'Hail and well met'¦ once more we gather around the table to tell tales and bring forth images of adventure, joy, and companionship.
Isn't this the reason why we all play role-playing games; to sift through our dreams and make real what is not? As well as to leave the stress of every day life for a brief moment, and become something greater.
As children we pretend, and as we age our imaginations dim as life spreads before us. Others tell us to leave the trappings of the child behind; to seek out what reality has to offer thus leaving the world of dream and fantasy behind.
I believe what was once can be again. What can be lost can be found. The inner child in all of us tries to break the shackles of reality, and bring forth play and laughter.
I can find no better medium than role-playing games. Here you are the hero, or villain. You are the one who must choose the course of your character destiny.
The mind is a powerful world; a world that must have dreams and visions.
The Grand Realm is the book you hold in your hands, I hope is that key, the flying carpet that will speed you home to the child like imagination you might have lost and yearn for.
So my friends when you open the book and gaze upon the pages of mythic lore know that we are all kindred spirits, and like children with a new toy'¦ we smile.'
Adrian Garcia
'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy. At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world. Chalice is a world of vast beauty, and ugliness.
It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'
Elathaan Belafor, Master Herald
Anem 1445, Epoch of discovery
The Lands of The Grand Realm
The lands of the world Chalice are many, and far-flung. The world itself is a pearl in the cosmos. A sister to seven all circling a great sun Academics has christened Helios.
The great Continents, known as Aerbor, and Ifretus, are the home to many of the great kingdoms that now exists to day.
To the south lay the cold icy reaches known as Baelfrost, a land cut off from the rest, by it's cursed snow and ice. To the west Pirates circumvent the seas near what many call the Buccaneers Archipelago.
Eastward lay the pearl kingdoms of Kathay, and northward; lay Bregan Brol, the strong hold of the Oculains. Upon the seas of sky, are the floating cities of Lupatia and their masters the Kenku and their consortium or flying ships.
The continent of Aerbor plays host to teeming, forests, and great rolling rivers. Here many large kingdoms such as Varanguard the loinshold, Brindarmour, Equas, Copperbound, Bregan Brol, and Floral'Lanthus, the greatest of community of Elves that exists.
Ifretus the land of fire boasts equally large kingdoms, with its large deserts, and the one of the eight wonder of Chalice known as the Spears of Obi; huge mountains that seem to stretch to the stars.
The continent of Ifretus is home to Coradan the Dog soldier Empire, Alakahazan cities of the Jinn, Castilion land of the five roses, Isle of Capri (shell Island) where the flames steeds run, and the Steppes of Kwun and its hearty nomads.
Varanguard the Loinshold:
Population: (900,000) Human, Dwarf, Minuians, Satyr, Elf, Oculian.
Government: Representative Monarchy
Major Cities: Diadem, Eneroth, and Graymalkin
Varanguard was founded in Anem Y.S -957 Epoch of Salamaster. After the fall of the great kingdom of the north Malchior in Anem '"3568, the remnants of warrior and survivors headed south.
Led by Eldoon Loinsblade, knight captain of Aslhern, they fought their way south with foul creatures bred by a Daemon released from the lower hells that had destroyed the city of white behind them.
Through the woods of Aerboriduim, and toward the great Anvilweld mountains the men of Malchior fled. Finally tired of being chased and hounded, the warriors gathered themselves, upon the grounds of Varanguard (meaning in old tongue the last guard) and did battle with the forces of the Daemon.
To this day, the minstrels and bards sing of the Daemons last day.
Upon the battlefield known as Hawkings down, the host of the enemy and Eldoon Loinsblade met.
In a bone chattering charge the two armies met, and many died on both sides. It is said upon the snowcaps of the greatest mountain Ourmin Theradain (Mountain Thain) That the Daemon and Eldoon, did battle. The mighty knight- captain hewed his foes, with mighty strikes of his great dwarven war hammer, Foedanner.
But the Daemon traded blows in return, striking with whips of fire and a blade of storm. From below the fighting had stopped, and the warriors on both sides gazed in rapture at the battle, all stood in awe at the mighty conflict.
Battered and woozy from his many wounds, Eldoon, lifted his hammer to Queleth the foe striker, and raised his voice in song. Great was the light of his Valor and all men of Malchior shook their awe and slew the monsters that had hounded them for so long.
The Daemon squealed in hatred and charged forward, his sword slashing down in a brilliant arc of power.
Eldoon swung his hammer and let fly even as the Daemons' blade cut deep into his body hewing him in half. But the last killing stroke would be Eldoons', for his beloved war-hammer shattered the Daemon's skull to many pieces, killing the creature, and launching off the mountain and into ground below.
Great was the impact a creator was formed, and to this day many can hear the death wail of the creature.
Led by the Aurmer Lionsblade the son of Eldoon, they collected their king and laid him with the weapons of his enemy upon a briar, and sent his ashes upon the winds.
Aurmer founded Varanguard that very year, a testament to the power of the men of Malchior.
Current Varanguard is a powerful kingdom that takes up much of the Southern part of Aerbor.
Erien Lionsblade is now the king of Varanguard as well as High King of Aerbor. Varanguard is a kingdom ruled by both king, and a council of Barons known as the council of lords. Both work to pass laws and protect the kingdom from any harm.
Varanguard itself stretches from the Anvilweld mountain in the north to the Shattered sea to the south. To the West lay the Shield Wall Mountains, and the frontier, and to the east lay Gilistry and the kingdom of Copperbound, and the Thorn Krags.
The kingdom is broken up into to seven Baronies known as Lion- hold. Each hold governs a section of the Varanguard with the King permission and in his name.
Each Baron, and noble has a say and every Thordal they gather, in a forum called the Pride.
Here they take their grievances to the king, and work out the laws of the land with their sire. Though Varanguard is a monarchy, there is a representative government at work.
Varanguard has three great cities Caer Eneroth, Diadem, and Leodore. Every seven years, the king shifts his court in order to survey his kingdom and make sure all is well aboard.
Story Arcs: As of the Epoch of Discovery, Varanguard has been attacked by foul legions of goblins and giants.
Eneroth city has been engulfed in a magical black sphere, which magic cannot penetrate.
An unknown force is besieging the dwarves of Anvilweld mansion. There is a rumor upon the wind that the evil known as the Necromancer has returned to seek vengeance upon the king, for what reason remains a mystery.
Races of the Grand Realm
Humans, Aesier, asierween:
Florian Elves, Flasir, Eliath (Narasidien-moon, Skyrasidien-dawn, Dimmerandien-dusk
Elf Blooded, Eliath Kindelthin-half elf
Elf kin:
Nieblung Dwarves: Doradun:
Bane Elves: Balsair, Maliath Felor
Hybream:
Oculain:
Minuin: Halfling, Macair, Melwee
Starfolk, Unosis, Starians
Dhrow, Dael Felween.
The Imortalis (The gods)
'The power of faith is unlike anything else. When the touch of your god is placed upon your soul'¦ It reminds you are not alone in the world, and that you actually make difference in the eyes of the gods'
Thorin Highsteel, Helrian cleric
Anem 1443, Epoch of Discovery
'Mans' scheme of the universe, is often thought as small and inconsequential, compared to the greater powers that dwell in the seven heavens above and the lower hells below.
The race of Chalice are as diverse as the gods they worship, they shape the very fiber of the world and the destiny, of even the gods they worship, When I say human I mean every race that exists on Chalice'¦Many might take offense, to that thought, but it is true. Humanity is shared by all and is the major reason, why the universe is so large.'
Hadrien Scrolbinder, 8th Acadian of Etena
Anem 300, Epoch of sleep
Many have tried to track Humanity accent from the dawn of time... to investigate the wonder of what was and what has been lost through the ages.
Scholars, Sages and Wizards alike have argued about the beginning of humanity. Even the thought of every race of chalice falling under this large sub-position has come under constant debate, most coined the term for the youngest of races, and also the most dominant on Chalice. Of course there are older. The Elven races for example, as well as the Dwarven races are considered the first to step forth upon the world. Yet the human race is the most prosperous and well documented, thus the term of humanity was coined.
But with humanity, comes a greater need to figure out the ways and means of its' people. I can't tell you how many nights I have watched priest, clerics, journey-men, and wizards discuss, in heated terms the main concept of myth, legend, and lore, and of course the conception of the Races of Chalice.
The gods'¦ The powerful beings that defy the five sense, and manifested themselves on the land changing the way of everyman. I once heard a cleric call upon his god, and watch in awe as the power from his god flowed through the man, to destroy foul creatures risen from the grave. To believe that the gods are just legends or lore is foolhardy at the least.
Hadrien Scrolbinder, 8th Acadian of Eten
Anem 300, Epoch of sleep
Helia Crowngold:
Portfolio: Birth, change
Holy symbol: Sun with a crown and light shooting forth, twin of Sol Diadem.
Favored Weapon: +8 Morning Star of holy Smiting. (Dawn's Awakening) Credo: 'Change and birth are the, ways the world continues to change and evolve.'
Sol Diadem:
Portfolio: Justice, honor
Holy symbol: Scales and balances held by a winged woman, twin of Helia Crowngold.
Favored Weapon: +8 Sun Sword (Light of Justice)
Credo: 'Law is the rule that governs the cosmos and the world, and Justice is the result of those rules manifested.'
Gylen:
Portfolio: nature, hunting
Holy symbol: a naked woman riding a unicorn through woods.
Favored Weapon: + 7 Bow of Archery (Hearth heart)
Credo: 'The wilds of the world are the willsprings from which life forever flows.'
Talronan:
Portfolio: Evil, lies.
Holy symbol: Snakes moving in a circle in the middle a web with red eyes.
Favored Weapon: +8 Halbard of Wounding (Nightsender).
Credo: 'The only pure light is the darkeness of evil, and only if you give into the light will you see, oblivion.'
Nystrial:
Portfolio: Magic, illusion.
Holy symbol: A magic wand that showers five swirling balls of magic.
Favored Weapon: Staff of Magi (Nystrial Favor).
Credo: 'Only through magic, and research will you attain the mastery of the uknown.'
Memshal:
Portfolio: Healing, safety.
Holy symbol: A hand radiating beams of light over a sickly child.
Favored weapon: +9 quarterstaff of healing (Healing heart)
Credo: 'Purity of the soul must come from the healing, and saftety of ones life.'
Charion:
Portfolio: Death, discourse.
Holy symbol: A hand skeletal hand bursting forth from the ground.
Favored Weapon: + 9 Vorpal Scyth (Dark Descendance).
Credo: 'Death is simply the extention of life, and at the end there is another journey.'
Nieblung Krag:
Portfolio: Smithing, creation
Holy symbol: Man holding in his two hands the races of the world.
Favored Weapon: Hammer of thunderbolt (Creator's Breath)
Credo: 'Through creation can one find happiness and fortune.'
Tithtania
Portfolio: Nature, home
Holy symbol: A dove within a circle of leaves
Favored Weapon: +11 sickle of haste, (Nature's watcher)
Credo: 'the wood is the foundation of the timber of the home.'
Silani Althan:
Portfolio: love, affection, lust and moon.
Holy symbol: Two lovers intertwined yet facing opposite directions
Favored Weapon: +8 dagger of everstrike. (Silent touch)
Credo: 'love is all encomapassing, it can be soft, but has a edge as sharp as any blade'
(Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice. They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars. Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane. These mortals are called (Aeon)
Heroes of The Grand Realms
Blis Windswept
Profile: Blis is a young ranger of high regard who travels the lands of Aerbor, and is known as Green knight, due to the green sash about his arm.
He is also apart of the society of the sash, and now wears that badge handed down to him by his father.
He is constantly on the move and is usually surrounded with is companions, the elf princess Starisess (Star) Fulmonis, Ren Pyro the thief, magic user, warrior, and their good friend, Hellstone Cleftfoot the, Minstral Saytr.
Blis is a courages fighter, and is known to champion any cause t hat he considers vital, and just.
Those who would seek to dispoil the land he protects are for warned, for with Valarian his Valaric weapon at hand, and his sash of power Blis is a powerful foe.
Blis windswpet Male Human Rgr11 Knight of Sash;
Medium Humanoid;
HD 11d10+22 (Ranger);
hp 100; Init + 2; Spd 30; AC 20; Atk + 16 base melee, + 13 base ranged; +17 ( 1d8+5, Longsword, +19 ( 1d8+8, Valarian ); Masterwork); AL N; SV Fort + 9, Ref + 5, Will + 5; STR 20, DEX 14, CON 15, INT 13, WIS 14, CHA 13.
Possessions:
Weapons: Longsword, Masterwork.
Armor: Mithral Shirt.
Goods: Backpack; Case, map or scroll; Grappling hook; Flint and steel; Flask; Mirror, small steel; Rations, trail (per day); Rope, hemp (50 ft.); Waterskin (full); Torch.
Magic: Ring: Protection +4; Wondrous: Sash of Power.
Skills:
Animal Empathy + 8, Climb + 9, Concentration + 5, Handle Animal + 4, Heal + 6, Hide + 20, Knowledge (nature) + 7, Move Silently + 10, Profession (Weaponsmith) + 3, Seafaring + 9, Spot + 7, Swim + 12, Wilderness Lore + 12.
Feats:
Cleave, Combat Reflexes, Essence of Command, Improved Critical: Greatsword, Power Attack, Track.
Spells Known (Rgr --/2/2):; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II.
Spells Prepared (Rgr --/2/2):; 1st - Pass without Trace, Resist Elements; 2nd - Cure Light Wounds, Detect Evil.
Monster Menagerie
Cackling Doll
Small Construct (Evil);
HD 4d10 (Construct) hp 40; Init + 2;
Spd 35; AC 15;
Attack: + 8 base melee, + 6 base ranged; +8 (1d6+6, Bite); +8 (1d4+4, Dagger);
SQ: Construct, See in darkness (Su);
Alignment: Chaotic Evil;
Saves: Fort + 1, Ref + 3, Will + 1;
Abilites: STR 19, DEX 14, CON --, INT 14, WIS --, CHA --.
Possessions:
Weapons: +1 Serrated Dagger
Skills: Hide + 6. Move silently +4
Feats: Power Attack, improved bull rush
Challenge Rating: 4
Combat
To most observers this simple and ordinary children's plaything is at first the most adorable thing that has ever been seen. To the unaware, the Cackling doll is a horror of the foulest evil.
The doll resembles and feels like any other children's toy. Curly red hair sprouts from the tips of its head and a pearly alabaster faces crafted by the finest toy master stares back with emerald eyes, along with dimples, and a small pout mouth. The doll is dressed in a miniature set of human clothing. The doll is dappled in a white shirt, black trousers, and a set of knobby black shoes. The female version wears a blue, white frock of chiffon and a red bow toy over its head.
Once awakened the same cute doll becomes engine of doom, seeking to destroy all life around it. What was once a calm serene face twist into a swirling visage of hate and malice? Those same small pout lips open to reveal dagger like teeth, and a set of malevolent green eyes.
The most terrifying feature of this hated construct is its cackle, that spring forth from its maw as it dispatches its prey.
Combat: The Cackling doll in combat is a fearsome foe. Most are caugth unaware by its great strength speed and small stature.
The Cackling Doll has the ability to bull rush, as if it contained the feat. It will Rush first knocking down it's opponent, then from beneath it's cloths will come forth a miniture dagger that does 1d6 points of damage. If that fails, the Doll will attack with its bite that does 1d 4+6 damage as it gnaw away at its opponent. Final weapon is its Cackle; the Cackle acts as if the spell Tasha's Uncontrolable Heidious Laughter has been cast.
Those who live through the tale, never again mistake the innocence of the child doll.[tr
A Brief History
ANEM Y.S. YEAR OF THE WAKING DREAM:
Anem Y.S. '"4043 Epoch of Spells: Raising of Phoenix kingdom Hysoril magi, and Vanderbros, kingdom of Sorcerers.
Anem y.s. '"3943 Epoch of Rods: Valoric Blades of Selvibrim are created twelve in all, Callendor being one of them. The Sashes of power are created.
Anem Y.S '"3843 Epochs of Phoenix: The Phoenix war of the magi. Phoenix Kingdom Hysoril and Sorceror kings of Vandarbros wage war. Oculair created, the cyclops race being one of the new races to be fashioned in the need for new warriors Halflings are tainted by mages creating evil versions of the good loving folk . Ishue of Coradon is founded in the contient of Ifruitus.
Anem Y.S-3773: Epoch of Shattered Time: Bane elves created. Sorcerers capture and kill phoenix to power their Chronem Trigger scepter. Sorcerers are sabotaged as they begin to chant final spell. The spell backfires horribly destroying Vanderbros, as well as Hysoril. One of the floating islands of Vanderbros plummets to the sea and creates Baelfrost. Magic erupts into leylines as Nystrial godly essence creates magical paths through the world. Eruii returns Nystrial, to her former state and bids her watch over the leylines.
The Necromancer is seen and searches for the Cembrils.
Melichior the northern kingdom of men is founded with the great cities of Heldorn, Aslhorn
ANEM Y.S.-3675 YEAR OF THE SERPENTS FANG.
The Elves hunt down their traitorous folk the Maelthan (Bane Elves) and Dael (Dhrow) the blood kin war begins.
Anem Y.S. '"3573: Melichior the northern kingdom fall. Heldorn falls, to a Daemon opened up by a foolish wizards apprentice seeking powers of the lost magi. Aslhern falls Anem Y.S. '"3568, to the scourge of the Daemon, leading armies of orc gobins and reppers. Hero's fight valiantly but most falls. Legendary hero, Helwin Braide one of the last knights of the sash, falls protecting the city with Callendor, the valoric blade. After Aslhern falls Callendor is lost.
Well I hope you have enjoyed a in depth look at The Grand Realm, this is only the begining there will be much more in the coming months...
"Helan Selwithas" (fare thee well)
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News From the New Thorn Gazette
Population Explosion
increases Thorns trade...
[/size]
'Since I've made my home here, I've never seen the amount of trade that has expanded through the region,a
good stream of goods from every part of Chalice seems to be arriving here along with a stream of and merchants seeking to gather them up. Being a Dwarf nowadays is a good thing....'Shelet Stonesteel
Thorn, the Cradled Citadel...
Thornweld ( most explorers and adventures call it Thorn)
Population: 7,000, 70% human, 10 % dwarven 10% elven
Defense rating: 9.
City-State
Military: Militia, Blade of the Sacred Petal. The Illuminated Society. The Watchful daggers.
The Harlequins
Enemies: Brotherhood of the Black Blade, Pale Dwarves of Kullath
Kanion, Mountain Giants clans of Shinshargth.
History:
Thornweld is a logistical ally to Castillion,
since it was the land of the roses that fashioned the beginnings of the growing city.
Built within the bowl of a mountain range. It was here Castillion
crafted the ancient Castil (castle) of the Hidden Rose. Even though now abandoned, the
castle is used for seige war-fare and for outlying people to hide away when raiders and other bandits attempted to sack the town.
Thorn is situated inside the bowl of a mountain, and it protected on three sides, with only one opening in or out. The Thornites have usedthis to their advantage, fortifying the surrounding areas, while clearing out the nests of powries, mountain trolls, and giants that roam the area.
Thorn has become a trading outpost to the kingdoms of the west such as Gilistry and Varanguard,
and the kingdoms of the east such as Castillion. Many travelers trek to Thorn as they travel either east or west, it is a popular rest stationfor traders and adventurers.
As recently as 1446 Y.S. the pneumatic rails have have opened that have shortened the traveling distances
from Castillion to Thorn, word has spread from the west that established rail system are being constructed that will connect the west and the east as never before.
Thorn like most Cities established by Castillion sports a five ward design, in honor of the sacred petal.
Merchant ward: the market, and seller of clothing,
arms, equipment,
and many shops.
Litigators ward: Heldons' note market, Draconis Litgators, and the
House of law.
Hostel Ward: Gildren's Rest( inn) Brindila's Boduear ( house of illrepute) Velacrob's safeway
( inn)
Arcane Ward: Tower of Kelonana Esware, Gripper Grome Gnome repair,
Telwin Alechmy Shop.
Blade Ward: Various Explores Societies, and Militia both Private and
Thorn.
[Death from a black blade...
Johan never stood a chance, looking down on him I can see the terror etched in his face as his killer must have approached him. It's a face you can never get rid of. A face one makes when he's just been killed by a black blader....'
Constable Gerald Highborn
First Sargent Thorn Militia
...
Enemies:
Brotherhood of the Black Blade: This rouge-assassins guild, works vary hard to accumulate wealth and power at any cost. The brotherhood has had no problems about kidnapping a city official, or taking out a local city guard who would not deal their way. They are a powerful brotherhood which is beginning to flexing their muscles. Arrayed with a bounty of cutthroats, sneakpicks, street toughs, of late the brotherhood has instilled fear in the population. Their web of evil has spread deep into the illegal human slave trade and its connections to the Buccaneer Archipelagos,
as well as the note/lending trading house found in Litigators ward.
A Black Blader as the people know them can be marked by a special blade, forged out of black obsidian, and a scabbard crafted of golden filigree.
Black Blade of Acid: This masterwork +3 Blade, is the favorite of the Brotherhood. Twice per day the wielder can call upon it's power to spew off a deadly form of poison, that does instant death. the wielder is unaffected by the poison. This poison is highly leathal, taken from the Shadowvaults spider pits. A character that is struck with this weapon must make a fortitude save versus death. Should the player make his roll, the player take 4d6 points of constitution damage, from the poison. Should the player not make it the poison kills instantly. The Brotherhood of the Black Blade, seem secure in their power, and even now do not see that their name and fame have spread far. Far enough to catch the ears of the vigilant group known as the Harlequins, and it seems that both groups are destined to meet for an epic battle.
[Explosion rocks oredeep Pale Dwarves to blame....
'I swear to Janus I couldn't run any faster than I did. All I know is I placed my shovel down to catch a sip of water, digging ore is a hard job, and I saw Setson the gnome foreman running full steam screaming, he was yelling something about Pale dwarves in the tunnels, then all I can tell you, I was running too. Then bang I was in the air as the caves exploded, I was the lucky one. Setson didn't make it, Damn Pale Dwarfs need to get what coming to them....
Cranis Valum,
Hard Hat miners guild
The Pale Dwarves
Pale Dwarves of Kullath Kanion: The Pale dwarves reside in Shadowvault several hundred miles deep below Thorn. The Pale Dwarves mine the mountains about Thorn, and consider all the land on which Thorn resides their own. When the city was young the dwarves attacked and sacked it. Yet that did not deter the humans that were loath to leave their new home. for many years they fought, yet finally
with the influx of explorers and adventures the tide turned against the Pale Dwarves, forcing the
evil creatures into their hole of Broxsus Dolgrath. It has been many years since the Pale Dwarves have openly attacked. They keep a watchful eye over the mines that have crept up over the years
and often attack and try to destroy the mines. But to their anger, this has not deterred their foes.
The Pale Dwarves will not rest until Thorn has been wiped away, and now fear eats at their hurt as the rumors fly that a new pnumatic rail is to be constructed by Dwarves of Anvilweld. It is now only a matter of time before they raise their axes and swords to put down the humans once for all.
Oculain Warrior opens up new weapon and items shop in the Merhcant ward....[/u]
'I have to admit since arriving to Thorn I've found to many ways to sell my goods. I was war master in Bregan Bol, but here I'm starting from the beginning. So be it, I'll just have to work myself up. But this time I'll be working on my trading skills...'
Esterwise Bladestrike
Weapons: Retracting blade stave: this metallic baton '˜Billy club' can be extended from its four foot height to a stave equaling six feet. A hidden blade will pop up from the top to stab at any foes.
Damage: baton does 1d6+ str, 19-20 blade stave, 1d10 20
Retracting wires batons: This gnomish devise came about when a gnome thief wished to do away with a grappling hook and rope, thus he concocted a baton with a magical alchemic formula that resulted in a power wire cord. When activated the wire '˜o' baton will eject a wire 50 feet in length to attach to any surface. At the end of the wire is a diamond tipped barb that can pierce stone and flesh. The wire can also be used to subdue people, 25 DC to strength checks to break the wire. The wire is retractable, pulling back by a servo within the baton.
