//
''Lesser Deity''
| ''Symbol''|A Skull With Flaming Eye Sockets|
| ''Home Plane''|Gehenna|
| ''Alignment''|Lawful Evil|
| ''Portfolio''|Death, The Undead|
| ''Worshippers''|Necromancers, undead, tyrants...|
| ''Cleric Alignments''|NE, LE, CE, N, LN, CN|
| ''Domains''|Death, Deathbound, Evil, Law, Tyranny, Undeath|
| ''Favored Weapon''|Bastard Sword|
----
[>img[./zodyu_skull.gif]]
[[Zodyu|ZodyuAvatar]] ({{{'zod-E-ü}}}) is the god of death, the role he usurped from [["The Billiken"]] while ascending into the [[pantheon|Pantheon]]. He and [[Lukinvor|Lukinvor the Bard]] were mortal enemies. As a mortal, he conquered much of the civilized world during the First Cycle of Man. He ascended into godhood with the help of [[Borgose|Borgose the Blue]] and his passion for the Undead.
He appears as a black-skinned giant wearing adamantine full plate under a blood-red cloak, carrying a black shield and wielding a flaming bastard sword.
He was the overlord of [[Seigneaurie Grotesque]] at the end of the First Cycle of Man where he dwelt in [[Grotesque's Towers]]. He is a consummate politician.
His earthly kingdom was assimilated into [[The Almebezbikian Empire]] by his half-brother [[Ran MCXI]] at the beginning of the current cycle.
!Dogma
Zodyu feeds on the grief of the survivors of those who have died. To this end, his followers cause death and prolong the grieving in obvious (creating terrifying undead) and subtle (causing the re-living of deadly events through memorials) ways.
He admonishes his priests to present a sympathetic front and draw the grief from his followers over time. But, when dealing with those that are not his followers, terror reigns supreme with hauntings and infestations of undead.
!Clergy and Temples
The clerics of Zodyu wear green and black garments that often have a checkered pattern that resemble the floors of the sanctuaries in his temples. They are prohibited from wearing red as only Zodyu's [[avatar|ZodyuAvatar]] appears in the color of blood. Many of the clergy are cleric/necromancers and strive toward true necromancer or [[high necromancer|High Necromancer]], though the latter are now exceedingly rare and hunted by various groups, religious and secular.
The original temples of Zodyu were great mausoleums that took in the dead and produced vast armies of undead to fight in [[The Seven-Years War]]. Only [["The City"]] still contains such a temple. Now, Zodyu's temples are great gothic edifices that tower over their surroundings as [[Grotesque's Towers]] once did.
| //Necromancy (evil)//||
| ''Effective Level''|7^^th^^|
| ''Skill Check''|Knowledge (arcana) DC 24, 4 successes; Knowledge (religion) DC 24, 3 successes|
| ''Failure''|Attack|
| ''Components''|V, S, M, F, XP, B|
| ''Casting Time''|7 hours|
| ''Range''|Touch|
| ''Targets''|One or more corpses|
| ''Duration''|Instantaneous|
| ''Saving Throw''|None|
| ''Spell Resistance''|No|
----
//Zodyu's army// is an incantation used by the non-[[high necromancer|High Necromancer]] generals of [[Seigneaurie Grotesque]] to muster their undead armies during [[The Seven-Years War]] at the end of the last cycle. It animates and places 150 1-HD humanoid skeletons under the control of the caster.
The caster stands in the pile of bones in the pit of a mass grave tossing black precious stones among the remains.
!!!!Failure
The skeletons the caster is standing amongst attack. This is likely to kill the caster as this incantation animates 150 of them which are surrounding the caster at completion of the incantation.
!!!!Material Component
Black precious gemstones such as black opals, onyx, jet, black sapphires, black diamonds, black pearls, etc. worth 25,000 gp.
!!!!Focus
A diamond amulet cut in the shape of a skull worth 25,000 gp.
!!!!XP Component
1,000 XP.
!!!!Backlash
2d6 negative energy damage.
!!!!Campaign Use
This incantation is most effectively cast within the mass grave below the [[Castle of the Canyon Guardian]] where thousands of skeletons have been collected for use in powering the mechanism for changing this castle's facing.
The priests of Time have recently forecast the leaving of the suns. The caravan recently halted outside [[Grotesque's Towers]] by the wall thorns the company recognizes and [[The Leprechaun Bus]] has entered and set to their work inside. Every apartment has been filled and every inn left without a vacancy. For the adventures that entered the castle as the suns flee the skies there is a bleak outlook, for they find no welcome and the gates and portcullis close behind them. All the doors of the town are barred shut and no one is about to open one of them. The reason becomes apparent when five animated skeletons come from the banquet hall.