Damage diamond barb: 1d4+1 19-20 double
Hook bill War hammer: This war hammer is crafted with a sharp metal beak at the end. The head is flat and round to absorb impact, while the beak can pry plate-mail or mailed shirt.
Damage: Hammerhead: 1d8 19-20, hook bill, 18-20
Charkram: exotic weapon, Damage 1d8, threaten range natural 20. The Charkram is a disk with edges finely sharpened to cut into flesh when thrown. This disk after slicing through it intended victim will return to its owner hands, much like a Boomerang. Note the owner of the disc must wear special made gloves in order to use this weapon, he can not use it bare handed, and suffers a '"6 to his attack roll if he does not have the right protective hand gear. The blade does 1d4 damage to the palms without gloves
Chirugeons salve: 2d6 points of healing after being applied to a wound
Gnome Flash oil: 2d6+2 points of damage save vs. reflex; blindness for 1d6 rounds.
Dwarven fire salve: 3d6 points of explosive damage, to any unlucky to set it off, highly volatile.
Castillion Burn oil: 4d4 points of damage. This oil quickly covered the flesh and erupts in a blaze, if water is used it only helps make the oil burn hotter adding a additional round of d4 damage.
Mangrel thief found guilty of murder and put to death
When I saw the miserable creature I knew he had done the deed. He had killed the man in cold blood, left him on the street, just because the man laughed at his features. He was a Mangrel after all not even a full fledged human,
what right did he have to take this man life. Yeah I thought he was guilty....
Beckett Lassborn
Habadasher
Mangrel, the missing link
The Mangrel (half men) were created with what was left of the clay of life. These men came forth twisted and bent unlike the rest of their brothers. The Mangrels are jealous and have became the bane of men to this day. They seek to supplant mans dominion on Chalice.
The Long Lived Ones
Abilities of the Imordien ( the long lived)
+1 to con
+2 to intiative
- 1 to st rength
-1 to dex
Sa. Mist of memory. The Imordien has the ability
to remember and sense place, information, and things from the years gone by. He gains a +4 to his knowledge checks dealing with ancient languages and ancient history.
gains bonus 2 languages. They also gain, ancient Floral, and Malchoiric
Sa. Shield of the Imortalis: gains a +4 fort bonus against poisons.
has the regular abilities, skills, and feats of humans
detailed in Legendary Arcanum player handbook.
Sworg Slayers- +1 magical longsword. These, magical longswords were forged, during the the Sworgan Wars between Brindarmour, and the Sworgan Confederacy. The dwarves aiding
Brindarmour crafted the weapons to help mens struggle. Sworg Slayers give a +1 bonus to attack and damage against Sworgs. They are enchanted with a dweomer which glows when ever a Sworg approaches. Any Sworg that attempts to touch the sword suffer 2d4 points of damage, from it's touch.
Elf bane blades- These swords are crafted by the finest Abyssal iron, during their wars with the Dawn Elves. These blades have a magical glamor of +1-+5 against elves depending, upon it's craftmanship and glow with a fierce red and purple hue denoting it's lower hell origins
(note, D.M. choice). Any elf who attempts to touch, the blade is seared for 2d6 points of damage. Any elf touched by the blade contracts iron sickness.
Loinblades- These fabled blades of the Loins of Varanguard, and are forged by the Loinairs of Varanguard when they past into the knight-pride. These +1 blades are said to only be able to be shattered, only if the Loinair dies or is killed, due to the blood bond between sword and master. It is said that the Lionair actually uses his own blood within the crafting process adding some of his essence to the blade.
Loinblade +1 magical blade. Warns of danger,when a intruder of evil intent enter within twenty feet of the user. The blade due to it's masterwork creation has a glamour that is considered everbright, the blade always glows unless the Loinair forsakes his pride and honor. In the hands of an evil person the sword loses all its magical abilities and will not function, reverting to a regular long sword. Note there are greater and shorter sword versions of the Loinblade even though they are rare.
The Elf Lord Nelvin Bright breeze holds a disscussion on elf history...
The elves were the second of the prime races that were birthed on Chalice. The Imortalis (Gods) created the elves out of the clay that rested at the foot of Ysgadal, as well as the seeds that grew forth from its universal branches.
The Florian high elves were created thus, and there are three groups.
Lunari-changed to Narasidien
The Narasidien (Nara-as-i-Deen); the elves of starlight
were birthed to the darkness and starlit skies of Chalice. They were awestruck by the celestrial dome they saw over head, and quickly fell in love with the very night they were birthed into. Narasidien
elves or (Starlight elves as men call them) Have all the typical stats of the Lunari from the main book. the Narasidien skin color tend to be slightly tanned and tinged with light blue sheen upon their skin. In the Narasidien family one out of ten children
are dark skinned.
Sulari- changed to Skyrasidien
The Skyrasidien (Sky-Ras-i-deen) were the second of the Elven race to awaken. These elves gazed upon the dawn as the rays of the sun first broke against the blue skies of Chalice.
Instantly the sun warmed their flesh and gave the elves the bronze hued color they posses to this day. Humans have named these elves the Dawn Elves. The Dawn Elves are known for their love of the seas as well, they are the best ship builders besides the Quill in all Chalice. The Dawn elves have all the abilites noted in the L.A. handbook, under the Sulari elves.
Dimmarandien (Dim-ma-ran-deen) are the last of the elves, that came into life as the sun slowly descended into the sky and arrival of the moon had yet to come forth. These elves, men would call them the Twilight Elves. For it is said that their birth came upon that twilight
time between worlds when the sun gave up his throne to the moon. The Twilight elves have all the special abilities that are shown in the main hand book under the Grindari. They have a pale white appearance which is almost ghostly. It is said once per day they can make their bodies incorporable like a ghost; they see this as a blessing that is said to have been given to them by the Imortalis.
The lesser Elven races came about but from splitting, and constant change that the elven race has under went over the ages.
The Aberoridien elves came forth during the great days of Malchior. They are of Twilight Elf stock but due to the many years of dwelling with humans they have became much like them.
A small map of Varanguard
(//../../e107_files/public/1190316596_502_FT38543_map_of_varanguard_.jpg) (//../../e107_files/public/1190316596_502_FT38543_map_of_varanguard.jpg)
Please feel free to share your thoughts on the material at hand, I want to create a kick ass setting, and the only way I can do this is with your feed back. Share with me your thoughts so that I can really flesh out the world as it should be... Spirit
Patience... Write it, and they will come.
My first question- in two or three sentences, how would you describe what makes Chalice unique? It could be a theme, a feel, a world-changing event, the technology level, an unusual system of magic, an in-world philosophical system, how alignment works, or any other number of things (or, most likely, a combination of one or two of those). Such an explanation, while it may seem difficult (how can one possibly condense so much brilliance into a short paragraph?!), is crucial to hooking people, to pointing out up front "This is why you should read my setting, not just any other collection of kingdoms and new elven subraces." I'll be the first to admit I have not done the best such summary for my world (I wrote one on a forum somewhere, and then lost that thread), it's something to begin thinking about.
The Cackling Doll is interesting, even if it does remind me of evil clowns and other such unpleasant things.
The maps are pretty. What software you use?
I'll come back and comment more later when I have more time. Feel free to ignore anything I say here or in future posts, but I hope some of it will help.
Map of Varanguard is AWESOME. i currently have nothing else to say except keep up the good work! :)
Let me the first to say... holy crap and congratulations on having what is probably the largest text to membership time of anyone here.
Now to review this pile. As is customary, I'm writing as I go and not editing, so questions I ask may be answered later on, etc.
onward.
First off, I LOVE the first quote to death. Two small things. I suggest putting it into ic tags, as it'll help set it off more, and remove 'I hope is that key,' as it confused me for a moment. Other than that, all I've got to say is that if your narrative is all this good, where can I buy your books?
Again, more excellent prose from you. Reminds me very much of the narration at the beginning of the first LOTR movie. It made my neck shiver, and that's a good thing.
Small note, you may want to run through the setting and double-check your tenses; I've seen a couple of mistakes which, while not huge, mar the setting. Normally I wouldn't notice, but since yours is so freaking sweet...
your Varangard block seems out of place, I suggest moving it further down. Also, you may want to break the paragraphs, as I find those large blocks of text entirely unreadable.
Races I'm a bit confused on; is each line one race, and the different names that they have, or do you have 25 separate races?
Again, I love your quotes.
Unless some of your gods have dual personalities, a couple of your names are missing. You seem to have a good number of Gods, but as it stands I can't seem to get connected to them as well as I would like. Perhaps if you set down some of the religion's tenants, doctrine, and style, it would help.
I wouldn't put the statblocks where you did. Again, I would move them down. Right now I keep having to shift gears between looking at the grand overarching facets of the setting and looking at relatively minor details. Keeping the two separate would be great.
The Cackling Doll. Is. Evil. Some nitpicking; you need to specify an ability type, and either a /day or recharge rate for the cackle, as currently it's way above a CR 4.
Your map is nice, but I can hardly read the labels. It looks like it needs to be sharpened up.
For the Brotherhood of the Black Blade, I think you mean rogue, not rouge. Unless you meant that they use make-up...
The Black Blade of Acid, depending somewhat on the saves, is INSANE. I'd expect something like that to be near artifact level.
Looking at the comments, I have to agree with Queenfange, the setting does need a hook. But not before that opening narrative, becuase it's just that awesome.
Also, get yourself a badge!
I'm seeing some interesting things here, but I'm not sure why you're presenting them in the order that you are. Reading through the thread feels like flipping channels. I get a little bit of one thing, then a little bit of something else entirely, etc. It's hard to get a handle on your ideas this way, although I'm sure more information will be added later. [note=this is a note tag]Don't be afraid to use our bbcode tricks like {spoiler}, {ic}, {ooc}, {note}, and {quote} tags to help organize your information as it's added.
Used thoughtfully, this can help you guide a reader's attention quite effectively. :)[/note]
I'm going to take a wild guess and say that the Silmarillion is one of your big influences, right? You have the same high-wrought style of narrative in some of your prose, some similar sorts of names, and your three castes of Florian elves are
strikingly similar to Tolkien's Vanyar, Noldor, and Teleri-- right down to the use of natural light sources as the distinguishing feature between them. We are all inspired by great writers who precede us, but we also all struggle to differentiate our work, make it distinctly personal. (In other words, there is a line to walk between writing something that is inspired by Tolkien and uses Tolkienesque elements, and writing a restatement of the Silmarillion.)
I love the Gazette, and I love the deliberate mention of a litigators' ward within the city. Modernization of fantasy tropes is a favorite sort of theme of mine, and it looks like you're taking steps in that direction.
I'd like to hear more about the gods. (Unless I'm overlooking something, some of them don't even seem to have names.)
Also, because I am terribly neurotic, there are a few spots in your prose that bother me. Forgive me for pointing them out.
QuoteBattered and woozy from his many wounds, Eldoon, lifted his hammer to Queleth the foe striker, and raised his voice in song.
'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy. At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world. Chalice is a world of vast beauty, and ugliness.
It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'
Elathaan Belafor, Master Herald
Anem 1445, Epoch of discovery [/quote]The land of Earth is a wondrous place, full of adventure, conflict, peril, and joy! You may find a knife at your back at any moment, or you may find friends and comrades with which to share your epic tales of glory and triumph! Earth is a world like no other, where noble heroes and cruel tyrants struggle to determine the fate of the world!
Yes, here you will find Norwegian bachelor farmers dutifully growing wheat with which to make biscuits that give shy persons the strength to do what needs to be done! And here you will find Peruvian scientists exploring abandoned Incan ruins in search of the terrifying secrets of lost civilizations!
Yes, my friends-- beware and be joyful, for the wonders of Earth are great, and the rewards many.[/quote]You would probably think I was crazy if I went around talking to people like this.
The only people to whom such a speech would be useful would be extraterrestrials, just passing through, trying to decide on a planet to visit for vacation. (How's that for a CBG analogy?) Talking to anyone else, it wouldn't make sense.
I don't know who Elathaan Belafor might be, but I'm already suspicious of him, because he apparently goes around talking like a lunatic.
I talk too much, and I fear I've been too negative. I think what you have here has a great deal of potential, but needs a little cleaning up, and perhaps a little copy editing. I will be watching this project as it unfolds, with great anticipation.
What I call The Grand Realms now a days wasn't always so grand, and it began as just a humble set of stories I wanted to tell. Playing D&D in the 90's, I was enjoying the twilight run of AD&D before wizards bought TSR. During this time I was playing my Ranger Spirit Hawkfellow in the forgotten realms,and playing the paladin hero Galin Knightblade in (Copperbound) which was a homebrew set in Greyhawk. I got the gaming bug pretty quick and eventually D.M. fever had me firm in a grip. I would look at my friends D.M.ing and wonder how I could ever do that. I wanted to be a D.M... what a challenge it would be to create your own world and have people playing with you to create this new creative endevour.
I was surprised at first when the people I played with wanted me to run a game. The hardest thing is knowing what game to run. Myself I have a thing about all types of settings, if I could split myself into five people I would be running five different campaign worlds. I asked myself, was I ready to run Greyhawk, or the Forgotten Realms? [note]I still have a warm spot for the Realms even now, I'm surprised it hasn't faded away, lol[/note]
It would seem though those worlds were not going to be the ones I would use...later maybe but not now. I had been working on several short stories, that seemed like a good place to start. This new world would incorporate all those ideas and expand upon them. At the time I was just having fun coming up with craziness.
This new world at first would be called Baelfrost, and is essentially the first landmass of Aerbor, and the setting The Grand Realm. Baelfrost was a secluded land of ice, and tundra, where the P.C. characters would have to survive the elements and the freezing enviorment.
[note] Im sure I'm not the first to come up with the idea of a snow land, and it predate wizards frostfell book by at least twelve years lol [/note]
I think Baelfrost proved to be a small success, my player loved it, and it boosted my confidence that I could be a D.M.; they wanted more. More history, more characters. After about a dozen adventures in the winterly kingdom college came calling, and I was forced to put the campaign on the back burner.
[note]I still look on the memory with a smile, it was the first time we used music. The first time a genie had been summoned and the first time my heroes battled goblins in a epic war. I don't know what I would have done without John Williams's music Raiders of the lost ark blaring to the background and scenes, wow still gives me goosebumps. To this day every game we play, has a soundtrack[/note]
Even though I was in college my player still wanted to play. I was able to make a small amount of time to create a D&D club in college, and we played about four hours after class. At this time the Realms grew large in my readings and such and since I was a player I thought why not take a crack, yet Baelfrost never left my mind.
Once again while running school time intruded and I was forced to slow down.
In my second year I was feed up and playing resumed. I left the realms to my friends who is a kick ass D.M. and yet again I felt I needed a voice and once again Baelfrost returned at the same time Mystara the Known world was being introduced.
I thought wow what a great idea to add Baelfrost to Mystara. Things often have a strange way of happening even as I began to run Mystara more and more of my own creative juices were taking over the established setting. Mystara became a template, a incubator to what was I was about to create.
One piece of Mystara's history always stood out for me. [note]The destruction of Blackmoore. At this point I didn't now to much about blackmoore and it origins.[/note] It was the idea of a great civilization wiped off the map because of some incident that caught my attention.
As Blackmoore begat Mystara, Mystara Begat legendary Arcanum. [note]Legendary Arcanum is the original name of the Grand Realm [/note]
Now saying that, the Grand Realm is not Mystara, nor is Mystara the original Blackmoore Campaign. They proved to be incubators to my world. I mean the idea of a cataclysm by magic is not new and has been done over a thousand times. But the one thing I have learned, a good story is like good food, you can always return and eat it.
Soon enough Baelfrost was joined by the continent of Aerbor, Efretus, and Castillion with it's might navy, and very musketeer like setting, think France and Spain during the years of the three muskeeteers and you have the idea of what that land is like. Equas and Brindarmour came to life in several short stories. [note]Which I hope to post here[/note]
Bregon Bol the land of the Oculains came into existence and through all this the Grand Realm was born.
The test bed expanded, the game and the campaign grew a identity; Epic Adventure, Heavy ancient past conflicting with a new future as the races of the world climbed out off a dark age where magic was seen as the woe to the world.
After all this it was time to put this child in it baby cloths and watch it grow. Me and another friend went about compiling years worth of information just in time For third edition. D-20 opened up a a new world with the introduction of mini's and feats, taking a huge step away from AD&D. yet with every new innovation, I saw hundreds of campaign worlds appear and blink out like stardust in a sea of stars. The parent in me, slowly hid my child away.
I wondered would I?... could I ever get the game to work? After playing through a world shattering event in my campaign I felt it could.
For the first time on Chalice, the Abberations had made their appearance. [note]Abberation war begins in the month of Brail, and introduces Mind flayers for the first time. The Mind Flayers are the former wizard kings of Hysoril, they are able to open a gate upon the Grand Realm, and begin to bring their war to the Trinity Kingdoms of Equas, Brindarmour, and Varanguard. This campaign was played by my group the Seven Soldiers of Steel which I will be placing their stats here in the future[/note]
Now as forth edition is at our doorstep another window seems to be opening up in which I can share this world with you, and allowing me to tell grander stories, and this time get people interested in helping me nourish this growing child.
Creating a setting is difficult, and making one from scratch and placing it into a readable bible is not easy.
I am humbled by the talent that I see in this group of writers and creative voices, and I am honored to be here not just to share but to learn, from every one here. We all share a common goal, which is the love of role playing games, and I hope everyone enjoys what I'll be shwoing you in the future.
P.S. Thanks everybody for the advice, you all got me juiced, and it keeps me writing. I'll be responding to your messages in a day or so, the criticim was good I needed it. It can be hard to see the faults of your work when your right up close. As for the gods i'll be reposting them the way they should have been lol. My dummy self pasted wrong lol.
Take care every one!
Spirit
Greater Gods
Helia Crowngold:
Portfolio: Birth, change
Holy symbol: Sun with a crown and light shooting forth, twin of Sol Diadem.
Favored Weapon: +8 Morning Star of holy Smiting. (Dawn's Awakening) Credo: 'Change and birth are the, ways the world continues to change and evolve.'
When the Goddess known as Helia Crowngold sprang forth from the dead god known as Helios, she became the symbol of rebirth. Light ignited in the skies over chalice, at her birth. Garbed in full plate armor, and spear known as Rebirth, all those who witnessed her glory fell to their knees and pledeg loyalty instantly.
Relatively a new god, she holds the power of the greater god that she birthed from. Her clergy even though small is renowned, as a force of good, change and rebirth. She is venerated mostly in the lands of the north, such as Varanguard, Equas, and Brindarmour. It is said when a child is born, as babptism, the child most be held up in the rays of the sun as the sun rises in the east to gain the favor of the goddess.
[note]Moon: Two, Danube and Anuiver, named after dead gods from the world smithing wars.
Sun: Surtur
Anem=Name for year. Current year 1445
Yearly Season (YS) is another standard of marking the calendar in Chalice, for official records, which are logged in scrolls, and books Anem is used.
Epoch= 100 hundred years. Most Epoch are attached a name, such as Epoch of Spell, blades, Duels, etc.[/note]
Sol Diadem:
Portfolio: Justice, honor
Holy symbol: Scales and balances held by a winged woman, twin of Helia Crowngold.
Favored Weapon: +8 Sun Sword (Light of Justice)
Credo: 'Law is the rule that governs the cosmos and the world, and Justice is the result of those rules manifested.'
The second of the twins that came forth only minutes after his sister, he is said to be garbed only in fine robes, and a bandage crossing his eyes, yet even with the bandage a strange light peers forth. In his right hand he holds a scale and balance known as law, and in his left a long sword, known as Justice. Sol Diadem as a greater god is recognized through out Chalice, and unlike his sister he commands a large clergy that spans the world. Many flock to his cause, being a god of justice, and many a paladin and cleric groups have risen to do battle in his name.
(Dm): Note these two gods are young to the world and universe springing forth fully from the slain body of the god of Justice Helios. The former god was slain during the Divine Fall war in the Epoch of Discovery. Each would gather their father's portfolios and more.
[note]etiquette: Citizens are addressed as 'Good Citizens.' Calling of the first name is a sign of very good Familiarity or disrespect. Respectable responses are preceded with 'Mistress' or 'Master', and then followed by his or her last name. Children are preceded with 'Child', then their first name; last name for more respect.
Examples:
Utmost respect: Master Hadrian Scrolbinder
Very respectable: Master Scrolbinder
Good Friend: Hadrien
Neutral statement: Hadrien Scrolbinder
Neutral respect: Sir/Madam/Mistress[/note]
Gylen:
Portfolio: nature, hunting
Holy symbol: a naked woman riding a unicorn through woods.
Favored Weapon: + 7 Bow of Archery (Hearth heart)
Credo: 'The wilds of the world are the well springs from which life forever flows.'
Gylen Swiftbow is the goddess of the earth and the forest. She is also the goddess of hearth and home. She is well known through theworld of chalice, and revered by many ranger, fey like creature, druids and beings that love nature.
As the former consort of Helios she works closely with Helia Crowngold, knowing that the new goddess is the child of her beloved Helios. Gylen is also known as the mistress of the hunt, and has been known to go hunting in the wilds with her enchanted bow that never misses known as hearth heart in search for good prey. Her clergy is spread though out the known world, and she is revered by the elves, which name her 'Mab Huwalki' the mother hunter.
Talronan:
Portfolio: Evil, lies.
Holy symbol: Snakes moving in a circle in the middle a web with red eyes.
Favored Weapon: +8 Halbard of Wounding (Nightsender).
Credo: 'The only pure light is the darkeness of evil, and only if you give into the light will you see, oblivion.'
Talronan was once known as the god of luck. Yet with all his luck, he could not forstall the great change that would come over him once Io enemy of the gods bit him. It was shortly after the Worldshaper war, that Talronan began to change and descend into the black pit of darkeness.
His visage once beautiful and blessed began to take on a scaley texture, and his once jovial persona became dark, and violent, as Io's venem ate away all that was once good in the god.
Finally what was left was a reptilian creature, devoid of feelings, except hate, and the spreading of evil.
Now Talronan resembles a viper, with a tonuge that drips venom of lies, and evil.
It is this gods mission in the world to sow evil; along with his halbard of darkness 'Nightsender' Talronan sweeps through Chalice in saerch of new disciples of darkeness. As the greater god of evil, Talronan is the known to be the single greatest threat to Chalice, as his evil spreads and infects other to his cause. Many follow his ways, in secrete or in the open and wish to enjoy the kiss of sweet oblivion of evil.
Nystrial:
Portfolio: Magic, illusion.
Holy symbol: A magic wand that showers five swirling balls of magic.
Favored Weapon: Staff of Magi (Nystrial Favor).
Credo: 'Only through magic, and research will you attain the mastery of the uknown.'
Nystrial sprang forth from the rivers of mana that flow at the base of Ysgadal. She is the incarnation of magic, and all those who wish to master magic or learn the secrete art pray to her for guidence.
Nystrial tends to stay to herself, yet she enjoys creation of anything magical, and marvels at mortals who use her gifts to better the cause of magic.
Rarely does Nystrial ever become involved in mortal affairs. Only During the Phoenix war as the Sorcerers of Vandarbros, and the mages of Hysoril did the goddess attempt to intervene. It was her plan to give her avatar to the true belivers of magic stopping the war, but to her dismay, she was found out, by the mages of Hysoril, which prompted the secrete plan, to destroy her plans.
The plan failed, and the result the Phoenix her avatar was destroyed, and briefly, magic was destroyed in the world. From the skies fell the cities of Vandarbros. The continent of Hysoril sank into the sea, creating the Shattered sea. Eruii the physical manifestation go Ysgadal took pity on the Godling, and reincarnated the goddess. Magic returned to the world through a net work of magical ley lines that would criss cross the globe.
Nystrial would never again let a war of such happen again since she would be the guardian of this new lattice of magic. Nystrial is beloved by wizards of Chalice and her clergy is large perhaps the largest in the world due the great spread of aorcerers and mages that wander the world.
Memshal:
Portfolio: Healing, safety.
Holy symbol: A hand radiating beams of light over a sickly child.
Favored weapon: +9 quarterstaff of healing (Healing heart)
Credo: 'Purity of the soul must come from the healing, and saftety of ones life.'
It is known when one is injured or sick, that they should seek the healing houses of Memshal the Goddess of healing.
Statues that adorn the Chapels of her clergy depict a young woman with flowing hair and, smooth skin with not a blemish upon her. She looks to be in perfect health, and seems to never age. This goddess has been known to heal the greatist heroes, to the lowliest common person. Her generosity is legendary, and her clerics, can be found everywhere throughout the land, laying her-healing touch upon those who need her most.
Memshal is known to have good relations with Gylen the swift and Helia Crowngold, and often aid each other when the cause is needed. Armed with her rod of healing, known as 'Blessed Safety' she endows all those who seek out health and safety.
Charion:
Portfolio: Death, discourse.
Holy symbol: A hand skeletal hand bursting forth from the ground.
Favored Weapon: + 9 Vorpal Scyth (Dark Descendance).
Credo: 'Death is simply the extention of life, and at the end there is another journey.'
While Memshal hopes to prelong life, the lord of the dead Charion is the final step of the stage. It is this god duty to pass judgement on a mortal's life and send them on their appropriate way to the afterlife may it be, either to the lower hells and Hades, or Avalon, the light of the Seven Heavens also known as the House of Eternal peace. Charion awaits the deceased upon his rowboat of forgotten souls, and awaits payment of some kind, once this tithe is paid; he rows the dead over the river Styx.
Spirits that happen to fall into the river are never heard of again, as the river absorbs their essence as well as memories.
Charion holds no pity, nor emotion as he descides to ferry those about. Most spirits try to flee when they see the God. Charion is often dressed in a frock of torn journey- mans clothing. He resembles a mortal, except for the skeletal visage, and hanging rotting flesh. His eyes burn with a slight yellow-red haze, and only flare to life in anger, if a soul tries to cheat his destiny. It is then that Charion wrath grows, at his hands appears 'Dark Decendance' his scyth, to impale those who would cheat their destiny. Charion cares little for the mortals; he passes judgement and sends them on their way. That is what he does, and he simply does it.
His clergy are considered fishers of lost spirits that have been chained to the mortal coil, and have not tranceded to his ferry. Often then will seek out undead and phantoms to lay them to rest, and send them upon their path to be ferried by their god.
Nieblung Krag:
Portfolio: Smithing, creation
Holy symbol: Man holding in his two hands the races of the world.
Favored Weapon: Hammer of thunderbolt (Creator's Breath)
Credo: 'Through creation can one find happiness and fortune.'
He is considered the greatest of the gods by Dwarven standards. It is through this god's hammer that the prime races of Chalice were created, with the help of his son Vesuvian. The Dwarves revere him as their creator god and call him the king of the undermount, while human craftsman revere his son Vesuvian, the forger.
He is known as the craftsman, and the metal forger, the seeker of gems and the shaper of jewels. Krag is often depicted as a dwarf with a fiery red beard, and garbed in golden dwarven chainmail and skullcap. At his sides are his tongues of pure mythril, and his hammer 'Creator's Breath' which gives life to anything he creates. It is said along with his sons Frohelm and Vesuvian, in their forge they are surronded by constructs that create all types of weapons items and armor. Krag is the forger of the gods and strong in the calling. Even though he is short, he is the consort of the love goddess Silani Althan. It is said she is the only one that can cool his ire when angered. During the Divine fall, the mortal known as Saladin the Reaver, with a divine fall weapon, wounded Krag. The Forger survived, yet was wounded, and his son Frohelm, and the dwarves brought him back to health.
Dwarves revere the forger, and many clerics have risen from his example. This is why the Nieblung dwarves are known through out the land as greatest smiths, and crafteres.
Tithtania
Portfolio: Nature, home
Holy symbol: A dove within a circle of leaves
Favored Weapon: +11 sickle of haste, (Nature's watcher)
Credo: 'the wood is the foundation of the timber of the home.'
Tithtania is the Elven diety of the home and nature. She shares much in common with Gylen, and many believe her to be the same god in essence. If this is true, it has yet to be seen. Tithtania is one with nature and is known as the wood mother. She is said to make court within the fallows of the great forest, along with her fairy kingdom. The Elves worships her dearly, since it is she that bless their home and the woods they care for.
Tithtania is said to resemble an elf of pure forest green skin, and dark long hair. She wears a frock of woodland leaves, and usually rides the Stallion Everion, the king of the unicorns. At her feet dance many of her fey subjects as she make her way through the wood.
The Elf queen as she is also known is quick witted and jovial, and enjoys a good laugh. Any that threaten her forest come in heated conflict with the majesty of the glades. She perticually hates Growler Steelclaw since it is his orks and Guarm that burn and desecrate elkven forests.
She is known to work with the rest of the gods when matters of urgency arise, and she is known to be the friend of Gylen.
Silani Althan:
Portfolio: love, affection, lust and moon.
Holy symbol: Two lovers intertwined yet facing opposite directions
Favored Weapon: +8 dagger of everstrike. (Silent touch)
Credo: 'love is all encomapassing, it can be soft, but has a edge as sharp as any blade'
The goddess of love has beguiled many. She is indeed the very aspect of love, affection. Often she is depicted as a small, yet roubust women, with silken blond hair, thick red lips and a full waist. She has been known to bring men and women to the point of ecstacy, and even gods to the there feet. The elves call her Lumineen, and hold her high in regard, for she is the goddess of the moon and the stars they revere. Silani Althan has had many lovers and consorts in her long history, and many flock to her clergy.
[note]Elvish Words: Eliath Felween: Elf Friend
Maliath Felor: Elf bane or, Elf foe
Foe: Felor
Eliath: Another word for Elf
Kindelthin: Kin or relative
Thermon: Thain, or King
Doradun: Dwarf
Melween: halfling
Asierleen: Human
Al: I
Alas: you
Alan: we
Menel: Go
Cu: Are
Elor: Love
Eloras: lover
Eloran: Loved
Helan Selwithas: Fare thee well
Helan Welwithas: Hail met
Vu: Am
Celos: City
Belnos: Bright or sunny
Halathan: Home
[/note]
Hi all I just wanted to thank every one for your support and your thoughts on my campaign.
I think I found a home here, where I can share some of my idea with like people. It also gives me a chance to show you more of my world and stuff I'm working on. I'm also going to respond to many of your thought you thought about int he response.
For everyone out there. The grand realm is a world of adventure action and the search for lost lore. Adventuring parties, merchants, travelers, and bards seek out lost histories and long forgotten civilization and arcane magic.
It is a world shaped by the sadness and loss of it history, but also a realm that see a new identity for itself. At time history and the present clash, and it is only those who seek adventure and valor that can balance the two.
Some have asked me about the maps I use. First since I'm a Illustrator Cartoonist, mostly I will draw the map out by hand. I will then use a old map program that came with the AD&D character generator. It a great map creator easy to use and just lay out what you need.
The only problem is that you can't save in any other format and it can be slightly darker than I want. I just screen capture it, and try to adjust for light level in good ole Photoshop. I have about twenty maps, the one I put up was just one part of the Varanguard.
Ah the Cackling doll got it start in my Forgotten Realms Campaigen, it was a monster that kept popping up in my mind, I always had this image of a crazed raggedy ann and andy doll running around trying to cut people. It was my own version of chucky.
I will have to apologizes about the text when I first put my stuff here, a lot off the info I wrote about and have it placed from my book. I don't want to make anyone blind for the amount of text I use lol. I have to work on my tenses or keep aware of them, trying to find a editor lol.
I will also try to put everything in a more organized fashion. Lore first, game mechanics (stats-monster-heroes)second.
As for the typos and such I'm more of a prose writer so trying to create a sort of text book for the first time was daunting, and I was the editor which I can say I'm not the best at.
I loved the experience while writing the text and drawing the characters, I was heavily inspired by the Lord of the rings, and Tolkien is a major influence in the work, and thought process when creating the history of Chalice and the grand realm. I choose his philosophy in creating a world and putting everything to together because I loved the weight it had especially the Simillmarillion.
I gave great thought to this thought process, with the elves and their creation. Being a D.M. of the forgotten realms and various games they were difficult to find a difference. At first glance they might seem Tolkienish in their make and construction, but their large story will take them in another place. Their history, is about to catch up with them, in a big way.
[note]the elves in Tolkien's world do not have color difference in reference to their skin. The term Grey Elf is made more to describe the section of elves that never took the journey to Valinor in the first age light, unlike the Nolder Elves. There is no mention of skin color to denote the differences between elven races.[/note]
The elves for example-the Narasidien ,Skyrasidien, and Dimmerandien are the three prime races created by the gods, all other types of elves that later sprang forth branched off to become distinct separate cultures. My thought on this was that no race stays the same. they either branch off or evolve. When I laid out the races here, I added their Elven language translation, so for the Elves-the elven name for them are the (florian elves,or the Flasir) Which consist of the Narasidien ,Skyrasidien, and Dimmerandien.
I also agree with those who feel the black blade of acid, was near artifact level. Lol they are assassins now there blades should kill instantly, and they would end my D.M. career lol. this is text against actually play. Th balance of game mechanics. I'm currently fixing it and will repost.
The gazetteer is my world building on a smaller level. When I write about cities or town it will be in a kind of reporters eye.
Thanks all Spirit
I'm commenting ona setting, and also giving props to a reviewer. LC, I have to say, your comments about the PR talk about earth to the extra-terrestrials was a classic. Great perspective.
I was very glad you expanded on the gods later, but this...
[blockquote=S.H.](Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice. They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars. Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane. These mortals are called (Aeon)[/blockquote]needs a few posts of its own.
Many of the settings we work with have immutable deiocracies, so the fluidity of yours is remarkable in and of itself. I am also assuming by this post that the Grand Realm and Chalice includes some Epic level play. Am I right? You mention some gods are 'of the dwarves' or 'of the elves', but other gods are not racially noted. Is Charion a god of Final Death for all races?
Love the damn Doll. I have setting full of constructs, but this doll is a keeper. I'm going to leave one in the Shearing family crypt one of my groups is in. I'll need to downscale it for my setting, but it's a killer idea. I'll let you know how it goes.
Yeah, that black blade is as tough a magic item as I ever have given out. If it is appropriate to the power level of the world as you've set the mechanics, great. Every setting is different. I run a very low-power setting, so that item is would be artifact-level on my setting.
[blockquote=S.H.]Creating a setting is difficult, and making one from scratch and placing it into a readable bible is not easy. [/blockquote]
Amen.
[blockquote=S.H.]I still look on the memory with a smile, it was the first time we used music. The first time a genie had been summoned and the first time my heroes battled goblins in a epic war. I don't know what I would have done without John Williams's music Raiders of the lost ark blaring to the background and scenes, wow still gives me goosebumps. To this day every game we play, has a soundtrack[/blockquote]
I use a lot of Williams as well. Always a good to 'set the mood'.
I'd recomend the 'Band of Brothers' soundtrack by Michael Kamen, as well. Moody, scary, mythic, and martial in turns, it has something for every gaming mood. ([note}If you take that, candles, and the monthly attack on my wine cellar, you're getting some idea of my sessions. ) [/note]
Quotethe elves in Tolkien's world do not have color difference in reference to their skin. The term Grey Elf is made more to describe the section of elves that never took the journey to Valinor in the first age light, unlike the Nolder Elves. There is no mention of skin color to denote the differences between elven races.
need[/i] superpowerful magic knives to kill effectively? D&D mechanics are convoluted and dumb when it comes to this sort of thing, but it seems to me that an elite hitman should be able to kill a man with a plastic picnic knife if he wanted to. The fact that they have to rely on these crazy magic blades makes them seem sort of lame to me.
Thanks LC, you are right about the blades. They are assassins, and can kill with there hands alone. They use the blades as a calling card. When I was working on them, I was reading I Strahd, and they had a group of assassins that used a specialty blade that was feared through the land. So I wanted the Black Bladers to have something similar.
As for the cackling doll lol. It freaked my players out. When they opened to the door to the sages room and saw the sage they had befriended, laying in bloody sheets, with his head in looking up but his body facing down, and next to it was a doll with shinning bright button eyes red hair, basking in the full moon of a open window. Then came the music from Nightmare on elm street. I lit candles, shut the lights off and terrified them for over the next two hours lol. To this day they hate that little bastard.
as for epic level character in the grand realms. Yeah there will be epic level. The Soldier of Steel, my adventuring level are heading there. Most have reached twelfth level, and are just about to hit the Lower hells. There will be plenty of epic level play for any one. Will they dominate the setting like the Forgotten Realms? My epic level character will probably be from about 19-2Oth level, Even the Aeons will be about that level. The Aeons template will be ready when i get down writing the expansion I'm working on.
The lesser gods I plan to introduce in the same expansion, and some of them will see light here, as well.
Take a Look at the Frontier that I will be posting. It a great place for a starting point campaign.
Take care.
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The Frontier:
Population: (100,000). Every Race
Government: loose confederation of towns
Major Cities: Wilderglen, Gem Towns, Port Radiance, Baulder Bridge
The Frontier is a large stretch of land that travels from the mountains known as the Shieldwall toward the southern coast of the Shatteredd Sea. As of Anem 1445 Epoch of Discovery, the frontier is now being colonized, and taken back from various Powrie band, and other creatures.
The first successful merchant town was Wilderglen and the Glitter towns. As of now there are more than ten settlements and more are springing up every year.
The frontier is a vibrant land, which consists of goblins, and twisted version of gnomes known Poweries. These creatures and befouled left overs from the Phoenix wars. They are cunning and vicious, being able to fight a dwarf to a stand still.
Beside those groups that live in the Frontier, there are the Vashue Plainsmen. To the settlements they are barbarians, and mostly nomads that prey on merchant caravans.
The Vashue: are tribes of plainsmen grouped into one great nation. They are the oldest known humans to travel about the Frontier plains. They are a very secluded group of tribes, wary of outsiders and interruptions on their society.
The Vashue are close nit group, each individual offering himself into the group unity.
The Vashue are natural leaders as well as excellent hunters.
They hate those who desecrate and would despoil the land, and often will come into conflict with Poweries, and various humanoids and brigand bands.
They will stay away from human settlements only trading for food and service.
Beside that they roam and live free off the land.
The coming of men and dwarves to the Frontier opened the door for mercenary bands and hired swords. They will work, for anything, from scouting out new lands to protecting caravans. These folk see it as a way to make a name for them and add some coin to their wallet.
The Frontier Narasidien elves are of the elven clans that headed west from Floral'lanthus. The Narasidien elves reside around the borderlines of the Shield Wall Mountains, and have been there since the journey west, over five centuries ago.
Even though they are fairly new to the region they have lived in the forest known as the Fallows for many years.
Upon the encroachment of man they have become more reclusive using the shelter of the forest to mask their presence. The Settlers claim the forest is bewitched by gray phantoms, but it seems that the phantoms are elves just protective of their homeland.
The Frontier Dimmerandian elves are a community of elves that reside upon the mountains and have carved a considerable kingdom from themselves. Like most Elves the Dimmerandian are reclusive race that tends to dwell amongst themselves and high above in the mountains to forge great and powerful spells.
Like humans the Dimmerandian thought of colonizing the Frontier.
This proved to be a mistake, for bloodshed reigned upon the folk. The lands they sought where hotly contested for by the humans, and this brought about the plains war that lasted two years, during the Epoch of iron, Anem 1011. In the end the elves where forced to retreat to their mountain homes and never to forget the past wrongs thought done to them.
Dwarves about the Frontier are few and in between with a few dwarves residing on the plains. Near the Shieldwall mountains though a small contingent of dwarves have come to seek out a missing dwarven hold, known only to their ancestors of the clan of the Shield Beards.
[note]As of Anem 1445 the Kragien dwarves have discovered and retaken their ancestral home Durrowdwelf from the clutches of the Aberrations during the Aberration war[/note]
The current clan of Shield Beards has set up camp in the settlement of Wilderglen. Here their clan number almost five hundred strong, and are part of the current militia under service of the town.
The Shield beards have numerous shops in town and have several winter holds in the mountains were they seek out precious ores and Mythril.
Wilderglen Council: the council of Wilderglen is the prototype of many other Settlements.
Merchants and various store owners that dwell within the glen, govern it. The council sits five members in all.
A man known as Prospero holds first council position and is a well known caravan merchant, who deals in rare items such as dwarven fire wine, and Sempress crystal wine.
Various other merchants except for the fifth take the other spots. The last spot is governed by a mysterious figure known as the Stiletto.
The Night Daggers: are a reoccurring thieves guild that has risen in streets of Wilderglen. Formed by a master thief and assassin known as bender the half orc, they have begun to take over most of the rackets and grift in Wilderglen.
As Bender has made the Dagger a profitable business the daggers have come into conflict with the reigning thieves guild known as the Silent Masters. The Silent Masters have been in exsistence for many years, even a close to the settlements founding.
Orginally part of the Night Masters of Gwelifer City in the kingdom Varangaurd, they grew too large and a contingent headed to the Frontier to make their wealth. The leader of the Silent master, is a unknown man, and rumor has it that it might be one of the Twelve council members. This has not been proven.
[note](GM Note the Stilleto rules this guild with a iron hand, and is supposedly flanked by two abyssal Elves or Blood Elves of Fifth Level or higher. They are competent assassins and will often employ masks in their killings)[/note]
The city as been broken into four sub groupings and four Sub Boss for each section. They are usually called the Night men or day men, depending on what type of day it is. These lords when they meet are called the Lords of Stealth.
[note]This is a class Is presented for you as it is in for my campaign and my campaign book. It has been tested out but may not be suitable for you game as it is feel free to change anything that needs to be changed to fit your own setting.[/note]
The Master Archer
Prestige class
Hit Dice 10
Maximum level 10
Requirements: Base attack +4 ranged, Point blank Shot, Precise shot, weapon focus (bow)
Concentration (+4)
Skill points:2 +intelligence modifier
Class skills: Concentration, search, spot, swim, jump, ride, move silently.
Class Armor and weapon proficiencies: Light and Medium Armor
Simple weapon, martial weapons
Starting Bonus Feat: Rapid Shot
The Master Archer
The Master Archer, at a young age is trained with the Bow and Arrow as his main source of weaponry. The Master Archer gains respect and love for this weapon through out his days with the weapon, whether it be hunting or in time of war. The Master Archer will usually receive a small practice bow carved of yew wood by his master, a tenth level Master Archer usually known as an (Archer Lord).
The Archer Lord prepares the Master Archer in preparing and out fitting his bow and arrow. By the time he is ready, the Master Archer, undergoes a test flight of the arrow. This test allows the Archer Lord and ability to gauge if his student is ready. If the Master Archer passes, he is taken to a grove to find a supple sapling to craft his 100 pound Longbow.
Once the Master Archer has acquired his longbow, the Archer Lord usually bestow upon the Master Archer his title, and the Master Archer is allowed to leave his master to forge his own destiny in the world with his faithful long bow at his side.
Level Based Abilities
Arrow Damage Reduction (SA) at first level the Master Archer due to his experience and handling of archery, gains a +2 reduction bonus on any damage done with bow and arrow.
Arrow Deflection (EA) The Master Archer since being trained in the art of Archery can deflect any arrow being shot at him with his own arrow. To deflect the opposing arrow attack, the archer must roll an opposing attack roll, to deflect the attack.
Point Blank Shot (Feat) at second level the Master Archer gains the Point Blank Shot, if he does not have it already.
Arrow Damage Reduction (SA) at fourth level the Master Archers arrow damage reduction increase so by fourth level he has a +4 reduction bonus against arrow ranged weapons
Bonus Feat (Feat) at fourth level the Master Archer Gains a Bonus feat
Enchant Arrows (SA) the Master Archer and Sixth level can begin to infuse his arrows with magical abilities.
Arrow Damage Reduction (SA) at eight levels the Master Archer is well protected against ranged bow and arrow attacks due to his Arrow Damage Reduction which by eight levels is at +6.
Rain of Arrows (SA) At tenth level the Master Archer can fire several arrows up to his dexterity modifier in one round, resulting a rain of arrow. The first arrow flies with its normal base attack modifier, but for each additional one, there is a -1 penalty to hit.
BA FS RS WS
1 +1 +2 +2 +1
2 +2 +3 +2 +1
3 +3 +3 +3 +2
4 +4 +4 +3 +2
5 +5 +4 +3 +2
6 +6 +5 +4 +3
7 +7 +5 +4 +3
8 +8 +6 +4 +4
9 +9 +6 +5 +4
10 +10 +7 +5 +5
Months of Chalice Thordal=January Felwin= February Crygust= march
Brial= April Sulthern=may Vythorn=June Calbor=July Elborn=august Felsun=September Alwhin=October Nimbrel=November Frigedal=December
Days of the week Malthen=Monday Balthen=Tuesday Wothen=Wednesday Thoreden= Thursday
Faelthen=Friday Rest days: Desden: Saturday Celest: Sunday Many people in chalice believe that the divine heavens play a part in the way life takes place. Upon Chalices many creatures have come to call it home, such as Humans, Elves, Dwarves, Oculains, Tooks , Satyrs, Bane Elves, Starfolk. All core races are as in the Wizard of the coast books From birth to death, many believe that the horoscope sign they are born are shape the way they will lead their lives. There are twelve Signs for the twelve stars that appear in the sky they are.
The Shinning blade the unicorn horn The Minatur The dragon The dark Sorcerer The Blind knight The Steel shields The dreaming maiden The silent herald The Balanced scales The Shattered dagger The Waiting love Travel: 1 ride= 1 mile 1 run= 10 miles 2 runs= 20 miles 1 league= 100 miles 3 leagues=300miles
Upon the world of Chalice money mercantile and trade are rampant, most traders in Aerbor deal in Notes. While most people deal in hard coin, those in the mercantile circle deal in these paper substitutes. Notes represent hard currency when dealing in large trade. Coinage: 1 Silver crown=100 copper crowns 1 Gold Crown=100 silver Crowns 1 Gold Sovereign= 100 Gold Crowns
|
Races of The Grand RealmStarfolk, Unosis, Starians.A hundred thousand years ago, before the coming of the Phoenix wars, and after man had attained knowledge, it is known that strange rocks fell from the heavens.
It was during such a time that these shards fell upon the forest that was home to the elves and their lost realm of Terion. When the elves went to investigate they found, the strange rock deep within the earth. They could not get close due to the heat the strange matter gave off.
So the elves waited until the matter cooled, when they went back, they saw strange red crystals embedded within. They were in the shape of eggs, and red in hue. The elves gathered the rock and the eggs and brought what they found to their kingdom. It was several months later, that the elves first witnessed the eggs hatch and strange gray-blue creatures come forth. The elves called these creature Unosis, do to the fact they seem to come from the universe itself.
The elves saw this as a omen and now celebrate Starfall every Vythorn the eighteenth along with the Unosis or Starfolk that live with them to this very day.
The Unosis are a unique race having come from the sky; they have translucent gray-blue flesh, and round oval shape eyes of black. The Unosis usually stand about five foot ten, and lower. Women tend to stand about five foot two inches and have a purplish hue to their skin. Like the elves they have gained an affinity for nature, and an affinity to the stars and sky above. They make good rangers and fighters, as well as clerics, and magic users.
The Unosis Racial Abilities .Medium size.
base speed is 30 feet.
·Immunity to sleep spells and similar magical effects.
·Low-light Vision: Unosis can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: king tongue and Elven.
+2 racial bonus in the evening to their entire dexterity
+4 Racial bonus to move silently, hide, bluff.
Innate Feat: Enhanced Listen, give a +4 bonus to listen checks
Star gaze:(SQ) this ability act as if a person is charmed, the affected must make a will save or be charmed for 1d4 round against this power. This ability can be done once per day
Star Aura: (SQ) this special ability give a +4 enchantment bonus against enchantment like spells.
Mind Speech:(SQ) this special ability allow for a Unosis to communicate with up to 1d4 people at one time, she can do this once per day
OculianThe Oculian race was created during the Phoenix Wars as experiments. The wizards of Hysoril endowed them with great strength, and great intellect. With these abilities they became hardened warriors and magic users.
They turned upon their masters and aided in their inevitable destructions.