Upon entering the hall, the company will find ten more skeletons and more coming from behind the tapestry that covers the back wall of the chamber. There are three large, low tables between the skeletons and the company. Pushing these tables toward the skeletons will trap them against the wall and prevent any more from entering.
Behind the concealed door are fourteen more skeletons. At the end of the hallway there is a door opening into the north tower and stairs winding down into the dungeon. Inside the north tower are 224 skeletons. Shutting the door is advised, but not easy, there are quite a few bones in the way. One skeleton will emerge per round if there is room. Entering the north tower will reveal that every square foot is occupied by skeletons, even the stairs to the second floor is packed with these animated dead.
The entrance to the dungeon is the spiral staircase at the end of the hall. It is scattered with bones and difficult to descend. The stairs make a 360 -degree turn and become straight and emerges in a vaulted, square room. The company will encounter zombies therein...
![[Dungeon Dryjajidu]]
!Zodyu the Grotesque
Male lesser deity paragon half-ogre ranger 3/[[half-ogre paragon|Half-Ogre Paragon]] 3/cleric 25/fighter 25/human paragon 3/necromancer 25/true necromancer 14/archmage 2
LE Large humanoid (human)
''Init'' +18; ''Senses'' darkvision 10 miles, portfolio sense, remote sensing (10 miles, 5 locations); Listen +58, Spot +58
''Aura'' divine (1,000 ft., DC 43), //desecration// (140 ft.)
''Languages'' Giant, Almebezbik, Abyssal, Celestial, Draconic, Dwarven, Elven, Goblin, Infernal, Orc, Tzutonese, Undercommon; divine communication (10 miles), remote communication (10 miles, 5 locations), empathic link, speak with familiar
----
''AC'' 82 (size -1, armor +14, shield +8, insight +12, luck +12, Dex +1, natural +16, divine +10), touch 44, flat-footed 81 (w/adamantine full plate and shield); arcane spell failure 35% or
83 (size -1, armor +17, insight +12, luck +12, Dex +7, natural +16, divine +10), touch 50, flat-footed 76 (w/velarnium breastplate)
''hp'' 4,320 (100 HD); fast healing 30; ''DR'' 20/epic and 2/-
''Immune'' ability damage, ability drain, acid, cold, death, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, //sleep//, stunning, transmutation
''Resist'' fire 15
''Fort'' +101, ''Ref'' +87, ''Will'' +98; ''SR'' 140
----
''Speed'' 60 ft. (12 squares)
''Melee'' //[["The Bastard's Flaming Sword"]]// +140/+135/+130/+125 (2d6+69+3d6 fire/17-20 Fort (DC 42) death +1d6+6d6 fire) or
Medium //+6 battleaxe// +138/+133/+128/+123 (1d8+51/x3) and //Quickling// +138/+133 (1d6+38/19-20) or
slam +126 (1d8+45)
''Ranged'' Large //+6 composite longbow// with //+6 arrows// +125/+120/+115/+110 (2d6+31/x3|110 ft.)
''Space'' 10 ft.; ''Reach'' 10 ft.