Oculians, as they are now called, often roam the world of Chalice seeking adventure using the many skills that they have at their disposal.
Their favorite classs are often fighters and wizards, but it is not strange to see a cleric or rouge.
They get a -4 bonus to all Ranged attacks due to their line of sight limitations. Oculians are also blessed with the gift of foresight, and often have dreams of the future and foreshadowing events. This ability gives them a +2 to all intelligence scores as well as +2 to there spellcraft checks .
All Oculians have great strength and gain a +2 to their strength score. Even the weakest Oculian gains this bonus. They are endowed +2 skill bonus to the following skills, magical device, and knowledge arcana, gather information.
Oculians are a solitary race that prefer to study, and spend their time with in the confines of their towers and studies in the pursuit of lore.
Both male and female often come together, at social functions, and sporting events, since Oculains with their great strength love puzzles and feats of strength. Their favorite sport is wind sailing upon the choppy waters of Bregan Bol their home.
Oculian mate at anytime and offspring usually are birthed sixteen month later.
favored class: Druid, Mage, Rouge, Bard, and Sorcerer fighter,
Oculian Racial Bonuses:
+2 Strength
+2 intelligence
-4 to ranged attacks due to line of sight limitations
+2 skill bonus to use magic device,
Can use magical device skill even with out training, so attuned to magic as they are.
Grand ArtifactsTemporal Trigger: Perhaps the greatest magical artifact upon the world of Chalice.
The Sorcerers of Vandarbros crafted the Artifact during the Phoenix War.
In effect the item was crafted to control time. The Sorcerers thought by going back in time before their enemies where created, they could defeat and stop a devastating war from beginning.
Thus they began crafting the powerful arcane wand.
They sought out and destroyed a magical creature, which was known for magical energies, of time a phoenix.
They captured it and waited for it to die, thus taking its ashes as it died. The Sorcerers then fashion a long wand of Mythril with their Frohelmian Dwarven allies.
They then collected Adamas dust and laid it within the wand with the sands of the phoenix.
[note][note]Adamas are nigh indestructible gems, even harder than diamonds. It is a long a process of in which these gemstones can be crushed and destroyed. Only the greatest smiths no of it secrete. In the year of 1445, Adamas mining and use of the stone is all but forgotten.[/note]
Adding five powerful Adamas stones and imbuing magical properties, the wand was finished, except for one last spell of permanency upon the item.
The day would come when the five Sorcerers would cast the last spell.
On this day, Iganasious Fanibar, Belthazor Shaden, Malchoir Sedel founder of the kingdom of Malchior, Fetilvor Hydisil, and Nycronis Estul were ready and began to chant their last spell, each casting a spell of their own, until the last mage Fetilvor began and from behind was killed by an assassins dagger.
The spell disrupted resulting in a magical backlash, killing Fetilvor instantly and opening rifts through time and space. Unknown the creator the magic backlash created parallel worlds as well, in which they would know be connected by parallax springs.
[note]Parallel worlds as we know them are world that seem to be like our own but are slightly different. Mirror images of what might have been, what could be, and what could come. The Grand Realm is the Terminus Point from which the others resonate from. The difference between worlds are separated by comic timed vibrations and the worlds come into cojuction briefly through Parallax Springs.[/note]
For the others each Sorcerer fell through and was sent to a different part of Chalice and epochs. The
Temporal Trigger itself shattered into three pieces;
The glass of hours, The Staff of seconds, and Stones of minutes, and flew to different parts of the world.
The resulting magical explosion was so great it eventually wiped out all of Vandarbros, leveling the great flying continents and sending them down into the sea, and destroying as well there hated enemies the mages of Hysoril.
Quote[The Dawning: In the beginning of there rested the world tree Ysgadal, and from it's the roots and seeds sprang forth life in many varieties. From the top of it branches light shone forth and spread renewal to all things. At Ysgadals roots rose darkness. From the right side of Ysgadal branchs life was lush and fertile ushering forth many fruits that would one day bring life, on Ysgadal's left side was cold with unlife. Within the world tree's core ran the hot magic known as mana, were into a mighty river known as Gog it flowed at the base of it roots.
Ysgadal was cared for by a shepherds, known as Eruii (Ear-Rue) the mother of all, and Io (Eye-Oh) the father of Night.
Eruii service was to tend the branches of Ysgadal and what fruit it bore. Io labored the roots of the world tree slowly keeping away the darkness that always apart of it.
It would be Eruii that plucked the seeds from Ygadals branches, and bring forth the world known as Chalice, while Io imbued it with mana from the river Gog.
Eruii along with Io birthed the Foemorii, beings of elemental nature; Eruii and Io named them, Terastian the earth, Areos the sky, Liques the waters, Firmos the flame.
Each Foemor possessed one eye and each settled upon Chalice. In their wake, they began to twist the world with their very steps.
Yet even as Io watched his children he was not pleased at what he saw. He looked at his children as usurpers to the fragile balance of Ysgadal.
Io went to Eruii, and showed her the future of how the Foemorii would use their power, not to create a world worthy of them, but to show her their destruction by their own children hands. Eruii loved her children, as any mother might, and before Io could kill them she swept them away to a private place upon the branches of Ysgadal.
The Foemorii gathered knowing full well their father hunted them, and decided that the only way to survive was to kill their father.
Eruii learning of this begged for Io's life. Hearing their mothers plight the Foemorii enacted a plan, to imprison their father deep in the bowls of Ysgadal. Thus they crafted manacles of pure mana, and as Io came forth, they wrestled Io to the ground. The battle was long, yet they managed to chain him. From the drops of Io's blood sprang forth the Linorms the first of dragon kind, as well as dragons. Quickly they chased after the Foemorii as they dragged Io deep underneath the roots of Ysgadal, and chained him upon a root and allowed a single drop of poisoned sap to fall upon his brow forever as punishment.
Io cursed Eruii who he thought betrayed him. He cursed her to ever be at odds with her children, and to watch them always battle with his own and never find rest.
Eruii wept, and from her tears, sprang forth beings of immense light and beauty. The first was Helios the eyeless for he was blind for one eye yet could tell the future, the second was Gylen the earth mother, Talros the jester and god of luck and trickery was third, forth came Nystrial the goddess of magic, Eruii tear had fallen into Gog the mana river and she came forth with all it's power and mysteries, the fifth was Lughi the holder of the sun, the seventh was Danube wife of Lughi and shaper of the winds, the eight was Horem the hunter, and the last was Marduke lord of war.
Eruii was pleased at her new children and blessed them, bidding them take flight and wander the world of Chalice.
Unknown to Eruii, Io poison worked its magic well, for the Foemorii were not pleased by their new brothers and sisters and hatred swelled in their heart, they coveted Chalice and believed that the world was their own precious treasure.
Quickly they traveled to the twisted form of Io and released their father. Io in his rage and hate began to gnaw and gnash at the roots of Ysgadal killing the world tree. The darkness of the roots had twisted Io into an evil thing, and he sent his children forth to do the same.
Eruii concerned as she saw the life of Ysgadal slowly perish, flew to her children the Foemorii and asked why they had done such a thing as to release their sire. She begged them to return him to his prison, yet they shrugged and laughed, for they said it was Eruii folly that had caused this to transpire, and that she should call upon her other children to help her, for she would find no help from them.
Thus she fled to the home of the gods in branches of the Ysgadal, the seven heavens, and once again she wept.
Helios, went forth to his mother, and told her of the future. He knew that it was the Fomorii that had caused this pain. So he gathered the divine host, and went forth to the Foemorii, and undo what trouble they had done.
The Foemorii refused, and in there their anger they struck out the gods and the Worldshaper war commenced. The gods and Foemorii battled upon the fields of the Seven Heavens; the war was long, and the universe quaked with the blows that were given; yet in the end the Foemorii were utterly destroyed, along with Danube and Lughi. The gods then gathered, the essence and used it to create seas, winds, and fire, reshaping the world further.
Eruii pain was deep as she watched her children war with one another. Yet she understood what needed to be done.
The gods intended to slay the great father Io and when the divine host encountered their father they were in awe by his magnificence. Great was his fangs, deep were his scales that offered him protection, his body blotted out the very light from the skies, his claws were mighty and ready to lay open his enemies.
The gods came forth with their divine host and they battled Io and his host to the death.
Many perished as both Daemon, Analar, dragon, and linorms fought.
Io the father of serpents flew about Ysgadal spitting flame, acid, frost, and lightening, which killed the god Horem who readied his great bow to fire. Gylen the earth mother gathered his bow and let loose an arrow, wounding Io greatly.
The wyrm father fell through the branches of Ysgadal and shook the great tree.
Talros the lucky sped forth to bury his dagger deep into Io's heart; yet the young god was not prepared for the swiftness of the wyrm king. Io bit him giving the godling grievous wounds and tainting Talros forever.
Io quickly went to finish the young godling as he fell, but it would be his final mistake, for Solinor the blade of Helios, forged from the very fires of the sun, smote through Io's scales, and essence beneath, thus destroying Io, and ending the War of Io.
Above Ysgadal Eruii looked upon the carnage and wept, her tears would wash away stains of evil, and begin the time of rebirth
Quote Pre Anem Y.S. The Gods gathered and decided to repopulate Chalice. With the aid of Krag the god of smithing; they go about bringing about the Aesir, (human) Nesir (dwarves) Flasir (elves), as well as Tooks (halflings). These would be the main four races of the world.
QuoteEpoch of Silence Pre Anem Y.S. First dwarven clans of Dain appear. The elves struck with wanderlust walk the world learning about their new home. Humans still in infancy are barely able to hunt, and create fire.
Quote]Epoch of challenges Pre Anem Y.S. First Elven Community appears in northern Aerbor. Dwarves create Durhorad first dwarven hold. Dain the second rules.
Elves begin to craft Dilevunel Illuvenel the first Elven capital. Elves register three distinct elf traits, parts of Narasidien(starlight elves), Skyrasidien(Dawn Elves), and the Dimmarandien(dusk elves)
Quote]Epoch of Dilevunel Illuvenel: Dilevunel Illuvenel, elf city flourishes, as does Dwarven city
Durhorad, each trade amongst each other and other races. Human begin first communities, Helios god of the sky gives them the power of fire and steel and to the mortal Aros Findalin. For the next several years Findalin begins teaching his people the words of Helios.
QuoteEpoch of the Sword: Stone war out breaks between human and dwarf. This is due to the love of the elf maid Terreslene. It is the first splinter amongest the goodly races begins. The cause is the love of both Aros Findalin, and Hegrin Stonestar. Even though the elf princess Terreslene loves Aros, she marries Hegrin. It is Hegrin who acknowledges the love the elf maid bares towards Aros and allows them to marry which in turn forges a deep bound of friendship and ending the conflict.
QuoteEpoch of the Necromancer: First elven wizard appears named Maelgathin.
Creating the Cembrils, the gems of power, Maelgathin secretly wishes the elf maid Terreslene to be his wife. The Cembrils are to be his wedding gift to her. Before he can do this he knows that he must do away with Terreslene's Husband the human known as Aros Findalin.
With a poisned arrow he attempts to kill Aros Findalin, but fails, slaying instead Hegrin the dwarf and companion to Aros. The elves name Maelgathin the necromancer, for the use of his dark magic.
In a fear Maelgathin races toward his tower known Bael N'felween (tower of no friend) and is besieged by dwarf, human and elf. For forty moons and struggle continues.
In the End Aros slays Baerastan sworgan(orc) general of Maelgathin armies he himself is struck down by a worg. Hurt and heart broken Terreslene dies shattered, it would be many years later that Maelgathin would find Terreslene spirit and bind it to him in a form known as a Banshee.
The dwarves and humans armies destroy Maelgathin forces, but the necromancer escapes.
The dwarves head westward create Durrowhallow grandest of halls.
QuoteEpoch of the fallen: Dilevunel Illuvenel falls, to hordes of sworgan, as well Cembrils of fire, Ifril. Dwarves the aid of the Elves; first known allies, defeating the necromancer. three Cembrils disappear. Necromancer escapes.
QuoteANEM Y.S.'"5094 YEAR WAKING DREAM: the human kingdom Palidaris, Is besieged by a flight Dragons of led by the wyrm known as Fiercestrike, and sinks into the sea.
QuoteAnem Y.S.'"4043 Epoch Raising of Phoenix: kingdom and magi,and Kar'Mageus, kingdom Sorcerers are founded. The magical kingdoms prepare for war. The Sashes of power are created
Anem Y.S. '"3843 Epochs of The war of the magi.
Phoenix Kingdom of Hysoril and Sorcerer kings of Kar'Mageus wage war. Oculair created as well as the Warforge. Ishue of Coradan is founded on the continent of Ifretus.
QuoteAnem Y.S-3773: Epoch of Shattered time: Sorcerers capture and kill phoenix to power their Temporal Trigger scepter. Sorcerers are sabotaged as they begin to chant final spell.
The spell backfires horribly destroying Kar'Mageus, as well as Hysoril.
One of the floating islands of Kar'Mageus plummets to the sea and creates Baelfrost. Time and magic are is sundered as Nystrail the goddess of time is destroyed when her avatar the phoenix is destroyed. Temporal distortions and gates in time space appear. Parts of Hysoril are sucked into such a gate. It takes an epoch for time to return normally, and Nystrial to reconstitute himself and from this Promvis the god of destiny is is reborn.
[note]Note this is a Revision of the prior writing of what happened due to the effects of the Temporal Trigger backlash-the above statement if the latest writing on what took place and should be seen as canon.[/note]
The necromancer is seen and searches for the Cembrils.
Melichior the northern kingdom of men is founded with the great cities of Heldorn, Aslhorn. Lyoness founded to the south west or Aerbor.
The Questing Dreamers led by the king Nath Argo leave Hysoril and head east pass what will later become Castillion and Escavalion. Hesperion the mage king follows after seeking to destroy Nath Argo and his band.
QuoteAnem Y.S-3763: Nath Argo and the Questing Dreamers Settle on the shores of Cerulean sea and found Nath Aqualendi. Erect the pillars of arms, large 60 story forts constructed in the image of warriors.
QuoteANEM Y.S.-3753 The Questing Dreamers once more leave their homes as Hesperions horde gives chase. The Questing Dreamer Take sail across the Cerulean sea.
QuoteANEM Y.S.-3745 last battle between Questing Dreamers and Hesperions hordes at seas, The two armies battle at a ring of Volcanos called the fire barrens. Hesperions is slain, his horde destroyed. Nath Argo is mortally wounded. The god Auter Worldwalker comes to him in dreams and bid him tell his wizards, clerics, and sorcerers to give voice to their magic. With the help of the god the Argonathian islets are raised from the seas.
QuoteANEM Y.S.-3675 EPOCH OF THE DAEMONS WRAITH.
The elves hunt down their traitorous folk the Maelthan (abyssal elves) and Dael (dhrow) the Dawn War begins with the sacrificing of Shelastar Starwind the elf queen to Daemons of the lower hells.
Anem Y.S.'"3573: Melichior the northern kingdom falls. Galen Pallados The first knight perishs in a Duel against the Daemon General. Heldorn falls, as the Daemon Prince Orcist appears through an opened gate by a foolish wizards apprentice seeking powers of the lost magi.
QuoteAnem Y.S. '"3568: Aslhern falls, to the Daemon leading armies of sworgs (orcs), gyrm (Gnolls), and red caps( Poweries). The Hero's fight Valiantly but most fall. Legendary hero, Helwin Braide one of the last knights of the sash, falls protecting the city with Callendor, the valoric blade. After Aslhern falls Callendor is lost.
QuoteAnem Y.S. -957 Epoch of Salamaster: the shadow mage creates seven of his fables shadow rings, endowing most of his essence into them. Salamaster launches attack against the city of Lyoness, with dragons and a horde of evil creatures. He falls in battle against Nycronis Naelis in a spell duel. Both wizards seemingly perish in the fall of Lyoness, as she sinks into the sea.
Castilian is founded, as is Penticost, and Varanguard.
QuoteAnem Y.S.'"807 Epoch of Sand: First Coradani and Varanguard Confrontations. Elves create realm in Terion to the north of the Anvilweld mountains. Dwarves leave Durrowhallow, as Sworgan(orcs) and Gyrm (gnolls)invade. Last of the order of the Sash slain.
QuoteAnem Y.S. -507 Epoch of Sojurn: Elves leave Aerboriduim there beloved kingdom Terion destroyed by the necromancer, and the great black dragon Velscepterivem. The Elves fleeing begin their journey east to what will become Floranthus.
Dwarves create mansion greatest dwarf-hold north.
Varanguard spreads power, founds Vanis Island, to protect incursion from Coradan.
QuoteAnem Y.S. -707 Temperal Distortion occurs unleashing Interloper beings onto Chalice. These beings are formed from the essences of the Formorii on another parallax world. They name themselves Titans and along with their minions battle the gods in the godwar. Helios One-eye is slain while trying to close the temporal rift creating Helia Crowngold, and her twin Sol Diadem. For the first time mortals take up the vestments of the gods. Several new gods are created or ascended to deity hood. At the end of the battle the Titans and Gods are locked away on their planes. It is said the Titans minions head west over the Oceanus sea, to found a new kingdom. After this man trust in gods and magic wanes, and the for the first time an Age where epochs and the role of years is no more
QuoteAge of Shadows-Anem ????
QuoteAnem Y.S. 1 Epoch Warforge: Legendary armors from kingdoms of sorcery is sort out for their wealth. a Plot to kidnap an Coradani princess, is discovered and the newly formed society of the Iron Gauntlet is revealed to be th ones repsonible of what is transpiring upon the Island.
The plot is defeated by adventures and the Coradani princess is saved. The adventures discover where Dilevunel Illuvenel is located, as well the Forgevault of Kar'mageus and activate them. The Warforge once again walk the lands.
land Copperbound near the Varanguard is founded.
The Gilistry is founded.
QuoteAnem of Y.S. 107 Epoch of Cembrils: The necromancer reappears to the north it is know known that he is elf bane prophesied in elf lore. He causes their migration from the elven wood. Aquilair is founded by elves of the Lake of Storms.
The necromancer encounters powerful warriors, and is almost destroyed; he flees. The Frontier is founded and the settlement war begins, at the same time the Iron war erupts between Cast ill ion and Lothfloral.
The Temporal Trigger is discovered, having survived the mage war 3000 years prior. The heroes of time, battle to destroy the item, and in Anem 1012 they succeed but are lost in time for the efforts. Settlement war ends with Dimmarandien elves retreating to their mountain holds. The Iron war concludes when a powerful glamour is put on the forest, of Lothfloral, and Floral'lanthus. Most Elves escape with in.
QuoteAnem Y.S. 1440 Epoch of Discovery: Kenneth Lions blade king of Varanguard falls sick to the night plague and dies.
Thomas Loins blade is to succeed his father but disappears looking for the lost city of Maelengroth. Prince
Erien Lionsblade, and adventures encounter and physically destroys the necromancer, and in the process losses both Cembrils.
Anem Y.S. 1441 Epoch of Discovery: Erien Loinsblade is declared king of Varanguard. Prince Ethen Brindarmour destroys Alagarick Daemon of the lower hells. Gwyneth Brindarmour captive for a hundred years by Alagarick the daemon prince is returned and is installed as queens. Ethen recovers eye of fate and controls the power of the dead god Helios and becomes a Aeon.
Anem Y.S. 1442: Epoch of Discovery:Ethen quells treason in Illustial. The Second Coradani war, between Varanguard and Coradan begins. Erien named high king of all northern Aerbor as Trinity treaty is completed with Equas and Brindarmour.
Anem 1445 Y.S. Epoch of Discovery: current year
The Grand Realm-The Ninth Citadel, and the Questing DreamersNath Argovessoen the ninth citadel upon the Cerulean sea lies upon the continent of Argonath named thus by their descendent of Nath Argo the Questing Dreamers. The continent did not exist during the time of the Phoenix wars between Hysoril and Kar'magues, but came later as refugees of that devastating war spread far and wide from the constant spell battles and duels.
One such refugee Nath Argo wished to end the constant battling, and sued for peace between the two kingdoms. This meeting became known As Argo's Lament for the treaty lasted all but five days. It is said that the wizard king Hesperion secretly wished for no peace and ended the treaty be launching a devastating attack upon the Kar'Mageus city known as Duael. That attacked leveled the floating city killing all that dwelled there.
Nath Argo was no simple diplomat but a warrior or great renown and loyalty that had served Hysoril well. Seeing the truth and guessing the future, Nath Argo called forth all who would listen , Elves, Dwaves, Tooks and Oculains and beckoned them to flee away with him.
Rising the pennant of the Sun ringed sword, Nath Ago struck east. Hesperion hearing what befell grew furious at this information and saw this as a personal slight. He gathered an army and gave chase after the Questing Dreamers. Thus was Hesperion saved when a year later Hysoril split into the sea creating the shattered sea and Kar'mageus floating islands fell from the sky crashing upon the earth in plumes of fire and ash.
Nath Argo continued on his quest with what his band had called themselves; the Questing Dreamers. They passed what would later become the city of Caste, and Ilion, and later would be one kingdom. Many times the Questing Dreams battled the forces of Hesperion. In all it would take the dreamers five years to reach the sea. Here they created Nath Aquelendi the city by the sea and the questing dreamers rested for ten more years until the armies of Hesperion found them and came forth.
To slow them Nath Argo constructed the Pillars of Arm a Large series of forts constructed in the image of giant warriors sixty stories high to defend the people against Hesperion's Horde.
This held the army at bay another ten years.
At the age of sixty five winters Nath Argo seeing that they would never be free from war once more called the questing dreamers to his side. They loved Nath Argo dearly and would follow him to the ends of the earth. In his honor they bestowed upon him the honor of King and would be forever more known as the Questing King. Thus the races combined to create a great fleet of ships that would send them on their way across the great eastern sea. Hesperion would not be so defeated, and he whipped his hordes into creating ships of their own to follow and crush Nath Argo underneath their boots. These ships upon the lips of legend would be known as the Black Sails of the Mage King.
Battle of the fire Barrens. The Questing Dreamers and the Black Sails engaged in an epic battle, which saw most of Hesperion's fleet sink into the depths of the Cerulean Sea. It would be during this battle that Hesperion would be killed and Nath Argo Mortally wounded.
The fire Barrens erupt and create an impassable mountain chain of Volcanoes. These fire pits release a deathly poisonous that scars all who come into pass with it.
Upon Nath Argo death bed the good Auter Worldwalker come to him and bids him to summon his clerics, mages and sorcerers, to commit a summoning in the name of the Imortalis, in which they will create a new world to live on.
Thus the Questing Dreamers begin the Terrnosta Summoning, in which they are blessed by the Imortalis. After days of chanting several land masses arise from the very ocean, and create a large Continent in which the Questing Dreamers call Argonath in honor of the questing king.
After the summoning, it is said that Nath Argo slips into the sleep that never ends, he never awakens.
Nine great city states make up realm of Nath Argovessoen
Quintos -the home of the elves
Haeldion-home of the pleasure city Avarice eye
Emberstone-home of the dwarves
Aquilus-home of the ruling council of nine
Remus-Home of the trading guilds
Magestos-The city of Scrolls and Runes Home to most mages
Layes- the city of the Sceptora Colliegium
Shadreth- the darkened fortress.
Argus-the burial city of Nath Argus. Monument city.
Heroes and Villians of Antiquity are usually have attained higher levels, and are high level characters.
QuoteHero
The Questing King-Nath Argo, Male Human Ftr10/Warmg8: CR 18; Medium Humanoid ; HD 10d10+20(Fighter) , 8d6+16(Warmage) ; hp 184; Init +5; Spd 20; AC:24 (Flatfooted:23 Touch:11); Atk +17/12/7 base melee, +15/10/5 base ranged; +15/10/5 (1d10+6, +1 Sword, bastard); +12/7/2 (1d10+1, +1 Crossbow, heavy); +18/13/8 (1d10+9, +4 Mithral Sword, bastard); AL CG; SV Fort +11, Ref +6, Will +10; STR 17, DEX 13, CON 14, INT 12, WIS 12, CHA 8.
Skills: Climb +4, Concentration +8, Craft (Alchemy) +4, Handle Animal +6, Intimidate +6, Jump -3, Ride +9, Spellcraft +9, Swim -3.
Feats: Arcane Disciple, Arcane Strike, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Combat Casting, Dodge, Great Cleave, Greater Weapon Focus, Improved Critical: Sword, bastard, Improved Initiative, Improved Sunder, Mobility, Power Attack, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency, Simple Weapon Proficiency, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard.
Spells Known (Warmg 6/6/6/5/3): 0 -- Acid Splash, Disrupt Undead, Light, Ray of Frost; 1st -- Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Fire, Lesser, Shocking Grasp, True Strike; 2nd -- Continual Flame, Fire Trap, Flaming Sphere, Ice Knife, Melf`s Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade; 3rd -- Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud; 4th -- Blast of Flame, Contagion, Evard`s Black Tentacles, Orb of Acid, Orb of Cold, Orb of Fire, Orb of Force, Phantasmal Killer, Shout, Wall of Fire.
Spells Prepared (Warmg 6/6/6/5/3): .
Possessions:
Weapons: +1 Sword, bastard (2,335 gp); +1 Crossbow, heavy (2,350 gp); +4 Mithral Sword, bastard: Brilliant Energy (131,335 gp).
Armor: +2 Full plate (5,650 gp); +2 Full plate: Spell Resistance (SR13) (17,650 gp).
Shields: +1 Shield, heavy steel (1,170 gp).
Goods: Coin: gp (5500) (5,500 gp).
Magic: Rod: Celestial Might (110,600 gp).
QuoteVillian
Hesperion , The Mage King Male Human Wiz20: CR 20; Medium Humanoid ; HD 20d4+20(Wizard) ; hp 72; Init +3; Spd 30; AC:22 (Flatfooted:19 Touch:15); Atk +10/5 base melee, +13/8 base ranged; +10/5 (1d8, Crossbow, light, Masterwork); +9/4 (1d6+1, +1 Quarterstaff); AL LG; SV Fort +7, Ref +9, Will +13; STR 10, DEX 16, CON 13, INT 26, WIS 12, CHA 8.
Skills: Concentration +24, Decipher Script +31, Knowledge (Arcana) +31, Knowledge (Architecture and Engineering) +12, Knowledge (History) +31, Knowledge (The Planes) +31, Spellcraft +33.
Feats: Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Focus: Evocation, Spell Focus: Necromancy, Spell Mastery(1), Tattoo Focus.
Spells Known (Wiz 4/6/6/6/6/5/5/5/5/4): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Ghost, Detect Magic, Detect Poison, Disrupt Ectoplasm, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt, Light, Mage Hand, Mending, Message, No Light, Open/Close, Preserve Ectoplasm, Preserve Organ, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Repair Minor Damage, Resistance, Silent Portal, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Burning Hands, Comprehend Languages, Detect Secret Doors, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Ray of Enfeeblement; 2nd -- Darkvision, Hypnotic Pattern, Knock, Spectral Hand; 3rd -- Gentle Repose, Hold Person, Invisibility Sphere, Lightning Bolt; 4th -- Animate Dead, Invisibility, Greater, Scrying, Solid Fog; 5th -- Feeblemind, Magic Jar, Summon Monster V, Symbol of Pain; 6th -- Circle of Death, Disintegrate, Eyebite, Otiluke`s Freezing Sphere; 7th -- Finger of Death, Reverse Gravity, Symbol of Stunning, Teleport, Greater; 8th -- Clone, Create Greater Undead, Polar Ray, Power Word, Stun; 9th -- Power Word, Kill, Refuge, Shades, Summon Monster IX, Teleportation Circle, Time Stop, Wail of the Banshee, Wish.
Spells Prepared (Wiz 4/6/6/6/6/5/5/5/5/4): 0 - Dancing Lights, Detect Magic, Disrupt Undead, Ray of Frost, Touch of Fatigue (s); 1st - Burning Hands, Detect Secret Doors, Feather Fall x2, Magic Missile x2, Ray of Enfeeblement (s); 2nd - Hypnotic Pattern x2, Knock x2, Spectral Hand (s), Spectral Hand x2; 3rd - Gentle Repose (s), Gentle Repose, Invisibility Sphere x2, Lightning Bolt x3; 4th - Animate Dead (s), Animate Dead, Invisibility, Greater x3, Scrying, Solid Fog; 5th - Feeblemind, Magic Jar (s), Summon Monster V, Symbol of Pain x3; 6th -- Circle of Death, Disintegrate, Eyebite (s), Eyebite, Otiluke`s Freezing Sphere; 7th - Finger of Death (s), Finger of Death, Reverse Gravity x2, Teleport, Greater x2; 8th - Clone, Create Greater Undead (s), Create Greater Undead x2, Polar Ray, Power Word, Stun; 9th - Power Word, Kill x2, Summon Monster IX, Time Stop, Wail of the Banshee (s).
Possessions:
Weapons: Crossbow, light, Masterwork (335 gp); +1 Quarterstaff (2,600 gp).
Goods: Coin: gp (31950) (31,950 gp).
Magic: Wondrous: Gloves of Dexterity (+2) (4,000 gp); Wondrous: Bracers of Armor (+5) (25,000 gp); Ring: Protection +2 (8,000 gp); Wondrous: Headband of Intellect (+6) (36,000 gp); Wondrous: Amulet of Natural Armor (+2) (8,000 gp); Ring: Counterspells (4,000 gp); Ring: Force Shield (8,500 gp); Staff: The Diabolical, Greater (Charges: 50) (78,750 gp); Wondrous: Cloak of Blackflame (11,800 gp).
QuoteFeat[/b][/i][/u]
Power Surge
Prerequisites- +4 attack bonus/power attack/30 foot move base
This feat allows a warrior to rush across more than 30 feet away to swiftly attack his foe. This give the warriors a +4 attack bonus to his roll and a +2 to his damage roll from the increase force of his surge. The surge also creates a defensive hole in the warriors attack. This -2 affects the warrior AC.
Monster Menagerie
'Chalice is known for its legends, lore, and mysteries. But it is also known for its creatures, fair and foul, as well as varied and unique.
To adventures not aware and those that seek fame you might contend with beasts of flame, fang and metal.
These creatures hunt the darkest dungeons, as well as the most lit ways. So beware treasure seekers, for the chest that you open could be the same exact chest that devours you.'Ignasious Stormbanner Sage of Baulder Bridge
Epoch of Discovery Anem 1445
QuoteDulahurn:
(Undead) Huge Undead (Evil)
Hit dice: HD 2d12+4; hp 17
Init: + 2
Spd: 30
AC 16
Attack: + 2 base melee, + 1 base ranged; +2/-3 (1d8+3, Arm; 1d6+1, Bite ); -2 ( 2d6+3, Greatsword );
Special Attack: Smite good (Su);
Special Qualities: Half damage from piercing (Ex) undead traits
Saving throws: Fort + 4, Ref+2, Will-2;
Abilities: STR 17, DEX 14, CON 15, INT 1, WIS 1, CHA 11.
Feats: Essence of Command, Great Fortitude.
Possesions:Weapons:Greatsword. Armor: breastplate
Challenge Rating 3
Organization: Solitary
Alignement: Chaotic evil
Description
This towering undead is crafted from the ancient lore of the mages during the epoch of the phoenix. Larger than any known man, it stand over seven feet tall and garbed in solid tarnished black plate-mail armor.
What make this creature a truly horrifying site, is the lack of what would be a human head. Floating obove the creature body is a skull wreathed in flames and decaying flesh; that gives off a aroma of burning flesh.
Combat:
The creature is a devastating a foe to all those who encounter it. A deep frying stench is wreathed about the creature, all P.C. must make fortitude check, or be considered prone for one round as those affected are sickened and dizzied.
Those who are not affected, see the horrifying creature bare down at them with fluid grace.
The Dulahurn prefers to attack with its great sword, to cleave the life of its prey.
If by chance the great sword is lost; the Dulahurn can strike out do 1d8 points of damage with its arms. Piercing weapons because of natural immunity does not daunt the Dulahurn; this doesn't not apply to blunted weapons, such as maces or hammers.
The Dulahurn at any time can send its head into battle. Those hit by the flaming skull take 1d4 points of damage, plus additional d6 for flame damage no save. In combat the Dulahurn is a fearsome creature to behold in battle.
QuoteVulturesteed
CR 3; Huge Beast (Air);
HD 3d10+6 (Beast);
Hp 36;
Init + 2;
Spd Fly, Good 40;
AC 14;
Atk + 3 base melee, + 2 base ranged; +3/+1 ( 2d6+3, Claws; 3d4+1, Bite );
AL N;
SV Fort + 5, Ref + 5, Will + 1;
STR 16, DEX 15, CON 15, INT 11, WIS --, CHA 13.Skills: Balance + 7, Move Silently + 7. Feats: Multiattack.
Description:
The Vulture Steed is a horrific creature that is thirty feet long from neck to hind feathers, with a wingspan of over ninety feet. It is is covered with oily dark fine feathers that shimmer faintly in light. It's bald and wrinkled head is connected to its body by a long snake like neck that ends in a gibbet of red much like a turkey. Long dagger like fangs, row the side of the razor sharp beak. Dead Black eyes can be seen in the bald head.
The Vulture steed was once used during the days of the phoenix empire of magic users; they could travel great distances and were loyal steeds. Wild vulture steeds can be found in mountain areas about Northern Aerbor.
In combat the Vulture Steed can be a powerful foe. It attacks with a it's great wings, flashing rending beak, and two claws that can pick men easily. Its first attack will be its knock down attack. All P.C. Must make a reflex save or be knocked down prone. Those who fail add a +4 penalty to their actions and cannot attack unless; they stand up the following round. For those that succeed, the creature next attack will be with claws, going for a grab attack. If he succeeds he is held, P.C. Must make a successful strength check to break the grip of the creature. If not the following round, P.c. Will take damage from the grip and the creature will attempt the bite said. P.c. The third Round the Nightmare Vulture will fly up and flap his wings making every person roll reflex or be knocked prone again. The Vulture steed will continue doing this pattern until all foes are defeated.
QuoteMemorandi Rem:Sand Man
Male Sandman Wiz4; Medium Humanoid (Evil);
HD 4d8 (Wizard);
Hp 32;
Init + 3;
Spd
AC 17;
Atk + 2 base melee, + 3 base ranged; +3 (1d6+3, Quarterstaff, Masterwork);
SA: Charm person (Sp);
SQ: Uncanny dodge
AL CE; SV Fort + 1, Ref + 5, Will + 5;
STR 15, DEX 16, CON 11, INT 17, WIS 13, CHA 15.
Possessions:Weapons: Quarterstaff, Masterwork.Armor: Hide, Masterwork.Magic: Wondrous: Dreamsender.
Skills: Alchemy + 6, Concentration + 14, Knowledge (arcana) + 6, Machinesmithing + 6, Move Silently + 3, Scry + 7, Spellcraft + 7.
Feats: Combat Casting, Craft Wondrous Item, Extend Spell, Quicken Spell-Like Ability, and Scribe Scroll. Spells Known (Wiz 4/4/3): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Change Self, Color Spray, Mage Armor, Magic Missile, Nystul's Magic Aura, Nystul's Undetectable Aura, Silent Image, Ventriloquism; 2nd - Blur, Invisibility, Mirror Image, Misdirection.Spells Prepared (Wiz 4/4/3): 0 - Ray of Frost; 1st - Mage Armor, Magic Missile x3; 2nd - Blur, Invisibility, Mirror Image.
Profile:
Memorandi Rem was once a powerful mage of the Hysoril Empire. He specialty was dreams and illusions. He was a ruthless man, using his slaves as magical experiments, and to test his theories of dreams and nightmares upon them.
During his time the Phoenix Empire, began their battle with the sorcerers of Kar'Mageus, he was one of the mages that refused to enter the conflict with his brethren.
To his folly it was a mistake, for he could not call upon aid when a group of adventures sort his life. Barely able to escape he opened a door way to a pocket dimensions of dreams, his entire tower disappeared along with all within.
Memorandi killed his attackers, but he knew that he was trapped in his pocket dimension, but he also knew from his research he could manifest himself once per day upon the prime material plane, only through windows.
So it was thus for years that he did this stealing people for their beds, and live as he sort away out of his prison.
People in fear called this specter the Sandman due to the special wand he hold known as Dreamsender.
In combat the Sandman will usually attack with Dreamsender putting the intended victim to sleep. The magical dust that comes forth from Dreamsender acts much like a sleep spell and those who are affected must make a will save or be knocked out. If his first attack fails, he will begin to cast his offensive spells, or resort to his Masterwork quarterstaff.
Dreamsender: specialty blowgun. +1 to attack
Dreamdust acts like the spell sleep. Victim must make will save or fall asleep.
QuoteMoonsteed
CR 3; Large Animal; HD 2d8+4 (Animal)
HP 18; Init + 3;
Spd 40;
AC 14;
Atk + 2 base melee, + 3 base ranged; +2/-3 (1d6+2, 2 Hooves; 1d4+1, Bite );
SA: Charge (Ex);
AL LG;
SV Fort + 5, Ref + 7, Will + 1;
STR 14, DEX 17, CON 15, INT 15, WIS 12, CHA 17.
Skills: Listen + 3, Spot + 3. Move silently +4, Hide +4 (in the moonlight only)
Feats: Alertness.
Combat:
Moonsteeds, or Elf steeds as they are known are the mounts of the Floral Elves, and the blessed gift of their goddess, Tithtania. The moonsteed stands 8 Cubits, or 8 feet, and is powerful horse, with rippling muscles well toned for the run. Most Moonsteeds have a coat of snow white or a coat of pure black.
They are swift and have been known to carry their elven master for leagues at a time. Loyal they will die for their master; they tend to bond with their rider. In combat you could have no other mount or companion than a moonsteed, due to the fact they suffer from no fear, and cannot be charmed; they are much like their owners the elf in thei respect.
If attacked the elf steed will, charge into battle, and try to knock their opponents down. If this fails, it will rear brandishing it's front hooves high, and bringing them down in a crashing show of force causing 1D6 points of damage. If that should fail they also deliver a bite that does 1D4 points of damage. The Moonsteeds have proved that they are an Elf best weapon and friend.
QuoteHydrodile: CR 3; Large Beast (Reptilian)
HD 4d10+1 (Beast);
HP 41; Init + 2;
Spd Swim 50;
AC 14;
Atk + 1 base melee, + 1 base ranged; +1 (3d6+3, Bite) x2;
SA: Constrict (Ex),
SQ: Amphibious (Ex),
Blindsight (Ex);
AL N; SV Fort + 5, Ref + 4, Will + 0;
STR 15, DEX 14, CON 13, INT 9, WIS --, CHA --.
Feats: Multiattack.
Description
No one truly knows from whence the hydodile came, many academics believe they are the creations of the Society of the Serpents, or many speculate some mad wizard bent on experimentation had created them. Whatever the case, no one should meet a Hydrodile in person. The creature is at least ten feet wide, with a large reptilian body that can wrap around prey. Green scales shimmers off its body as it slowly rises from the murk. But what makes the beast so horrifying, is its two reptilian like heads both fashioned with razor teeth, and powerful snapping jaws that could tare the arm off any man. Real or myth the Hydrodile is a true horror of chalice.
The Hydrodile is carnivorous creature that that makes its lair deep beneath large cities sewers. This great lizard resembles a crocodile with two heads. It only mission is to eat, and birth young. If attacked and the creature will attack with it's two head, unleashing a devastating bite. The bite is so powerful that it can crunch bone and sinew dealing forth 3d6 points of damage for both heads. If the bite should fail the creature will try to constrict, wrapping its deadly body about the victim, and submerging deep below the sewer waters, drowing it's prey. The Hydrodiles amphibious, and can attack with out seeing using its deep sight to find its food.
QuoteKobrani Soldier, Male Kobrani Ftr5: CR 6; Medium Humanoid (Evil,Reptilian)[/i]; HD 5d10+15(Fighter) ; hp 49; Init +8; Spd 30; AC:18 (Flatfooted:14 Touch:14); Atk +8 base melee, +9 base ranged; +8 (1d6, ); +6 (1d10+3, Sword, bastard, Masterwork); +5 (1d10, Crossbow, heavy); SQ: Darkvision (Ex): 0 ft. AL CE; SV Fort +7, Ref +5, Will +3; STR 17, DEX 19, CON 16, INT 17, WIS 15, CHA 11.
Skills: Climb +4, Handle Animal +4, Intimidate +4, Jump +4, Ride +8, Swim +1.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Sword, bastard.
Possessions:
Weapons: Sword, bastard, Masterwork (335 gp); Crossbow, heavy (50 gp).
Armor: Leather scale (35 gp).
Shields: Shield, light steel (9 gp).
Goods: Coin: gp (10476) (10,476 gp).
Special Attack (Sa)-Corrosive Spittle- As a full action the Kobrani has the ability to launch a stream of corrosive venom at it enemy. The venom does 2d6 points of damage. A P.C. can make reflex save for half damage.
(SA) Bite Attack-The Kobrani can bite for 1d4 points of damage. The Kobrani's bite injects a virulent poison that attack a P.C. constitution score. The secondary damage of the posion is 3d6, which the P.C. can make a fort save for half. The attribute damage can only be repaired by a restoration spell.
The Cobrani are the offspring of Tiamat the prismatic queen, for the sole purpose of being foot soldiers for her eternal struggle with her bother that Bahamut the Radiant King. These creature sole reason for being are to follow the rule of their queen and bring swift death to those who would deny her wants. The Cobrani one thought is who to sow as much chaos and destruction as they can.
TACTICS
The Kobrani will attack anything in site.
1. Round one the Kobrani as a full round action will spit, it corrosive spittle at it attackers.
2. Round two the Kobrani will then attack using it martial weapons.
QuoteThe Grand Realm Races
[blockquote]
The Lyrion
HD 1d8+2 (Humanoid) ; hp 6;
Init +3; Spd 40;
AC:13 (Flatfooted:10 Touch:13);
Atk +3 base melee, +3 base ranged; +3/-2 (1d4+3, Claw; 1d6+1, Bite);
RF: Lions Roar ;
AL LN;
SV Fort +4, Ref +7, Will +1; STR 16, DEX 16, CON 14, INT 12, WIS 12, CHA 10.
Feats: Simple Weapon Proficiency, Track.
Description: Lyrion are the the distant cousins of the Rakasta of Kar'mageus. The lyrion began to make their presence known during the year of the Epoch of the Arcanaissance with the coming of the great sojourn in which the great tribes began to travel the world in search of new homes.
Ecology- Lyrions often prefer the grass plains to the bussel of the big city, which fits with their profound love of nature and life.
Sociology- Lyrions mate for life and often give birth to a litter of 2-4 cubs, a year. They are often a loving family that seek to protect their young and all that gather in a pride, each pride consist of smaller families know as claws. Both Males and Female often leave their prides in search of the Sojourn, a spiritual manifestation of there need to travel and see the world. The Sojourn is the ultimate test and is seen as the fist step to acceptance of the pride.
Kitmar Longtooth Cleric of Sol Diadem, Male Lyrion Clr8: CR 9; Medium Humanoid ; HD 8d8+32(Cleric) ; hp 96; Init +6; Spd 30; AC:23 (Flatfooted:22 Touch:11); Atk +10/5 base melee, +8/3 base ranged; +10/+5 (1d4+4, Claw; 1d6+2, Bite); RF: Lions Roar ; AL LG; SV Fort +10, Ref +6, Will +10; STR 19, DEX 14, CON 18, INT 12, WIS 19, CHA 12.
Skills: Concentration +15, Diplomacy +8, Heal +8, Knowledge (Religion) +12.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Martial Weapon Proficiency: Flail, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Flail.
Spells Known (Clr 6/5/4/4/3): 0 -- Create Water, Cure Minor Wounds, Detect Ghost, Detect Magic, Detect Poison, Disrupt Ectoplasm, Guidance, Inflict Minor Wounds, Light, Mending, No Light, Preserve Organ, Purify Food and Drink, Read Magic, Resistance, Slash Tongue, Virtue; 1st -- Anarchic Water, Angry Ache, Axiomatic Water, Bane, Bless, Bless Water, Burial Blessing, Cause Fear, Command, Comprehend Languages, Create Ectoplasm, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Drug Resistance, Endure Elements, Enlarge Person, Entropic Shield, Extract Drug, Faith Healing, Handfire, Heartache, Hide from Undead, Inflict Light Wounds, Light of Lunia, Magic Stone, Magic Weapon, Nimbus of Light, Obscuring Mist, Omen of Peril, Painless Death, Pleasant Visage, Portal Beacon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Protection from Possession, Ray of Hope, Regenerate Light Wounds, Remove Fear, Resist Planar Alignment, Resurgence, Rosemantle, Sacrificial Skill, Sanctuary, Scholar`s Touch, Seething Eyebane, Shield of Faith, Slow Consumption, Sorrow, Spell Flower, Spider Hand, Spittle Spray, Stupor, Summon Monster I, Summon Undead I, Suspend Disease, Tongue of Baalzebul, Vigor, Lesser, Vision of Glory, Wieldskill; 2nd -- Addiction, Aid, Align Weapon, Augury, Aura against Flame, Avoid Planar Effects, Bear`s Endurance, Black Lungs, Black Talon, Blood Wind, Body Blades, Boneblast, Brambles, Bull`s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Curse of Ill Fortune, Dance of Ruin, Darkbolt, Darkness, Death Knell, Deific Vengeance, Delay Manifestation, Delay Poison, Desecrate, Devil`s Tongue, Divine Flame, Divine Zephyr, Eagle`s Splendor, Ease Pain, Elation, Enthrall, Eyes of the Zombie, Fangs of the Vampire King, Filter, Find Traps, Fins to Feet, Fox`s Cunning, Gaze Screen, Gentle Repose, Ghost Lock, Ghost Touch Armor, Hand of Divinity, Healing Lorecall, Hold Person, Inflict Moderate Wounds, Inky Cloud, Insignia of Alarm, Iron Silence, Knife Spray, Lahm`s Finger Darts, Light of Mercuria, Locate Touchstone, Major Resistance, Make Whole, Mark of the Outcast, Owl`s Wisdom, Rapid Burrowing, Remove Paralysis, Resist Energy, Restoration, Lesser, Sap Strength, Shatter, Shield Other, Silence, Sound Burst, Spectral Stag, Spell Shield, Spider Legs, Spiritual Weapon, Spores of the Vrock, Status, Stone Bones, Summon Elysian Thrush, Summon Monster II, Summon Undead II, Undetectable Alignment, Warning, Wave of Grief, Wings of the Sea, Wither Limb, Zone of Truth; 3rd -- Absorb Mind, Air Breathing, Amanuensis, Anarchic Storm, Animate Dead, Anyspell, Attune Form, Augment Object, Axiomatic Storm, Bestow Curse, Bladebane, Blessed Aim, Blessing of the Snake Mother, Blindness/Deafness, Blindsight, Boneblade, Briar Web, Bridge of Sound, Burrow, Chain of Eyes, Circle Dance, Circle of Nausea, Cloak of Bravery, Clutch of Orcus, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Curse of the Brute, Dark Way, Darkfire, Daylight, Death Lock, Deeper Darkness, Delay Death, Detect Metal and Minerals, Devil Blight, Devil`s Eye, Dispel Magic, Flame of Faith, Flesh Ripper, Forced Incorporeality, Forced Manifestation, Forceward, Fuse Arm, Girallon`s Blessing, Glyph of Turning, Glyph of Warding, Hamatual Barbs, Handfang, Helping Hand, Hold Person or Ghost, Holy Storm, Inflict Serious Wounds, Insignia of Blessing, Insignia of Healing, Insignia of Warding, Interplanar Message, Invisibility Purge, Laogzed`s Breath, Locate Node, Locate Object, Love`s Pain, Mace of Odo, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Mantle of Chaos, Mantle of Evil, Mantle of Good, Mantle of Law, Masochism, Mass Resist Elements, Meld into Stone, Mold Touch, Moon Blade, Mystic Lash, Obscure Object, Phantom Plow, Plague Carrier, Positive Energy Protection, Possess Animal, Prayer, Protection from Energy, Protection from Negative Energy, Protection from Positive Energy, Red Fester, Refreshment, Regenerate Moderate Wounds, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Mass, Ring of Blades, Rotting Curse of Urfestra, Sadism, Safety, Searing Light, Serpents of Theggeron, Shriveling, Skull Watch, Sonorous Hum, Sound Lance, Speak with Dead, Spikes, Stone Shape, Summon Monster III, Summon Undead III, Sunrise, Sweet Water, Sword Stream, Telepathic Bond, Lesser, Touch of Juiblex, Understand Device, Unholy Storm, Unliving Weapon, Vigor, Vigor, Mass Lesser, Vile Lance, Visage of the Deity, Lesser [Evil], Visage of the Deity, Lesser [Good], Water Breathing, Water Walk, Weapon of Impact, Wind Wall, Wrack, Zone of Respite, Zone of Revelation; 4th -- Absorb Strength, Abyssal Might, Aerial Summoning Dance, Air Walk, Astral Hospice, Balor Nimbus, Beast Claws, Blindsight, Briartangle, Castigate, Claws of the Savage, Control Water, Cure Critical Wounds, Damning Darkness, Death Ward, Demon Dirge, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Divine Storm, Doomtide, Dread Blast, Earth Reaver, Energy Vortex, Ether Blast, Evil Glare, Extend Tentacles, Favor of Ilmater, Focus Touchstone Energy, Freedom of Movement, Ghost Bane Weapon, Giant Vermin, Glory of the Martyr, Hand of Torm, Harrier, Hell`s Power, Identify Transgressor, Imbue with Spell Ability, Infernal Wounds, Inflict Critical Wounds, Iron Bones, Know Vulnerabilities, Magic Weapon, Greater, Make Manifest, Nchaser`s Glowing Orb, Negative Energy Aura, Neutralize Poison, Night`s Mantle, Pact of Martyrdom, Planar Ally, Lesser, Planar Exchange, Lesser, Planar Tolerance, Poison, Positive Energy Aura, Proper State, Psychic Poison, Raise Ghost, Recitation, Repel Vermin, Restoration, Resurgence, Mass, Revenance, Sending, Shadowblast, Shape Metal, Skull of Secrets, Spell Immunity, Spell Vulnerability, Stone Metamorphosis, Stop Heart, Strength of the Beast, Summon Bearded Devil, Summon Hound Archon, Summon Monster IV, Summon Undead IV, Sword and Hammer, Thorn Spray, Tongues, Undead Bane Weapon, Unfailing Endurance, Wall of Chaos, Wall of Evil, Wall of Good, Wall of Law, Wall of Moonlight, Wall of Sand, Weapon of Energy, Weapon of the Deity, Weather Eye.