''Base Atk'' +17; ''Epic Atk'' +40; ''Divine Atk'' +10; ''Grp'' +131
''Atk Options'' Cleave, favored enemy humanoids (human) +15, Great Cleave, Improved Sunder, mighty reach, Power Attack, ~Ride-By Attack, Spirited Charge
''Special Actions'' automatic actions (5/round, DC 20), block sensing, //death touch// 1/day (45d6+17), Heroic Destiny, Negative Energy Burst (60 ft., DC 45), rebuke undead 29/day (+35, 2d6+81, 45th, 460 HD), spontaneous casting, Zone of Animation
''Combat Gear'' //ring of spell turning, +6 arrows// (50)
''Cleric Spells Prepared'' (CL 45^^th^^, evil or law spells 46^^th^^, necromancy spells 49^^th^^)
| | 9^^th^^|—|//hellish horde, implosion// (DC 46), //miracle// (DC 45), //plague of undead, soul bind// (DC 50), //storm of vengeance// (DC 45), //summon monster IX, true resurrection, vile death// (DC 45), //wail of the banshee//^^D^^ (DC 50)|
| | 8^^th^^|—|//antimagic field, create greater undead//^^D^^, //discern location, fire storm// (DC 45), //general of undeath, heat drain// (DC 49), //symbol of death// (DC 49), //unholy aura// (DC 44), //summon monster VIII, veil of undeath//|
| | 7^^th^^|—|//blasphemy// (DC 44), //death dragon// (DC 48), //destruction//^^D^^ (DC 48), //greater bestow curse// (DC 48), //greater scrying// (DC 43), //refuge, resurrection, summon monster VII, symbol of weakness// (DC 48), //withering palm// (DC 48)|
| | 6^^th^^|—|//barghest's feast// (DC 47), //create undead//^^D^^, //create undead, geas/quest, harm// (DC 47), //greater dispel magic, heal, sarcophagus of stone// (DC 42), //summon monster VI, symbol of fear// (DC 47), //word of recall//|
| | 5^^th^^|—|//dispel good// (DC 41), //dispel law// (DC 41), //flame strike// (DC 42), //incorporeal nova// (DC 46), //mass contagion// (DC 46), //plane shift, scrying// (DC 41), //slay living//^^D^^ (DC 46), //summon monster V, summon undead V, true seeing, unhallow//|
| | 4^^th^^|—|//cure critical wounds// (DC 40), //divine power, divine power, death ward//^^D^^, //divination, freedom of movement, greater magic weapon, life ward// (DC 40), //sending, summon monster IV, summon undead IV, wrack// (DC 45)|
| | 3^^rd^^|—|//animate dead//^^D^^, //animate dead, animate dead, bestow curse// (DC 44), //contagion// (DC 44), //cure serious wounds// (DC 39), //enervation// (DC 44), //glyph of warding// (DC 39), //invisibility purge, magic circle against good, summon monster III, summon undead III//|
| | 2^^nd^^|—|//aid, cure moderate wounds// (DC 38), //death knell// (DC 43), //desecrate//^^D^^, //divine interdiction// (DC 38), //lesser restoration, owl's wisdom, spiritual weapon, stone bones, summon monster II, summon undead II, silence// (DC 38), //wave of grief// (DC 38)|
| | 1^^st^^|—|//comprehend languages, death watch, divine favor, endure elements, cure light wounds// (DC 37), //cause fear//^^D^^ (DC 42), //protection from good, protection from law, resurgence, shield of faith, shield of faith, summon monster I, summon undead I//|
| | 0|—|//cure minor wounds, detect magic, guidance, guidance, mending, resistance//|
''D'' Domain spell ''Domains'' Death, Deathbound, Evil, Law, Tyranny, Undeath
''Necromancer Spells Prepared'' (CL 45^^th^^, evil or law spells 46^^th^^, necromancy spells 49^^th^^)
| | 13^^th^^|—|enhanced heightened (9th-level) //delayed blast fireball// (DC 45), heightened (10th-level) maximized //energy drain// (DC 50), heightened (10th-level) maximized //meteor swarm// (DC 46), heightened (13th-level) //avasculate// (DC 53), heightened (13th-level) //wail of the banshee//^^S^^ (DC 53)|
| | 12^^th^^|—|empowered enhanced maximized //vampiric touch//, enhanced //horrid wilting// (DC 48), heightened (9th-level) maximized //black fire// (DC 49), heightened (9th-level) maximized //horrid wilting// (DC 49), intensified //night's caress//^^S^^ (DC 45), maximized //hellish horde//|
| | 11^^th^^|—|empowered //meteor swarm// (DC 45), heightened (11th-level) //avasculate// (DC 51), heightened (11th-level) //black blade of disaster// (DC 46), heightened (11th-level) //mass contagion// (DC 51), intensified //burning blood//^^S^^ (DC 44), intensified //enervation// (DC 44)|