Spells Prepared (Clr 6/5/4/4/3): 0 - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending; 1st - Bless, Comprehend Languages, Detect Evil, Magic Weapon (d), Shield of Faith, Summon Monster I; 2nd - Consecrate, Hold Person, Restoration, Lesser, Silence, Spiritual Weapon (d); 3rd - Continual Flame, Dispel Magic, Magic Vestment (d), Magic Vestment, Searing Light; 4th - Divination, Restoration, Spell Immunity (d).
Possessions:
Weapons: Flail, Masterwork (308 gp); Crossbow, light (35 gp); Bolts, crossbow (10) (1 gp); Bolts, crossbow (10) (1 gp).
Armor: +1 Full plate (2,650 gp).
Shields: +1 Shield, heavy steel (1,170 gp).
Goods: Coin: gp (27000) (NaN gp).
Lionair Ring[/i]
Descriptions- these rings are worn by the soldiers of Varanguard. There are four types of rings each fashioned in the shape of a lion, and each bestowing a magical aura of protection.
Copper-Lion grunt +1
Silver-Lion commander +2
Gold- Lion Captain +3
Platinum- Lion Lord +4[/blockquote]
QuoteThe Blood Horde[/i]
In 1442 the Epoch of Discovery a Horde of creature are led by the Aberrations known as the Cuthalan (Mindflayers) which had appeared to reclaim their ancient kingdom of Hysoril.
QuoteThe Cuthalan Kings of Hysoril[/22][/i]
The former lords of Hysoril had escaped into the unknown plane known only as Cthul. It was here for the first time that they met the one god that was chained there and left forgotten. In order to survive in this plane they made a pact with that god in order for survival and became the servants fo Cthul which then transformed the mages into (mindflayers). Through his power and his minions the Cuthalan could return to Chalice and begin their quest for domination.
QuoteCthul(Ka-thul)
Cthul-The Forgotten One
Portfolio-madness and despair
Greater God
Ethos-From the rage of madness intellect is forgotten.
Alignment-Chaotic Evil
Symbol-Cthul is depicted as a large eye with four eyes about the larger one.
Favored Weapon- A many tentacled Whip
History-
Cthul was the former god of intellect being born from the Tears of Eruii. He governed over all things that revolved about mentality. Cthul was Helios brother and also his must trusted adviser. It was during the Io wars that Cthul and Helios One Eye conspired against their father Io. It was Cthul ingenious plan to steal away several of Io children the dragon eggs, to aid in the their war. These eggs would later become the goodly dragons of the world. Io vengeance would return to the gods and Cthul. When the trickster god was tainted by Io becoming Talronan, it was through that the tainting of the luck god that he would gain his revenge. Talronan poisoned Cthul mind and intellect, sending the god into madness and forcing the god to strike out against his brother. Helios and Cthul battled, and the one eyed god proved victorious. Helios loving his brother deeply took pity on his sibling and locked the god away in the domains what is known as the sea of night for eternity. Even chained the god twisted deeper into madness and plots to return to the world.
QuotePlanes of Exsistance
Phobeian-The eternal plane of light- The gods Sol Diadem and Helia Crowngold make their homes in this plane.
Volcanum-Plane of the fiery forge-This volcanic plane is the home of Neiblung Krag and his sons Vesesuvian and Frohelm.
Mandros-The plane of death. This the plane Charion transports mortals to after their death
Erosnos-The blessed plane. Silani Althan make her home in the realm of love
Avalos- The Plane of Eternal life. Highest plane located upon the top of Ysgadal.
Myinnguard (My-inn-gard) The plane of heroes and heroic valor.
What kind of origin does the Dulahern have? How is it created, as it is obviously a 'created' undead and not a 'occuring' undead. I guess we'd need the right body first...and then someone to make the armor and weapons. I love the description.
The Kobrani warrior was a bit of a conundrum. By the description and tactics, I was thinking very low intelligence, but after reading over it again, I saw the 17 IN, and was a little surprised. Might want to amend that.
I think we spoke about worship before, but I am wondering what format faith takes? How does faith and worship affect daily life? Churches and parishes? how do different theories about the same god, or human flaws in extra-human affairs affect? What kind oif life does a 'villain' have, since I see that term here? What kind of recent philosophical or religious mood or fashion?
QuoteWhat kind of origin does the Dulahern have? How is it created, as it is obviously a 'created' undead and not a 'occuring' undead. I guess we'd need the right body first...and then someone to make the armor and weapons. I love the description.
The Dulahern are undead created usually by clerics worshiping evil gods, or necromatic wizards seeking guardian blade vassels. The creation of one works on the level close to that of flesh construct, finding the required body parts and armor.
QuoteThe Kobrani warrior was a bit of a conundrum. By the description and tactics, I was thinking very low intelligence, but after reading over it again, I saw the 17 IN, and was a little surprised. Might want to amend that.
All I have to say the Cobrani are very smart lol. In many ways they are the top of the lizard food chain The tactics used are just for the warriors class of Cobrani. Most serve the Primatic queen as clerics and wizards.
QuoteI think we spoke about worship before, but I am wondering what format faith takes? How does faith and worship affect daily life? Churches and parishes? how do different theories about the same god, or human flaws in extra-human affairs affect? What kind oif life does a 'villain' have, since I see that term here? What kind of recent philosophical or religious mood or fashion?
most people believe in the gods, or believe a spirit or spirits guides there path. The gods having created the races have instilled bit of themselves when the races where created. Thus it is one of the reasons clerics are able to have a great attunement to their deity.
People on a subconscious level acknowledge within themselves there are beings that watch over them. Briefly this faith was shaken during the shadow age, when the gods during their battle with the promethium titans where locked out from the prime material plain in order to secure Chalice with out sundering her through other worldly battles. it was during this time the people felt the gods had left them. In current times that has changed with the arrival of Aeons and the compact of the gods.
As of the current Anem 1445, the gods have returned to the world using their Aeons. Even though they remain locked upon there plane.
heroes and villains, where just a description, of those legendary figures.
The Grand Realm Land of Legendary Arcana
Hi everyone, how are things. Sorry I haven't posted anything new, been doing to many things at one time, lol. I'm Creating new lore for the game, and doing art for it as well. Plus redesigning the map of the world, and getting the book I already have ready for the nyc toy show where I'm going to see if I can get some toy action from the characters designs. Working on the Wiki Page as well, all new work will be posted of course, here ground level for my Grand Realms movment.
Special Shout out for Ish-Thanks a million, may the blessing of the Imortalis be upon you my friend for all your days.
Please feel free to leave me any questions you might have about the setting, and I will get back to you.
Spirit Hawkfellow-Knight of Cormanthor/Floralanthus.
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I just wanted to Post up The Grand Realms Campaign Book inset pages are going to look. I'm wokring on it in Indesign and I should have the Game Book up before christmas at lulu.com
There will be a soft cover that will be about 20 dollars, and a hard cover about 35 dollars. At zazzle I will have shirts and poster with art, and stuff so look out for updates. The PdF will probably sell for less about 10-15 dollars so you cna getthe book that way
The expansion I would love to have everybody input from the cbg, your all talented creators, and it would be cool to put those who help in the credits. I'm looking for ideas, art, writings, anything that can expand on what i'm working on. If people need more information about the world I can post more stuff, just let me know
Excelesior
Spirit
PS let me know what you think about the book design =)
(//../../e107_files/public/1193859647_502_FT38543_the_hammer_halls_.jpg) (//../../e107_files/public/1193859647_502_FT38543_the_hammer_halls.jpg)
Map of the Hammer Hall found deep within the Anvilweld mountains and home to the mountain dwarves of Krag...
Done in Adobe Illustrator
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Shidu the Red, Illustrated by Omar Meriwether, Colors by Harry Alverez
All images are the copywrite of Toykitchen Designs...
DRAGONS OF THE GRAND REALMS
The dragons where the third offspring of Io the dark one in his quest to overthrow Eruii. Io knew that in his war that would soon come he would need able warriors to defeat the gods, and their analar host.
Io believed the dragons with their unbridled might and fury would be able to tip the balance in his favor. So the world serpent waited to see the fuits of his labor manifest and hatch.
The young gods of Eruii tears were wise in their ways and led by Helios One Eye, the god of wisdom saw the doom that was represented inside Io new creations. In his wisdom Helios called forth Talros the trickster god and sent the stealthy lord of luck to steal several of Io dragons eggs
Theft of the Dragons Eggs
]To Talros went forth garbed in his shimmering black blue cloth of invisibilty, and decsended into the burrow of Ysgadal and quietly swept into the gloomy halls of Nog the citadel of Io. So light was his step that not even the great Daemon Princes of Io heard his passing. The young god when forth through the great feasting halls of Io and sought out the drought known as shadowmead the elixier that the lord of scales embibed from every evening. Talros in with mirth tainted the drink of Io host and swept away to the shadows, as all fell silent and asleep by the magicla sleeping drought. Talros stole away to the lowest levels of the Io home and in the Caverns of Nog he found several clutch of Io eggs. Quickly the godling gathered the several of the eggs and sped forth home to the Seven Heavens
The Blessing
The gods brought forth the eggs to Eruii to be blessed. The maker of all shrank away from the creations of Io thinking them unclean, she would not have anything to do with them. It was Helios that beseeched his mother to grant them her blessing, knowing full well the war that was yet to come with Io. Eruii relented and the tears of her blessing fell upon the eggs. Thus came into being the goodly dragons of Chalice. Not all dragons eggs would gain the benefit of Eruii, having had the taint of Io for far to long. Doing Helios bidding, Talros once more returned to the caverns of Nog returning the eggs, so that Io would not be aware of what had transpired.
In his fury Io had discvoered what the children of Io had done, and seethed. Io knew he could not strike out at them yet until all his children were ready to come forth. Thus he waited
The Birthing
The first of Io brood hatched into an Abomintation, of such horror, that even the father of wyrms shrank away when he fist gazed on his offspring. The creature that slithered forth had five heads. Each head held a different color; red...blue...gree...white...and black, and each head spoke as one. Io even though fearful of his offspring was pleased at his creation and called his daughter, Tiamat(meaning the prismatic queen). Tiamat was not the only egg to hatch but she was the most powerful of Io brood. Amongst the Imortalis, their egg hatched, and from it Tiamats brother, Bahamt emerged. The Imortalis were awe struck as the dragon radient form showered overe the seven heaven. Helios named the dragon Bahamut the Radient King(meaning the lord of the gleaming sun). Thus for the first time the mighty dragons know roamed chalice.
The Treachery of Tiamat
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As the battle of Io and the Imortalis raged, it was clear that the elder god would be defeated. The Imortalis were joined in battle with the Analar(heavenly host), goodly dragons, and the Formori. Seeing that they could not win Tiamat betrayed her father and his army of Linorms, and Daemons, gaining their enmity for all time. Thus when the great father Io was destroyed Tiamat and her brethren escaped to chalice, and dominated the world with their vast powers. This time would be known as the Kinslayer Purge, as Tiamat consolidated her power by natting then destroying her mates.
Bahmut seeing the destruction that his sister wrought upon the world, urged the Imortalis to intervene and aid the world. The gods though were embroiled in the beginnings of a war with Formori and their children the Promethium titans (note the Promethium titans that come later are from a parallel world. The originals here are destroyed). Thus Bahumt and his sisters and brothers went to the world and contested Tiamat
The war was bloody with the near extinction of dragon kind, yet Bahmut was able to snatch victory from Tiamat, banishing her to the lower hells. It was then Bahmut ascended to the seven heavens and was granted godhood by Eruii. Unknown to Bahmut, Tiamat having the blood of Io within her veins would ascend to godhood as well.
The Early Epochs
In the early years of Chalice the dragons were the mightiest force upon the world. They preyed upon the lesser race much like a cat would a piece of strong. The chromatic dragons ruled with a iron fist,often enslaving those they considered there lessers. The metalic dragons ofthen sought seculsion instead of warfare leaving the world to their evil brethren. During this time Tiamat's rise to power was left unchecked. Bahmut seethed at this affront and brought his misgivings to the Imortalis once more. The Imortalis having just defeated the Formori and their children descided not to interfere. They beleived that the lesser races were endowed with the power to stem the powers of the dragons that ruled Chalice. Bahmut disgusted withdrew fromteh seven heavens, snd took it upon himself to thwart Tiamats latest reign of terror. Thus the second war began. Scholars name this generational war the conquest of the Prismatic Queen. Bahmut unleashed his might upon the planes of the ysgadal, and the great tree shook from the Radient Kings war horns.
Upon Chalice the war came in the form of good dragons finally taking up the claw against there evil brothers and sisters, Bahmut shakign them out of their neutrality. During those days dragon blood rained from the skies as dragons breathed fire, clawed and slashed at each other. As they warred with each other, the dragons host never realized that a dark and ancient evil would flower from the memory of Io. From the darkest pit, the greatest of dragon kind thundered forth. The First children of Io came forth to deal death. The linorms had returned.
War of Io Children
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The Linorms memory was great and they considered there brothers and sisters traitors to their father Io. They held a deep hatred of Tiamat especially for running away from the wars with the Imortalis. They had given a blood oath to destroy their siblings. The linorms struck hard beguiling mortals and others to do their bidding and war with the dragons. It took all of the combined of power of dragonkind to defeat the Linorms. To their detriment the dragons hold on the world had been shattered, for the lesser races now were angered and no longer afraid of their former masters, and it would be dragonskinds slow descent into weakness that ushered the Servitude of dragon kind beginning, as the mages of Hysoril bent the dragons power to their own during the Epoch of the Phoenix.
The Servitude of Dragonkind
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Dragon Bound.
The Crafting of the crowns of Dragon Kind-
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The Mage king known as Nargonis was the wizard responsible for crafting the very items that would bind dragon kind to knew masters, and their dark will. The first of Nargonis's items was the dragon orbs, which when chromatic or metallic orbs were combined would be able to control a group of dragons. Wielding the orbs was only possible when a circle of magic users came together in circle of power.
Nargonis was not yet done, he continued crafting new items such as the rings of the wyrrm. There were ten in all, Five for the chromatics, and five for the metallic, each ring blessed the wearer with magical effects that corresponded with the dragon the ring represented. Legend say the rings could give the wearer enhanced protection, and durability like a dragon, as well as calling forth the breath weapon of said dragon, as well as allowed the wearer to speak in the dragons tongue and help when it flew upon it.
Nargonis final and most powerful feat where the creation of the Crowns of Dragon Kind. There were two, the chromatic crown, and the metallic crown. Nargonis power grew and hs command of dragons grew, his brother mages used his power to attack their rivals the Sorcerers of Kar'mageus.
The Sorcerers understood how powerful a weapon their enemies controlled; by themselves dragons were nigh unbeatable, devastating engines of pure destruction, but know aligned with the mages of Hysoril the wizard would be unmatched.
It fell up[on the great Sorcerer known as Myrrodic Kane, and his company spells blades knonwn as the nine of kane, to destroy the threat of Nargonis who by this time had christened himself the dragon lord. The nine of Kane wrested the crowns from Nargonis in a a clash of magic and steel, upon the dragonlords keep. It was said that even the blessings of Tiamat in who Nargonis worship was no aid in the might battle, and eventually he fell, and the crown scattered across the world. Of the Nine of Kane, legend has it they were all destroyed, as was a Kane himself. It was Kane and his nine that ended the power of Hysoril control of Dragon Kind, but unleashed there fury.
The Burning Rage-
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Scholars sifted through the ancient text of ancient world and came upon the fact that Hysoril end came about not only by the destruction of the Temporal Trigger, but another event helped it's destruction along. The burning rage brought about by dragon-kind was horrifying an unrelenting as Hysoril's greatest cities fell beneath fang, tooth, claw and breath.
The Waiting Sleep-
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Having fought through several hundred of years of conflict, the last great dragon still standing decided it was time to retreat from the world and rest. They would shy from all so that they could heal their wound. Thus the Compact of Scales, it was decided that all dragons would sleep amongst there hoards or gold and treasure until the time came when they would return to the world.
Epoch of the Arcannisaunce- With the world coming out of the age of darkness that lasted over five hundred Anem, or years Magic long thought lost once more begins to flourish, and time has healed, and changed Chalice in many ways. The dragons still slept, but several had awakened and under the guise of mortals joined the new humanity that had risen.
Current times Epoch of Discovery-
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Dragons have slowly emerged from there dragon-sleep: the chromatics awakening first, few in number in the beginning but many more have begun to be seen. The creature people once thought were legends and bad dreams seem very real, and with them their queen Tiamat. The abberation war having ended, Tiamat and her agents unleashed their might. Her minions established a beach head upon the frontier and the human king weakened by the Cuthalian mages of Hysoril would be no match for her power. Thus the was of the dragon queen once more erupted upon the world of Chalice. It is during this time great heroes have come forth to combat the queens reign http://www.thecbg.org/e107_plugins/forum/forum_post.php?edit.40019
the Campaign Builders' Guild: Forums / Homebrews / New Thread
The Wiki for the Grand Realm is up, Come through and take a look.
http://grandrealm.pbwiki.com/
Warriors Digest
The Epoch of the Arcanaissance: the Arcanaissance predates the age of discovery by 100 hundred years, and brought about a flowering of learning through out the world of Chalice. Knowledge since lost during the Epoch of the Pheonix was once again being researched, as well as lost items. The art of crafting magic and wonders were slowly in the rise. The most important thing to transpire was the refounding of the codex of magic. The codex of magic was the early principle of magic and the three categories magic fell into.
Codex of Magic:QuoteTome: Codex of Magic
Prereq: Read magic:
History: Know one know for sure who crafted this magical book of arcane knowledge. Legend said that the Goddess Nystrial along, with the God Elzahoon lord of the missing page, created the tome, to be the end all be all to the ideas of magic. Other say that the book hold each on every spell long written upon the world. The tome represents what magic was and is today. It is said pages appear and disappear, that the tome is ever changing. The Codex document three forms of magic from lesser to greater.
1. Lesser: Alchemy- the study of magic through change, mixing, and creating of magic, through runes, binding and crafting.
2. Intermediate: Sorcery- the power of the magic to be channeled through the body with out prior knowledge or words, chants, or runes.
3. High: Wizardry- combines all of the disciplines, mastering both Alchemy and Sorcery, and perfecting it to the point, it is not exclusive to the others.
Each form of magic is not generally exclusive. An Alchemist can cast a small a allotment of spells albeit differently than the other two. Alchemy in fact was lost during the Phoenix wars when Nystrial perished, and was known then as the common man's enchantment.
The Workings of Alchemy:
In the age of the Arcanaissance, Five great masters unearthed the lesser magic to all men, these men where name Leonias, Micvlando, Dontalles, Raphlaus, and the greatest of their elk was Nastramos Cadamos. They were known as Cabalenarcana. These men sort out the power of magic, and came to the point of noting that all men could posses the power of magic, since it was inherent in them. A unknown gift of the gods, thus the power of Divine magic and the inner voice. Man could tap into the wellspring of arcana that lay deep within them. They had recently discovered old forgotten tomes, of the lesser magic and went about mastering them.
Equivelent exchange: The principle used. In order to have something, something must be given in return. Thus to use the magic within an exhcange had to be given. They studied this simple idea, in order to create, or cast a spell the body would have to be given. Through experimentation they found that the use of Alchemy quickened the age of mortals and tired him greatly. And indeed he needed rest like all others. Thus the more magic cast the weaker the caster would become. Except if he cast from an item or rune.
Rune Bindings: Thus the Cabalarcana developed the power of Rune bindings. For each body part could be a Rune or item either imprinted or drawn upon it, which could activate the magic of the soul. Of course runes could be drawn on anything to unleash the magic.
Spell Bindings: Alchemy had also the unknown side of effect of binding two spells the create one. It could only be done with a lesser spell of the same domain and the greater spell domain in order to work.
The Conduit: in many ways even though the Alchemist of could not cast spell like the other two forms of magic it was indeed very adaptive. The utilization of a conduit, a item, a object, allowed the alchemist to wield magic as well as his betters. It is known know Alchemist would travel with out some conduit item about him. A staff wand, sword, harp, each conduit could be different, even the body if Rune Bindings were laid upon him.
The Philosophers Stone: The tale of the end of the Cabalarcana is a sad and sorry one. The five powerful magic users exhausted their power in too a fine amthemyst stone, said to be the size of an ogres fist. The stone would be the repository of all their findings, knowledge and power. They knew in order to do this they would have to sacrifice themselves, as dictated by Equivalent Exchange. Thus as they went about the magical enchantment and bound their souls to the gem, their corporal bodies fell to dust and scattered to the winds. What the cabal never guessed was that their time within the stone would twist them, and merge them into one entity know to a select few as DemosAlbrecht. To this day those who search for the inner mysteries of Alchemy seek out the philosopher stone simply to find their dooms at the hand of the gem and its deadly occupant.
The State of Alchemy in the Age of Discovery:
Alchemy since its rebirth during the age of Arcanaissance, has flourished in the east in kingdoms of Castillion and, Escavalion, and as far as Celestrial Kingdoms of Krysanthium. To the Great north of Winters Heart shamans practice it in their rituals. Now it has found as far as the frontier, were they call it the lesser skill. For those who will never be graced with the power of the greater magics, alchemy has found a place, for the man seeking to divine the powers of the skill.
QuoteTwo Epochs to Forge a future:
To be a scholar and to sit back digesting old dusty tomes, and new found queries on magic, is often a pleasurable thing to do, compared with searching through dank, caverns and dusty tombs where death lay. I Adriens Delo prefere my comfy home and large library, to that of the journey. Leave the adventure to the Adventures I say. In the Epoch of Discovery adventure has returned. Sell-blades make themselves known for hire. Galant heroes, more than have ever been seen since the times of Malchior ride forth in order to battle evil. Mighty magic once thought lost, is know found, and great inventions allow the races to travel about the wideith of Chalice. This is only the beginning. It has been a long time since the Epoch of the Phoenix, that time where magic was abused and shattered the very souls in warfare. It has been a Long time since the Daemons erupted from their pits and destroyed great Malchior. To long since the mighty dragons had their sway and upon warm winds flying south when the winter approached.
In the last three hundred years, the world that was once asleep seems to be awakening and a new age of Discovery is upon us. But I think before we can rightfully talk about this grand age, we must look upon the two before to get a better persepective of where we are.
Ingnasious Stormbanner
Epoch of Discovery 1441
The two periods we will look at are known as the Epoch Inquistion, and the Epoch of the Arcanaissance.
The Epoch of the Inquisition, were a hundred of years of mage slaying, and magic hunting. Castillion, a rising city-state to the east of the Shattered Sea, remembered the sparks of the phoenix wars well, and knew that it could happen again. Those in power feared the craft knowing that the magic had played a role in the final downfall of the white city of Malchior to the north of Aerbor. Castillion had always been a place where divine power was more important than magical, so they took precautions. All magic users would have to make themselves known to the state, or be branded as rouge wizards, the name they came up for this was a rouge wizard was a Warlock. If the said wizard did not comply, their rights were taken away from them and they were offered as slaves Note (even as I write this in common times Castillion has not changed). Many wizards, and Sorcerors protested and a schism grew from this. The arcane magic backlash eventually created a small but growing war between the divine classes and magical classes. The theocracy that ruled Castillion, instiuted two warrior orders; The Templars of might, and the Society of the Illuminated Shield. Of the two the Templars of Might were the most aggressive in finding and destroying of any mage or sorcerer, that wished to battle the theocracy. Seeing there fell spell caster killed harmed or made slaves out of, many arcane practitioners moved, outward west, and south.
Though they thought they could escape. The two societies, took it upon themselves to hunt down all magic users. Powerful they were as they swept across the land and spread the ills of magic to the common people. It was the common folk that would be more susceptible to the wills of these black-hearted groups. Because of their influences the numbers of mages and sorcerers persecuted is unknown, but there black words certainly damaged magic research, crafting, and development by a hundred years.
As the years grew on, a group of wizards and sorcerers banded together to defeat this problem. They would be known as the Incantus Sorcerum. They were made of the greatest archmages that existed of that time. Silently they went forth recruiting those who could use the craft, and secretly trained them. Toward the end of the Epoch They announced their might and began to battle the Templars of Might and the Illuminated Shield. They would battle them to the very door Castillion itself.
The leaders of the Incantus knew they could not prevail against Castillion, but the wizards display of power blunted the Theocracy that had imposed the inquisition and tempered the groups except the Templars of Might, who to this day hunt down all who use the craft.
When the Arcanaissance appeared it come in a flourish, like a crygust gale. Adventuring parties sallied forth to seek out lost magic and weapons not seen since the time of the Phoenix Wars. It was a time of great inventions. Dwarves and gnomes, with their combined skills in inventions, brought forth, the flashtube, that could shine light through the darkest tunnels, the pocket watch, introduced a way of telling time, with gears. The simplest invention came from a gnome tailor located in Ifretus, introducing the pocket, and mens adventuring pants. This allowed for more storage, upon a person body, as well as a extra place to hold one identification, or scrolls. In warfare, the dwarves came upon Dwarven firewine, as well a the musket and blunderbuss.
The Sleeping Kingdoms:[/size]
QuoteVambrace: The Realm of Vambrace came into being as the war between Dawn Elf cusins raged across the land of Aerbor. The Dawn Elves forced their daemon-tainted cousins to annihilation as they had done to the dhrow a hundred year prior. In the hopes of surviving many of the Abyssal elves escaped to the lower hells. A few left headed north pass the crimson desert and into a small forested dale. Here, with their magic, they enacted a city and hid it in perpetual fog, that none could pierce. The magic warped the trees and blackened the ground with ash. The Abyssal Elves in their warping of the wood tained the wood Forest protector the green-man or Aeirsibor in elven to their evil ways.
Their leader Zumair Mael, the dark queen of night forest as she prefers to be called, ruled in isolation, which lasted for more than two hundred years. It was only when the fabled kingdom of Aquenlar reappeared, that she has since opened up her realm to plot Aquenlar downfall.
Game Hook: Zumair wishs to claim the Aquenlar as her own in order to solidify her power in the cold north. Her emissaries that she has sent to the human kingdom are indeed Daemon rouges that seek to leverage her power in the kingdom. The queen has sent strict instruction that her spys and rouges, kidnap a official that will be able to serve as a envoy and spy for her cause.
QuoteAquenlor: Before the Rising of the Daemon horde, Aquenlor was a brother kingdom to Malchior. Indeed both kingdoms were named after the fabled brother, of King Harduke (Lightfist) Calos. When both brothers passed on after ruling wisely for many years the kingdom where forever more changed to their names. It is said that Aquenlor was the first of the kingdoms to fall against the might of the Daemon horde that swept the fields of the golden way turning them to the crimson sands, a desert tainted to this day. The people fought hard indeed, but in their hearts they knew they could not win out against the might of the hellish legion, so they crafted a spell like those of the days of old, which tore their kingdom and city from very foundations and transported it north for safety. To bards, and writers, it was as if the city had never existed at all, to all it had simply vanished. Thus it had been thought for thousands of years. Eventually the spell finally wore away, but to the people of Aquenlor it had created a temporial side affect, while the world continued on, the people had not. When they returned to the world they were a people out of touch. Their first real surprise when they awoke from their, isolation, where the Abyssal elves. Their first meeting was not a happy or peaceful one as the two might have wanted. Quickly the people of both nation brought forth their misgivings. Even now in this time of quite peace, the Aquenlendi have a feeling that the Abyssal elves are not all they say, and even know they keep a watch.
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Chalice as it would be seen from outerspace.
The world is developing, join the search for Undiscovered lore, The Grand Realm is Waiting...
World developed with Lunacell a filter for photoshop...
QuoteLibrium Monstrous
Hell Stone Giant CR 10; Huge Giant (Evil,Extraplanar); HD 10d8+60 (Giant) ; hp 108; Init +1; Spd 20; AC:23 (Flatfooted:22 Touch:13); Atk +10 base melee, +4 base ranged; +10 (2d6+10, Burning Touch); +11 (3d6+8, +1 Battleaxe, Adamantine); SQ: Low-light Vision (Ex); RF: Magma Cloak ; AL LE; SV Fort +17, Ref +4, Will +3; STR 24, DEX 12, CON 22, INT 10, WIS 11, CHA 7.
Feats: Cleave, Great Fortitude, Improved Natural Armor, Power Attack, Power Lunge, Power Toss Simple Weapon Proficiency, Toughness.
Possessions:
Weapons: +1 Battleaxe, Adamantine (14,040 gp).
Armor: Chainmail (1,200 gp).
Shields: Shield, tower (AC) (240 gp).
Hit dice-10d8
Favored Class-warrior
Family- giant
Domain-extraplanar (any hell)
Alignment-any evil
Special Abilities-
Ex (magma cloak) all within a 20 foot radius of the Hell Stone Giant erupt in a blaze of eldritch heat. Player must make a reflex save to take half damage from the heat. Heat damage- 3d6
Ex (Burning touch) within the grasp of a hell stone giant, a player take 2d6 point of damage.
Ex (Bursting weapons) any weapon in the hands of a Hell Stone Giant is endowed the bursting ability.
Ex (Fire immunity) the hell stone giant is immune to all types of extreme heat
Description-the smoldering humanoid that stalks towards you brandishing fiery death in its steeled hand knows no equal. The hell stone giant towers over foes who gaze upon it. The creature stature rises over fourteen feet high and resembles a man with crackling gray flesh seemingly ready to bust apart with fissures of lava/ eye the color if molten rock erupt in a volcanic like display of rage, as it shimming cloak of heat shudders about it form ready to incinerate any foe near it.
Combat- Woe the adventurer who contests against the blazing engine of hate and evil that is the hell stone giant. The hell stone giant wastes no time trying to dispatch those he see as an enemy. The giant will utilize every type of weapon he retains to snuff out the lives, he sees in his way.
Round One- The hell stone giant attack with his various melee weapons, which on command ignite with a popping and hissing sound, as they come to life with bursting energy.
Round Two- The giant will try to snatch and grapple with his enemy drawing opponents close to its body our burning touch so it can be roasted by it's magma cloak.
Round Three- if the snatch and grapple should fail, it will try to Power Toss the opponent causing his enemy to be stunned for 1d4 rounds.
Feat-[Power Toss]
On a successful grapple check, a player can throw any opponent back up to it strength modifier. The opponent who has failed the grapple, is considered stunned and prone for 1d4 rounds losing its dexterity modifier.
QuoteBurst Bat
Upon seeing a burst bat, many flee at the sight of the flying winged creatures. Flames cover its black form, leaving a burning halo when it is in flight. The Burst bat is an excellent flyer and share many traits of its bat family, using echo location to attack and kill prey. In the dark places of Nocturne, the Burst Bat finds itself at home, and when not flying it's burning aura is silent allowing the bat superior, hide and move silently bonus of +4. The creature are communal and will attack anything that disturbs there cavern home. The Burst Bat has been known to make excellent familiar due to their intelligence.
In combat the Burst Bat will fly down from its hidden perch, and attack with its small claws that do 1d4 points of damage. If that should fail, the flaming creature will attack with its bite doing 1d6 points of damage. The Burst bat skin when flying flares to life and creates aura of flame. The flame does 1d4 points of damage is touched.
(Sq) Bursting: A Burst Bat reaches zero hit points and dies, its body rumbles and expands unleashing the liquid fire core from within its body. This Explosion results in a ball a explosion 5 feet by 5 feet around. The resulting explosion causes 4d4 points of damage, if a reflex save is not successful. Those who succeed are not affected.
I'm just going to subtly give the showcase setting a bit of a bump. Don't mind me, I'm just your friendly neighborhood bumper. Hmmm, tasty.
I'll review this more in depth as soon as I have the time. Until then, however, I'll say a few things:
1) I really like the theme and feel that The Grand Realm gives, which is odd considering how similar it is in some respects to Tolkien (I hate anything outside of The Hobbit). The themes of epic adventure and exploration were something I once tried to do with a setting, but could never get right.
2) Your map of Varanguard is kickass.
3) I admire the fact that you do your own art for the setting - I'm in dire need of an artist for my own and have never been that good at the kind of drawing that would be required to do up a setting.
4) The view from space is also kickass.
5) Having the crunch around is really great to help give a different kind of perspective on the setting, although you probably could do without listing so many spells known for The Lyrion.
I'm quite impressed by the scope; I think I will have to look through the Wiki in order to have any chance of digesting this. I don't like to start with negative criticism, but I am having a hard time reading through this thread due to the organization.
I am very impressed by the amount of material presented. Even though I've only spent a few hours reading through it, I get the picture that you do devote much of your time to creating The Grand Realm.
I want to read through it all, but I don't know where to begin. there's so much going on that I am having a hard time getting one image. I do agree with others that there is a distinct Tolkienesque feel, so I'm under the assumption that you are going for high fantasy and epic adventures (scope, not necessarily level).
I would be honored to help you more personally; I work best as a sounding board. Let me know if there's anything in particular you'd like me to look over, otherwise I'll be taking notes on everything I read as I read it.
Grand Realm Prestige Class
The Master Archer
Prestige class
Hit Dice 10
Maximum level 10
Requirements: Base attack +4 ranged, Point blank Shot, Precise shot, weapon focus (bow)
Concentration (+4)
Skill points:2 +intelligence modifier
Class skills: Concentration, search, spot, swim, jump, ride, move silently.
Class Armor and weapon proficiencies: Light and Medium Armor
Simple weapon, martial weapons
Bonus Feat: Rapid Shot
The Master Archer
The Master Archer, at a young age is trained with the Bow and Arrow as his main source of weaponry. The Master Archer gains respect and love for this weapon through out his days with the weapon, whether it be hunting or in time of war. The Master Archer will usually receive a small practice bow carved of hewn wood by his master, a tenth level Master Archer usually known as a (Archer Lord). The Archer Lord prepares the Master Archer in preparing and out fitting his bow and arrow. By the time he is ready, the Master Archer, undergoes a test flight of the arrow. This test allows the Archer Lord and ability to gauge if his student is ready. If the Master Archer passes, he is taken to a grove to find a supple sapling to craft his 100 pound Longbow.
Once the Master Archer has acquired his longbow, the Archer Lord usually bestow upon the Master Archer his title, and the Master Archer is allowed to leave his master to forge his own destiny in the world with his faithful long bow at his side.
Level Based Abilities
Arrow Damage Reduction (SA) at first level the Master Archer due to his experience and handling of archery, gains a +2 reduction bonus on any damage done with bow and arrow.
Arrow Deflection (EA) The Master Archer since being trained in the art of Archery can deflect any arrow being shot at him with his own arrow. To deflect the opposing arrow attack, the archer must roll an opposing attack roll, to deflect the attack.
Point Blank Shot (Feat) at second level the Master Archer gains the Point Blank Shot, if he does not have it already.
Arrow Damage Reduction (SA) at fourth level the Master Archers arrow damage reduction increase so by fourth level he has a +4 reduction bonus against arrow ranged weapons
Bonus Feat (Feat) at fourth level the Master Archer Gains a Bonus feat
Enchant Arrows (SA) the Master Archer and Sixth level can begin to infuse his arrows with magical abilities.
Arrow Damage Reduction (SA) at eight levels the Master Archer is well protected against ranged bow and arrow attacks due to his Arrow Damage Reduction which by eight levels is at +6.
Rain of Arrows (SA) At tenth level the Master Archer can fire several arrows up to his dexterity modifier in one round, resulting a rain of arrow. The first arrow flies with its normal base attack modifier, but for each additional one, there is a -1 penalty to hit.
BA FS RS WS
1 +1 +2 +2 +1
2 +2 +3 +2 +1
3 +3 +3 +3 +2
4 +4 +4 +3 +2
5 +5 +4 +3 +2
6 +6 +5 +4 +3
7 +7 +5 +4 +3
8 +8 +6 +4 +4
9 +9 +6 +5 +4
10 +10 +7 +5 +5
Art By Adrian Garcia And Harry Alverez
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The Dragon Atoll
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QuoteChromatics Dragons
Dragons of Chalice unique qualities-
The dragons of Chalice have no alignments. Like many races of chalice, they have a choice to either be good or evil. For the chromatic dragons, even though they have no alignments, they are beholden to their natures, due to birth, as well as their worship of Tiamat the prismatic queen. Much like the metallic dragons that worship Bahmut follow there nature.
The Chromatic dragons of chalice, reflect the nature of their elemental forces
The metallic reflect the mineral qualities that they represent.
Dragon Aura base 3d6-+1 d6 per level.
Rolling up dragons is set up by level of dragon.
1-3 young
4-6 young adult
7-9 Adult
10-12 mature adult
12-14 old
16-19 very old
20- ancient.
QuoteRed Dragons
The red dragon is the fiercest of all dragons. Powerful and grand the red dragon knows no equal. Birthed with the power and the love of fire and heat, the red dragon is an engine of destruction.
Combat
In combat, the dragon's skin radiates heat, all over its body. The heat is so hot that can sear skin, and degrade steel. Its breath weapon is gout of burning fire, which can turn men's bones to jelly, and flesh to liquid.
The red dragon is a cunning warrior, and its massive ego is said to be even larger than any other dragon. It deems itself as king of all dragons, and with it tremendous power, and explosive attacks, it often backs up its boast.
Description
The red dragon is full of fangs and claws. It scales glow with a burnished heat as if the veins of the beast where filled with fire. Great horns and bright glowing eyes bring shivers to any foe willing to do battle with the red.
Loot Preference
Red dragons prefer gold pieces more than any other type of treasure and enjoy the feel of the cold metal underneath their hot scales. It is the reason a Red Dragon hoard is littered with coinage of this time.
Dragon Aura
The Red Dragon Aura is a blazing field of fire that radiates. 3d10 Points of damage a round in a ten foot radius. The fort saves halves the damage. This is an innate ability in which the dragon can turn on and off.
Sample dragon and level
Feriousterrovon the Red Ravager
Level 12
QuoteBlue Dragons
If the red is the fiercest, the blue is the juggernaut of the dragons. In brute strength it is unmatched, and its lightening blast can turn those to cinders in there boots.
Combat
In combat the blue will rush into an attack using it s girth and power muscles. It has no compunction in destroying it enemy by rolling, upon them, or snatching them into there maw to be fried by electric burst. The creature will hunker down if its prey is out of reach and unleash a blazing charge of lightening, which incinerates all in it path.
Description
The blue dragon is all shell, and bulk. It is the most armored of the dragons; slow moving yet quicker than most would give credit to. Many have fallen to it claws thinking it is a slow target just there to be hacked upon. The scales of the dragon are rock like, and the dragon skin color is the blue-gray color of the mountain lair it sleeps in.
Loot Preference
The blue dragons, preferred choice of loot, is armor and weapons, it is a collector of such items, from shields to swords. In it hoard platinum is the coinage one most finds with in, due to the silver-blue shade of the metal.
Dragon Aura
The Blue Dragon Aura is a simmering cloak of blue lightening that encircles the creature. 3d6 Points of damage a round in a ten foot radius. The fort saves halves the damage. This is an innate ability in which the dragon can turn on and off.
Sample dragon and level
Blarian Bluescale the dominator
Level 9
QuoteGreen Dragons
The Green Dragon is the ultimate woodland chameleon. It is a wiry beast that can blend into the elements, like a natural chameleon. Unaware adventurers fall prey to this master hunter, before they even know they are set upon.
Description
In its environment, the green dragon can blend into the woodland surroundings due to the bark like scales, and wood land coverings.
Combat
In combat the green dragon favorite technique, is to lie in wait. It chooses a thick patch of leaves and dirt, to await its foe, or victim, then it springs into action using it poisonous bite, and breath weapons. . A liquid spray of corrosive acid springs forth from it maw, or a corrosive choking gas, that fill it victim's lungs with blood. After it has defeated its prey it then drags it to its earthen lair to devour it.
Loot Preference
One would not think to find treasure troves of written script within the lair of a green dragon. The dragon is notorious for hoarding paper of any type. Adventures will find all types of tomes, and magical works with in the lair of the beast. The green dragon lusts for copper, loving the burnished brown red of the metal.
Dragon Aura
The Green's Dragon Aura is a bristling field of woodland vines that shoot out to entangle, and crush its victim in a vise like grip. This aura is equivalent to the entangle spell. Crushing force of the vines are 3d8 Points of damage a round in a ten foot radius. The fort save is the same needed to escape the entangle spell. This is an innate ability in which the dragon can turn on and off.
Sample dragon and level
Holisticvanthian the Wooddrake.
Level 13
QuoteBlack Dragons
The Black Dragon is a master of the darkened paths of the underworld where it makes it home. It lair is usually deep caverns, in mountain holes, or near villages it can take wing and converge upon it to sack and loot and take treasure it seeks.
The Black Dragon is the most solitary of dragons, living deep in mountains cave and the deep earth of Chalice. This dragon territorial, and will attempt to kill intruders on site then steal, their treasure or items. It is the most greedy of dragon kind, thus it guards it hoard with it necromantic magic. The black dragons are known for their necromantic ways, bring forth the dead and other foul creatures to protect it hoard from intruders
Description
The black dragon shimmers with a cloak of fog that covers it body and flows from it dark obsidian scales. Look all Chromatics it can grow quite large. It is distinguished by it unique appearance. Twin horn flow across its face and a large cobra like hood can be seen about the ridges of its neck.
Combat
The black dragon sweeps down from the sky, using the mist that flows from it body as a fog like cover. It is a brash warrior and will engage an enemy directly, clawing and tearing flesh from it opponents. Those who are enveloped by the fog that come from its body choke upon it. The black dragon's body aura weapon is a lethal fog of poison that weakens and kills any who inhale it deadly miasma. It breath weapon is steaming geyser of mist, that burns on contact and does 3d6 points of damage base add d6 per level.
Loot Preference
The black dragon loves the finery of cloth goods, fine silks, gems and jewels. It favorite gem is onyx and it hoard is made of opals and jewels of sparkling black.
Dragon Aura
The Black Dragon Aura is a miasma of poisonous fog that chokes the life of any that comes with in its hold. Those caught in this field of black gray mist are filled with poison that does 4d8 points of damage, and must make a fort check. If the intended victim makes its sv they take half damage compared if they should make their save.
Sample dragon and level
Blartokvenarean Shadowscale-
Level 16
QuoteWhite Dragons
The White dragon is the most savage of dragons, lairing deep underneath the cold waves of the frozen north. They are natural swimmer and feed off most creatures. Is it a savage foes and it temperament, is that of arrogance. They believe themselves to be the kings of the land they inhabit.
Description
The White dragon is come in variety of sizes like most dragons. At full growth it is the tallest of dragons. They can reach the length of a hundred feet tall. There scales resemble small crystal, and within their scale fleck of snow can be seen flowing within.
Combat
Before hunters or prey even know death is upon them, the white dragon explodes from the frozen ice pack baring rows of razor sharp crystalline teeth and claws. The breath weapon, explodes from it maw, with black snow that drains the energy from the victim. Those caught with in the blast take 4d10 points of damage, from the arctic blast. As the beast rampages through the land, those caught within it freezing aura, are frozen solid in the snow last embrace.
Dragon Aura
A swirling aura of permafrost slacks the white dragon crystalline body. The Swirling mist of snow radiates in a ten foot radius of the beast. Those caught within the freezing aura, take 3d6 points of frost damage plus it the dragon level.
Loot Preference
The White dragon loves crystal of all types, those adventure who live past an encounter with a white, say that the dragons hoard is covered with crystal that gleam, along with other treasure taken from the victims that have encountered the beast.
Sample dragon and level
Elsevidarian The White Scale-
Level 20
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[size=36]THE GRAND WAR IS COMING!!! [/size]
A secrete never told
First born of the Imortalis old
Keepers of the pact most dire
Open to the flames of human Ire
There upon the lands shall come a Grand fire
brought by fist of steel and passion dire,
and the end shall the embers of the Realm raise ever higher.
Kelos Celenbros The Fareseer.
Taken from the prophecies of tomorrow
The Age of Shadows.
Quote Lesser Gods
Paladine- God of Knights, guardian of the sacred fires
Alighnment;LG
Portfolio-Loyality, Valor, Honorable service
Domain- Selerine-light of heaven
Favored Weapon- Greats sword, (Vanderin), the blade of the truth.
The mortal that was once known as Galen Paladino, dwelled in the greatest nation of Northern Aerbor. He was a knight of Sol Diadem the God of justice and, in his name he defeated, and destroyed many evils that threatened the nation of Malchior.
It was his valor and strength that men looked for, and he was their greatest hero. When the great city of Machior finally fell at the hands of Daemon lords it had been Galen
Paladino that stood last, until he to fell eventually.
Galen was not promised death, he had been snatched from it by the Daemon Prince known as Asmalchial, the clover footed liar, to his realm upon the lower hells. Hundreds of years past, as Asmalchial used the knight as his play thing, torturing hims with fire, and steel, and rehealing the gallant hero so the process could begin anew once again.
Galen kept to his code, and didn't not loss hope even at the time when he spirits had been down. He along with another captee plotted revenge. This other prisoner was known as Cael the Blood Elf. Together the duo would find away to escape, in the process they would battle their way through hell to the in search of the item known as the Elixir of Immortality. The elixar was sought by Asmalchial in order for the daemon to ascend into godhood.
All three adversaries met in the ring of Hell Stone a long forgotten site of a long lost daemon kingdom. Within the hell stone ring, Palados, Cael, and Asmachial, battled. Nine days, and nines, the warriors clashed with all the available weapons they could muster. The hells shook as they warred. Great was Palados fury for beng trapped with in the hellish lands of hell. Cael the Blood elf rage was no less, than his human counterpart. Asmachial could not hope to overcome the being of flesh that contested him for the elixir of immortalilty, and finally Palados's great strength wrested the daemon life away from it.