| | 10^^th^^|—|empowered enhanced maximized //burning hands// (DC 37), enhanced heightened (3rd-level) maximized //combust// (DC 39), heightened (10th-level) //chill touch// (DC 50), heightened (10th-level) //flensing// (DC 45), heightened (10th-level) //symbol of fear// (DC 50), maximized //awaken undead//^^S^^, maximized //delayed blast fireball// (DC 43)|
| | 9^^th^^|—|//Bigby's crushing hand// (DC 45), //foresight, gate, greater dragon ally, hellish horde, planar perinarch, power word kill, soul bind//^^S^^ (DC 49), //time stop, vile death//|
| | 8^^th^^|—|//black fire//^^S^^ (DC 48), //flensing// (DC 43), //ghostform, greater bestow curse// (DC 48), //horrid wilting// (DC 48), //polar ray// (DC 44), //skeletal guard, symbol of death// (DC 48), //temporal stasis// (DC 43), //trap the soul// (DC 43)|
| | 7^^th^^|—|//delayed blast fireball// (DC 43), //energy transformation field, evil glare// (DC 47), //final rebuke// (DC 43), //finger of death//^^S^^ (DC 47), //greater scrying, kiss of the vampire// (DC 47), //sword of darkness, symbol of weakness// (DC 47), //vision//|
| | 6^^th^^|—|//chain lightning// (DC 42), //disintegrate// (DC 41), //eyebite// (DC 46), //fleshshiver// (DC 46), //geas/quest, howling chain, mass contagion// (DC 46), //ray of entropy//^^S^^, //spectral touch, true seeing//|
| | 5^^th^^|—|//baleful polymorph// (DC 40), //cone of cold// (DC 41), //death throes, dominate person// (DC 41), //feeblemind// (DC 41), //mind fog// (DC 40), //firebrand// (DC 41), //greymantle//^^S^^ (DC 45), //night's caress// (DC 45), //spirit wall// (DC 45), //vulnerability// (DC 40)|
| | 4^^th^^|—|//assay spell resistance//, //bestow curse//^^S^^ (DC 44), //bloodstar// (DC 39), //burning blood// (DC 44), //contagion// (DC 44), //corporeal instability// (DC 39), //crushing despair// (DC 40), //enervation// (DC 44), //Evard's black tentacles// (DC 39), //know vulnerabilities// (DC 39), //spell enhancer//|
| | 3^^rd^^|—|//empowered magic missile, enhance familiar, fireball// (DC 39), //fly, haste, incorporeal enhancement, lightning bolt// (DC 39), //rage, suggestion// (DC 39), //undead lieutenant, vampiric touch//^^S^^|
| | 2^^nd^^|—|//augment familiar, baneful transposition// (DC 37), //blindness/deafness// (DC 42), //combust, detect thoughts// (DC 37), //ghoul touch, locate object, scorching ray, spectral hand, wracking touch//^^S^^ (DC 42), //wraithstrike//|
| | 1^^st^^|—|//blood wind// (DC 37), //burning hands// (DC 37), //chill touch// (DC 41), //critical strike, expeditious retreat, identify, jump, magic missile, nerveskitter, shock and awe, spirit worm//^^S^^ (DC 41), //true strike//|
| | 0|—|//amaneunsis, open/close, prestidigitation, read magic//|
''S'' Specialty spell ''School'' Necromancy ''Prohibited Schools'' Abjuration, Illusion
''Epic Spells Known'' (10/day)—//animus blast// (DC 47), //animus blizzard// (DC 47), //damnation// (DC 46), //enslave// (DC 46), //let go of me// (DC 46), //momento mori// (DC 51), //mummy dust// (DC 51), //pestilence// (DC 51)
''~Spell-Like Abilities''
| | at will|—|//animate dead, avascular mass// (DC 51), //avasculate// (DC 50), //awaken undead, Bigby's grasping hand// (DC 50), //blade of pain and fear, blasphemy// (DC 50), //calm emotions// (DC 46), //cause fear// (DC 44), //chill of the grave, circle of death// (DC 48), //command// (DC 44), //control undead// (DC 50), //create greater undead, create undead, death knell// (DC 45), //death ward, desecrate, destruction// (DC 50), //detect undead, dictum// (DC 50), //discern lies// (DC 46), //dispel good// (DC 48), //dispel chaos// (DC 48), //dominate monster// (DC 53), //energy drain// (DC 52), //enthrall// (DC 45), //fangs of the vampire king, fear// (DC 47), //geas/quest, greater command// (DC 48), //greater teleport// (self plus 100 lbs.), //hold monster// (DC 49), //magic circle against good, magic circle against chaos, mass charm monster// (DC 51), //order's wrath// (DC 47), //protection from good, protection from chaos, revive undead, shield of law, slay living// (DC 48), //summon monster IX// (lawful evil only), //unholy aura// (DC 51), //unholy blight// (DC 47), //wail of the banshee// (DC 52), //wither limb// (DC 47) (CL 35^^th^^)|
| | 3/day|—|//greater dispel magic, haste, see invisibility// (CL 15^^th^^)|
| | 2/day|—|heightened (13th-level) //soul bind// (DC 53), intensified //circle of death// (DC 46) (CL 64^^th^^)|
| | 2/day|—|//create undead, create greater undead// (CL 121^^st^^)|
| | 1/day|—|//horrid wilting// (DC 49), //energy drain// (DC 49), //wail of the banshee// (DC 49) (CL 121^^st^^)|
| | 1/day|—|//darkness, fly, invisibility// (CL 115^^th^^)|
----
''Abilities'' Str 49 (61), Dex 35 (47), Con 46 (58), Int 49 (61), Wis 51 (63), Cha 44 (56)
''SQ'' adaptive learning (Diplomacy), create magic items (30,000 gp), divided ancestry, divine rank 10, familiar, godly realm: Grotesque's Towers (Gehenna), immortal, necromantic prowess +4, ogre mage bloodline, portfolio: death and the undead, scry on familiar, share spells, wild empathy +30
''Salient Divine Abilities'' Alter Size, Avatar, Divine Fast Healing^^A^^, Divine Spell Focus (Necromancy)^^A^^, Divine Weapon Focus (bastard sword)^^A^^, Divine Weapon Specialization (bastard sword)^^A^^, Extra Domain (Deathbound, Tyranny, Undeath), Hand of Death (DC 53)^^A (DC 48)^^, Life and Death, Life Drain (DC 53, 100 ft. radius)^^A (DC 48, 50 ft. radius)^^, Rejuvenation^^B^^, Undead Mastery^^B^^
''Feats'' Able Learner, Cleave, Craft Magic Arms and Armor^^B^^, Empower Spell^^B^^, Endurance^^B^^, Exotic Weapon Proficiency (bastard sword), Extra Turning^^B^^, Fearless Destiny, Great Cleave^^B^^, Greater Spell Focus (Necromancy), Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword)^^B^^, Heighten Spell, Heroic Destiny, Human Heritage, Improved Critical (bastard sword)^^B^^, Improved Familiar^^B^^, Improved Sunder^^B^^, Leadership^^B^^, Maximize Spell^^B^^, Mounted Combat^^B^^, Power Attack^^B^^, Practiced Spellcaster (Cleric, Necromancer), Protected Destiny, Quicken Spell^^B^^, ~Ride-By Attack^^B^^, Scribe Scroll^^B^^, Skill Focus (Diplomacy, Spellcraft)^^B^^, Spell Focus (Evocation, Necromancy), Spell Mastery (//avasculate, awaken undead, black fire, create greater undead, create undead, energy drain, gate, greater bestow curse, hellish horde, horrid wilting, meteor swarm, power word kill, read magic, soul bind, time stop, trap the soul, vile death, wail of the banshee//)^^B^^, Spirited Charge^^B^^, Track^^B^^, ~Two-Weapon Fighting (in light or no armor), Weapon Focus (bastard sword)^^B^^, Weapon Specialization (bastard sword)^^B^^
''Epic Feats'' Automatic Quicken Spell (1st-9th), Devastating Critical (bastard sword), Enhance Spell, Epic Leadership, Epic Reputation, Epic Spell Focus (Necromancy), Epic Spellcasting, Epic Weapon Focus (bastard sword), Epic Weapon Specialization (bastard sword), Great Strength, Improved Heighten Spell, Improved Spell Capacity (10^^th^^, 11^^th^^, 12^^th^^, 13^^th^^; Necromancer), Intensify Spell, Legendary Commander^^B^^, Legendary Rider^^B^^, Multispell, Negative Energy Burst, Overwhelming Critical (bastard sword), Undead Mastery, Zone of Animation
''Skills'' Appraise +150, Bluff +92, Craft (Alchemy) +150, Craft (Weaponsmithing) +150, Climb +51, Concentration +151, Decipher Script +150, Diplomacy +173, Gather Information +158, Handle Animal +48, Heal +57, Hide +39, Intimidate +158, Knowledge (Arcana) +150, Knowledge (Dungeoneering) +50, Knowledge (Geography) +50, Knowledge (Local) +90, Knowledge (Nature) +55, Knowledge (Nobility & Royalty) +90, Knowledge (Religion) +150, Knowledge (The Planes) +150, Listen +58, Move Silently +43, Perform (any) +27, Ride +145, Search +50, Sense Motive +90, Spellcraft +165, Spot +58, Survival +58 (+70 off Material Plane); Ogre affinity +2
''Possessions'' combat gear plus //+6 adamantine full plate, +6 heavy steel shield, "The Bastard's Flaming Sword", //Medium //+6 battleaxe, Quickling, //Large //+6 composite longbow //(+25 Str bonus), //+12 velarnium breastplate, belt of epic strength +12, decanter of endless water, bracers of epic constitution +12, cloak of epic charisma +12, gloves of epic dexterity +12, headband of epic intellect +12, periapt of epic wisdom +12, rod of epic splendor, manual of bodily health +5// (used), //manual of gainful exercise +5// (used), //manual of quickness of action +5// (used), //tome of intellect +5// (used), //tome of leadership an influence +5// (used), //tome of understanding +5// (used)
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''Mighty Reach (Ex)'' A half-ogre paragon can take advantage of their Large size by making an Attack of Opportunity against an opponent using the Withdraw Action to leave their threatened area.
''Cohort and Followers'' [[Dryjajidu]] the Black Dracolich (Male advanced great wyrm black dragon) is Zodyu's cohort. His followers include 1 16^^th^^-level, 2 15^^th^^-level, 3 14^^th^^-level, 5 13^^th^^-level, 9 12^^th^^-level, 18 11^^th^^-level, 36 10^^th^^-level, 72 9^^th^^-level, 144 8^^th^^-level, 287 7^^th^^-level, 573 6^^th^^-level, 1,125 5^^th^^-level, 2,250 4^^th^^-level, 4,500 3^^rd^^-level, 9,000 2^^nd^^-level and 90,000 1^^st^^-level ~NPCs.
!!Hoax
Homunculus familiar
LE Tiny awakened construct
''Init'' +3; ''Senses'' darkvision 60 ft., low-light vision; Listen +14, Spot +14
''Languages'' empathic link
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''AC'' 27 (size +2, Dex +2, natural +13), touch 14, flat-footed 25
''hp'' 2,260 (100 HD)
''Immune'' all mind-affecting effects, poison, //sleep// effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
''Resist'' improved evasion
''Fort'' +57, ''Ref'' +54, ''Will'' +56; ''SR'' 30
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''Speed'' 20 ft. (4 squares), fly 50 ft. (good)
''Melee'' bite +62 (1d4-1 plus poison)
''Space'' 2½ ft.; ''Reach'' 0 ft.
''Base Atk'' +57; ''Grp'' +49
''Atk Options'' deliver touch spells
''~Spell-Like Abilities'' (CL 45^^th^^)
| | 1/day|—|//eyebite// (DC 20)|
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''Abilities'' Str 8, Dex 16, Con –, Int 18, Wis 18, Cha 18
''SQ'' construct traits
''Feats'' ~Fly-By Attack, Improved Toughness, Lightning Reflexes, Weapon Finesse^^B^^
''Skills'' Appraise +109, Bluff +49, Craft (Alchemy) +109, Craft (Weaponsmithing) +109, Climb +12, Concentration +105, Decipher Script +109, Diplomacy +127, Gather Information +115, Handle Animal +9, Heal +15, Hide +21, Intimidate +115, Knowledge (Arcana) +109, Knowledge (Dungeoneering) +9, Knowledge (Geography) +9, Knowledge (Local) +49, Knowledge (Nature) +14, Knowledge (Nobility & Royalty) +49, Knowledge (Religion) +109, Knowledge (The Planes) +109, Listen +14, Move Silently +13, Ride +110, Search +9, Sense Motive +49, Spellcraft +121, Spot +14, Survival +16 (+28 off Material Plane)
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''Poison'' Injury, Fortitude DC 62, initial damage //sleep// for 1 minute, secondary damage //sleep// for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
//Jester of the Gods, Innovator of Change//
''Intermediate Deity''
| ''Symbol''|A Keep Supported By Clouds|
| ''Home Plane''|Arborea|
| ''Alignment''|Chaotic Good|
| ''Portfolio''|Change|
| ''Worshippers''|Anyone seeking to change the world around them|
| ''Cleric Alignments''|CN, CG, N|
| ''Domains''|Chaos, Good, Storm, Trickery|
| ''Favored Weapon''|Spear|
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[>img[./castle_in_clouds.jpg]]
Zwei ({{{tsvI}}}) is the god of change. He is sometimes at odds with [[Lehnbor|Lehnbor the Creator]] and therefore [["The Billiken"]]. His power has diminished a bit since the end of the First Cycle of Man.
This deity appears as a small child whose size constantly shifts between 18 inches and 24 inches tall with varying degrees of heftiness. He wears a tunic and often uses his //staves of the magi and power// as stilts.
If he is confronted hostilely, he will become wrathful and probably destroy the offender with the snap of a finger.
He is a beneficial deity if reacted to properly, gifting mundane items.