Exhausted from the contest Palados, knelt to regain his strength; it was then Cael Blood Elf struck, striking Palados with a mortal wound. The paladin turned, and knew in his death that Blood Elf had waited and bid his time. He could see the Cale reach for the vial. The glass container was exquisite in it construction, forged out of he blackest glass, with a stopper crafted of what looked to be a some daemon. Palados would have his vengence, bringing forth the las of his of fading life, he came forward just as, Cael imbined the drink. Palados was awe stuck at eh transformation of the Blood Elf, as wings tore from his shoulders, his skin turned black as night and eldritch runes flared to life, about his body. Upon his head was a crown of shimmering red fire, and fissure of red line erupted about his body.
Cael the blood elf had been transformed in some nightmare he then stretched his wings and took flight. Palados slumped upon the ground cursing his life. It was then he rose his voice to the heavens. As his body grew cold, his called out for his lord Sol Diadem to call to his aid. If ever in his life he needed aid it was now, he had never thought of himself nor would he now, he knew that a great evil know walked the world, and as ever Palados knew he would never stop until he purged that evil. With that Palados died.
Warmth, Light came to Palados and he opened his eyes. He did not see Charion the god of death waiting for him upon his barge, what her heard was a soft melody of laughter and song. Palado could see a young man, to his front and he knew that this was his god, for the young man gleamed with a brightness to great for anything other than a god.
The young man said nothing, but outstretched his hand, to Palados. Confidently, the Palados from his laying position stretched forth. A roar do fire erupted from the god, surging from the immortals hand into Palado. It was then the knight felt his divine spark awaken as never before, and his soul was illuminated, as his flesh, and form was changed into something else.
There he now stood inhis vestments of old, and his trust horn at his side. It was as if the universae had been laid open to the Palados.
With his knew found eyes, he could see through the god shell, and see the being beneath.
In his head, upon the wind he heard the words.
'As in life you have Championed me, as in death you championed me, as a God 'Go forth and champion me. So is the will of Sol Diadem!'
Palados gazed upon the bright light of his lord and heard the trumpets of the host of heavens, emblazoned with the fires of heaven they came, bringing forth his chariot pulled by steeds of the purest flame. Palados took to the air and rode the silver skies for ever after.
Order and Societies-
QuoteThe Knights of Paladine-
The Knights came to being 300 hundred anem after the fall of Malchior in honor of that nations greatest warrior. The order follows his example and hold the truths of his god Sol diadem as their own. Upon chalice the order is known their valor and loyaltiy, and honorable service. The order is mostly based upon Northern Aerbor, but it is not unlike to find them as far south as Baelfrost, or the Cathay. There greatest contribution is the codes of Paladine. There Are three in all.
1. Loyality to your self, but to all the people who seek your help, for in your promise to hold their truths they will hold yours.
2. Valor in the face of great odds and times of trouble, will always inspire goodness from those who are weaker and are in search of strength. Valor is the light others rally to.
3. Honorable Service to complete the task to the best of your ability, with distinction and pride for those who see this will wish to perform better, and continue to strive for goodness.
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The Prophecy of 'The Fair'
'When Phoenix Death
And lightened Birth
The gods will know the end of earth
For when door of forever open
Thus will the horns blow the winds'¦
Broken gods and the beginning of the shadow begins.
Quatrain 21 of Farseer Chronicles
Kelos the Farseer
Age of Shadows.
The Promethium Titans and The Mu; Lords of the Deep
As the end of the phoenix wars was near, several groups of sorcerers departed, across the four corners of the world in what would become known as the great migration. One such group was named the Mu, so named after their leader Murian Alvagras 'Spellsender.' They traveled west, just before the destruction of Kar'Mageus and hysroil. With ships hoisted by the vary airs of spell the wind-ships traveled across the Oceanus. After several months, they crested what looked to be a huge land mass, which was a Proto-continent. They named it Muria after Murian, their leader. The Mu lived on the island for centuries after, and perfected their craft to higher arts. As the long years continued, the Mu basked in their magical powers, creating a paradise of their land, which dwelled in peace, until the coming of the Promethium Titans.
Great was the upheaval as the Promethium Titans strode from the doors of the forever. They were the offspring of the Formorii of another world, a world in which they had encountered the gods and destroyed them. Like there sires they were abominations simply bent on twisting the very foundations of their world, for their own personal needs.
It was early in their days of rule, that they discovered the knowledge of the doors forever, and the alignment of the planets and plans known as the Pinnacle. With this knowledge they would be bridge the known world and make the universe their domain. The Promethium Titans spread their chaos along the known worlds. Each world fell before their might and that of their armies as the Titans burned out each world they fell upon.
Thus they came to Chalice, the terminus world; as Pinnacle combined the worlds and planes in conjunction. The Titans took the shape of beautiful beings masking their true unspeakable terror, and insinuated themselves among those who had opened the gate. The Murian Sorcerers of old called them the Leqenos which in elven meant 'The Fair', for they were the people the Titans came to first. The Murian race was the first to fall, as 'The Fair' took over their minds and then their souls. The Murian's would become their agents upon Chalice, and upon their citadel they would begin their take over of the world.
The Gods had been caught unaware, and were late in their duties, to govern the sphere. Titans attacked the gods swiftly, and brought death to them. The world shook as the minions of the Titans swarmed over the nations of Chalice.
While the titans and the gods struggled in the heavens above, the nations of the Grand Realm warred with the minions of the Titans led by the Murian's and spells, as well as the orcs and minatours that made the bulk of their army. Of the nations that came together to battle this invasion, the united kingdoms of Malchior, Lyoness, Castillion, and Coradan, brought forth their steel against the blighted army. Great was the war, and how long it lasted was lost in the mist and antiquity. In the end, the Imortalis defeated the Titans and shackled them through out the world and the planes, never to be able to regain their power.
After this great struggle, the god decided to leave the material plane, expending much of their energy to repairing the damage done. Thus they locked themselves away bringing forth the first age; The Age of Shadows.
The final tally of the war could never be counted since the roll of years had since passed on. Academics in the age of the Arcannaissance have found, in the final battles the titans were either shackled or destroyed. Of the nine Titans that existed only a few remained.
Garm the wolf lord father of worgs and winter wolves as well as father of Lycanthropy was chained deep beneath the lower hells to be the guardian of gates to Mandros.
Jormunugand the world serpent offspring of Io was chained to the deepest roots of Ysgadal, much like his sire before him.
Arktlas was chained to the pedestal of the world where his six arms held aloft the skies.
Typhon, the accursed and mightiest of the Titans was cast from the heavens and his body impacted upon the Murian Isle. The devastation was so great it sank the proto-continent deep into the sea-shelf. This resulting catastrophe created the new continent of the west which would be known as the Meleauger land of heroes.
Galentres was placed deep within the bowls of the earth where her blood would produce the Medusa race, as well as the monstrous Gorgons.
Kalest the bloated ram headed Titan was cast deep into the bowels of the earth which created the burning maw.
Many of the Titans minions most were either slaughtered, or escaped. The orcs were the loan exception establishing several orc kingdoms during the age of shadows until eventually their kingdoms fell into ruin, from infighting.
In the times after, they would become little more than savage brutes, with no semblance of their former glory.
As the Age of shadows which the Titans birthed slowly came to and end, the Shackled Lords would be nothing but whispers to those, dark enough to here their plotting.
With the end of the Promethium titans, many thought it would be the end of the Murian race, as the great titan known as Typhon sundered their proto-continent. The Murians with their great magic were able to hold of the resulting tidal wave that would wash over their cities. The greatest of their magic users weaved a powerful spell which, flowed over their homes, keeping a pocket of air, and keeping the water cold embrace from forever silencing their evil race. Their great cities fell upon the sea shelves of the Oceanus. They would call this the Murian shelf. Here with their great magic they crafted air domes in which they could live, plot, and one day return to the surface.
The five great cities of High Muria are
Claros-The spires of coral
Levnos-The risen throne
Delnos-The sunken seat
Pelanos- The crown of pearls
Veknos- The fiery wave
in the epoch of Discovery, the Murian race is considered a myth, scary tales told to new sailors on their first sailing voyages. The world does not know that the Murian's still exist, and are plotting to return to the world when the time is ready to strike.
D.M. Guide- The Murians are very much like that of the Romulian from Star-Trek, they are dangerous, conniving and think of their own best interest. Even though they are human, their blue skin, marks them as different from most humans. They make them the perfect foils, if there is a undersea campaign being run. In many ways the Murians are known as the Lord of the Deep
'Some say there are other worlds, out there to explore. Gates, doors, corridors that lead to incredible places far beyond the scope of normal men. It is for the travelers the seekers of fame and adventure that walk these roads. They are travelers, Adventures and warriors that have searched every tomb, battled every monster, and now seek to test their power against greater forces. They walk threw the paths to greater fame and riches, and seek the wonders of the Outer Dominions.'
Lesitor Heldron.
Outer Dominion Traveler.
Epoch of Discovery 1440.
Traveling the outer Domains.
The Doors of forever- With the destruction of the Temporal Trigger and the resulting backlash that creates the multiverse, that rips across time and space slivers of distorted space time occurs. These doors are the bridges to other parallel worlds much like Chalice, but slightly different, in variation. Scholars still debate that even such a occurance happens.
It is said the doors are never in the same place once. deciphered from old scrolls and legends, academics still argue about the validity of traveling through the doors. The thought that the doors are actually silvers in time baffles the mind, and that one can travel to the distant past, or the far flung future is both exciting and horrifying.
The Celestial Stairs- These hidden steps are the roads to the home of the gods the seven heavens, or the domain of the daemon lords of the lower hells. The steps themselves where created from the moon beams of Celani Althenteh goddess of love.
The Celestial stair can be reached through various points in Chalice. Similar to the Doors of Forever, the Celestial stair way in never in the same place twice. It is through research and questing that they are found if ever.
The Corridors of the Out Planes- It is said those who disembark from the celestial stairs find themselves in the multitude of dimensions; realms outside the physical world.
These are some mock up cards I did for New York City Toyfair O8
Art By AdrianGarcia and Harry Alvarez
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Abyssal Elves: Balsair, Maliath Felor:
Their dark reddish skin as well as their facial tattoos that resemble tiger markings can be recognize by any upon Aerbor.
Bane Elves are unique, and the markings upon their flesh bear this fact out. The Abyssal Elves where once kin to the Skyrasidien elves , but the great rift sundered that relationship when they joined with the human mages of Hysoril.
It was during the Epoch of the Phoenix and the Great War between empires that the Abyssal elves turned on their cousins, capturing many Dawn Elves, and giving them into the hands of their tormentors, Daemon princes from the lower hells. This betrayal was so great, the Dawn elves gathered arms and went forth, bringing blade and death to their kin. Few Abyssal Elves escaped with their master the daemons, but those that have, now swore a blood oath against their cousins.
Abyssal elves may stand at least six feet tall, and are known for their strong but compact frames. They are expert swordsmen, and many higher themselves out as mercenaries. Those Abyssal elves that worship gods, worship the evil serpent queen Kali-Ka, and her consort Talronan the ill fated.
In terms of magic they are innate masters of the art. They learn early the wonders of the magic, and the high potential of casting it. They gain a +4 to all saving throws.
Abyssal elf also, can summon a familiar and are known to do so early on in their lives.
They have the ability to create an elemental of blood, and will usually carry a cask of such from a prior victim. The elemental resembles a fairy that consists of coagulated blood.
Abyssal elf can turn magic, back at his or her attackers, by rolling a percentage of 40% should she roll under the spell rebounds back towards it's source, attack roll not needed. The person that cast the spell then must make a save against his own spell.
They are suited, to many pursuits, and are as gifted in making enhanced limbs much like the Frohelmian gnomes. Most elves consider this blasphemy, but many Abyssal elves disagree, and are ready to replace a limb if need be. Like all elves they have a hate for iron thus there weapons are fashioned out of Abyssal Steel. A dark alloy named such due to its ebony color. When merged with Silvaril, Abyssal steel radiates with a purple light and gains a +1 bonus. It is known that no good aligned person can touch it and cause 2d6 points of damage to any good aligned characters.
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Art by Adrian Garcia Aka Spirit Hawkfellow, and Harry Alverez
New stuff up come have a look. Dragons are updated in two sections and for all those who think I forgot about the site trust me I haven't just been working on new stuff. More fluff than crunch, the numbers part always take longer, but I have more stuff coming soon. Enjoy the updates. If you have any question feel free to post them, I will get back to everybody just incredible busy.
Excelsior.
Spirit
New Contient known As Baelfrost
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CHAPTER ONE
LANDS OF CHALICE
'The world Chalice is a large place my friends; A world ripe with adventure, conflict and joy. At every
corner, may be a blade at your back or a hand holding aloft a flagon of ale while sharing a minstrel's tale
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world. Chalice is a world of vast beauty, and ugliness.
It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Tooks long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'
Elathaan Belafor, Master Herald Anem 1445, Epoch of discovery
The lands of the world Chalice are many, and far-flung. The world itself is a pearl in the cosmos. A sister to seven all circling a great sun Academics has christened Surter.
The Continents, known as Aerbor, and Ifretus, are the home to many of the great kingdoms that now exists to day.
To the south lay the cold icy reaches known as Baelfrost, a land cursed with snow and ice. To the west Pirates circumvent the seas near what many call the Buccaneers Archipelago.
Eastward lay the pearl kingdoms of Kathay, and northward; lay Bregan Brol, the strong hold of the Oculains. Upon the seas of sky, are the floating cities of Lupatia and their masters the Quivral and their consortium or flying ships.
The continent of Aerbor plays host to teeming, forests, and great rolling rivers. Here many large kingdoms such as Varanguard the loins hold, Brindarmour, Equas, Copperbound, Bregan Brol, and Floral'Lanthus, the greatest of community of Elves that exists.
Ifretus the land of fire boasts equally large kingdoms, with its large deserts, and the one of the eight wonder of Chalice known as the Spears of Obi; huge mountains that seem to stretch to the stars.
The continent of Ifretus is home to Coradan the Dog soldier Empire, Alakahazan cities of wishes, Cast ill ion land of the five roses, Isle of Mandos where the flames steeds run, and the Steppes of Kwun and its hearty nomads.
The KnownLands
Varanguard
Population: (900,000)
Human, Dwarf, Tooks,
Satyr, Elf, Oculain.
Government:
Representative Monarchy
Major Cities: Diadem, Eneroth, and Greymalkin
Varanguard was founded in Anem Y.S. -957 Epoch of Salamaster. After the fall of the great kingdom of the north Malchior in Anem '"3568, the remnants of warrior and survivors headed south.
Led by Eldoon Loins blade, knight captain of Aslhern, they fought their way south.
Through the woods of Aerboriduim, and toward the great Anvilweld mountains the men of Malchior fled. Tired of being chased and hounded, the warriors gathered themselves, upon the grounds of Varanguard (meaning in old tongue the last guard) and did battle with the forces of the Daemon.
To this day, the minstrels and bards sing of the Daemons last day.
Upon the battlefield known as Hawkings down, the host of the enemy and Eldoon Loins blade met.
In a bone chattering charge the two armies met, and many died on both sides. It is said upon the snow caps of the greatest mountain Ourmin Theradain (Mountain Thain) That the Daemon and Eldoon, did battle. The mighty knight-captain hewed his foes, with mighty strikes of his great dwarven war hammer, Foedanner.
Yet the Daemon traded blows in return, striking with whips of fire and a blade of storm. From below both sides gazed in rapture at the battle, all stood in awe at the mighty conflict.
Battered and woozy from his many wounds, Eldoon, lifted his hammer to Helios the foe striker, and raised his voice in song. Great was the light of his Valor and all men of Malchior shook their awe and slew the monsters that had hounded them for so long.
The Daemon squealed in hatred and charged forward, his sword slashing down in a brilliant arc of power.
Eldoon swung his hammer and let fly as the Daemons' blade cut deep into his body hewing him in half.
The last killing stroke would be Eldoon's', his beloved war-hammer shattered the Daemon's skull to many pieces, killing the creature, and launching it off the mountain and onto the ground below.
Great was the impact a crater was formed, and to this day many can hear the death wail of the creature.
Led by the Aurmer Lions blade the son of Eldoon, they collected their king and laid him with the weapons of his enemy upon a briar, and sent his ashes upon the winds.
Varanguard was founded that very year, by Aurmer as a testament to the power of the men of Malchior.
Current Varanguard is a powerful kingdom that takes up much of the Southern part of Aerbor.
Erien Lions blade is now the king of Varanguard as well as High King of Aerbor. Varanguard is a kingdom ruled by both king, and a council of Barons known as The lords of the pride. Both work to pass laws and protect the kingdom from any harm.
Varanguard itself stretches from the Anvilweld Mountain in the north to the Shattered Sea to the south. To the West lay the Shield Wall Mountains, and the frontier, and to the east lay Gilistry and the kingdom of Copperbound, and the Thorn Krags.
The kingdom is broken up into to seven Baronies known as Lion-holds. Each hold governs a section of the Varanguard with the King permission and in his name.
Each Baron, and noble has a say and every Thordal they gather, in a council called the pride.
Here they take their grievances to the king, and work out the laws of the land with their sire. Though Varanguard is a monarchy, there is a representative government at work.
Varanguard has four great cities Caer Eneroth, Greymalken, Diadem, and Leodore. Every seven years, the king shifts his court in order to survey his kingdom and make sure all is well aboard.
Story Arcs: as of the Epoch of Discovery, Varanguard has been attacked by foul legions of sworgan and giants.
Eneroth city has been engulfed in a magical black sphere, which magic cannot penetrate
An unknown force is besieging the dwarves of Anvilweld mansion. There is a rumor upon the wind that the evil known as the Necromancer has returned to seek vengeance upon the king, for what reason remains a mystery.
Equas:
Population: (320,000). Human, Elf, Dwarf, and Took Government: Monarchy Major Cities: Penticost
Equas, kingdom of the Golden plains, is the sister kingdom to both Varanguard, and Brindarmour.
Oceanus the great sea, and the Shield wall mountains border Equas.
Equas was founded by a fellow warrior of Malchior known as Hadric Men'domin.
After the battle with the Daemon of Malchior, he and several of warriors left Varanguard and headed westward to the great sea Oceanus; there they founded Equas and Penticost, city by the seas.
Over the years the power of Equas flourished and its borders increased. Kaliman Men'domin at present is the ninth lord of Equas and continues the Men'domin line.
Kaliman, was young to the throne when he attained it, he had just turned his twentieth winter attaining the throne after his father Tyshan died. Kaliman barely had time to adjust when his thrown was taken away from him by his villainous cousin Godswain the Usurper.
After five years as a hunted outlaw, Kaliman returned to his kingdom slew his cousin and took back his thrown.
Equas, during the time of the Epoch of Discovery, is enjoying great peace and prosperity. It trades with its neighboring kingdoms such as Sea haven and Brindarmour.
Story Arc: after the defeat and fall of Godswain the Usurper, most of the city has been destroyed. Now under Kaliman's lead the city is being rebuilt. Even as this commences, several quarters are known being attacked by a plague.
BrindArmour:
Population: (300,000) Human, Dwarf, Elves, Tooks
Government: Monarchy, Merchant
Major City: Illuminum, Valin.
Belshan Brindarmour founded Brindarmour the last of the Trinity kingdoms, in the Epoch of Goblins Anem '"845. Brindarmour was an outpost town known as Valin that had been a guard outpost for Equas, during the days on what was known then as the northern frontier.
When a large contingent of goblins formed the Goblin Confederation in Anem-800, 45 years later, it would be the small settlement that confronted the goblins.
It would be years before Valin would win out destroying the goblins with the help of their Leader Belshan. In honor of this great feat, the king of Equas gave the territory of the north to Belshan's kin and, Brindarmour was born.
As of the Epoch of Discovery, Gwyneth Brindarmour known as the princess of the blue crystal tower, now rules Brindarmour.
With Gwyneths vision Brindarmour has risen in admiration and respect for it's flourishing culture, trading, and growing cities of knowledge.
Illuminum, holds several major churches, and libraries as well as plays host every year to the popular Minstrels fair.
Also Brindarmour fronts several forts that act as warders against raiding parties from the Goblin Confederation.
Story Arc: As of the Epoch of Discovery, Gwyneth with the help of Brindarmour's newest master wizard Etherian Eyestorm have laid low a rebellion by a rival house known as the Miestervares. Rumor has it that even in defeat the Miestervares are scheming some new plot to bring down her reign.
The Miestervares family now underground, has hired several Bane elf assassins to kill the queen at the Minstrel fair this coming fall.
Gilistry
Kingdom:
Population: (600,000). Human, Elf, Tooks, Oculain, and Satyr
Government: Feudal
Major Cities: Gilistry, Copperbound.
Gilistry was founded shortly after Varanguard, when descendents of Malchior sought a new home to rest, and settle.
Gilistry is boarded by woodland forest of the Aerboriduim.
To the north, is an inlet sea known as the Iron Storms, and to the east the Thorn Krags boards Gilistry. To the south are the dales known as Copperbound.
After the defeat of Daemon and death of Eldoon, Several men of Malchior moved on eastward toward the Thorn Krags, and settled what were to become the Copper lands and later Copperbound.
Gilistry would be their kingdom, and it has been thus for several years. The main city shares the name of the country, and from it, King Falcor rules. His helpful Advisors Elisthan, Duchess Karbala Tiberius and William Claude help him along in ruling Gilistry.
In recent years the king has had to call upon warriors from time to time due to the many disputes that have arisen from across the Iron Storms, and the Iron Kingdom known as Cadan.
At one time both cities where apart of Gilistry, yet Cadan ceded, and began a stronghold across the Iron Storms further north. It was here the young city began plans of conquest.
Story Arc: as of the Epoch of Discovery 1445, Cadan has launched probing attacks into Gilistry.
Falcor, sending word through the realm, needs help from the dales of Copperbound. Three heroes have answered the call and have battled the Cadan Forces.
They are known as the three generals, the twin paladins of Saint Elmos, Talin Strongheart, Galin Nightblade and the ranger Krys Darkwood. With the combined power of the heroes Cadan might finally be stopped from taking over the complete area.
Saithanus:
Population:(74,000). Elven.
Government: Democracy
Major Cities: Aledien'Floran
Saithanus is the home of the famous Skyrasdien Elves known as the Shipwrights.
Saithanusis boarded by the Shieldwall Mountains to the east and Oceanus the great sea to the west. North of the great kingdom is Brindarmour, and to it's south is the kingdom of Equas, and the city of Penticost.
A ring of course dense trees, which serve as an outer city protects Sea haven. This outer rim allows the Elven settlement safety to conducts business. Humans, dwarves and other races are not permitted to see the inner city. Sea haven is well known for its famous swan ships, which sail the seas of Aerbor, and they are quite known for crafting human ships as well. The elves are known to keep their secrets safe and hidden.
As of the Epoch of Discovery, the elves of Sea haven trade openly with many nations. They have a great friendship with the kingdoms of Equas and Brindarmour and trade with them frequently.
Story arc: As of the Epoch of discovery, thieves have broken into the treasure stores of Saithanus and stolen a scroll leading to a secrete treasure, some where about the countryside of Equas.
Felor B'eslos the leader of Sea haven is seeking warrior to find the thieves and missing scroll.
Floral'lanthus:
Population: (400,000)
Elven, Satyr, Elf blooded.
Government:
Representative Matriarchy
Major Cities: Celos Floral'than, Celos'felthan, Celos Belanos, and Celos Halathan.
Floral'lanthus is where most of the elves of Aerbor call home. This land is large and is bordered by the Thorn Krags to the west, and Cast ill ion land of the five roses to the south.
To the north beyond the forest of Floral'than, is the frozen waste home to the great wolf tribes, known as winters' heart.
Those who seek the home of the elves and are not Eliath Felween 'or Elf friend' are stopped before entering the great forest by a great magic known as the Glamour. This magic is ancient and, protects the Elven home from invaders and outsiders.
There are four great cities within the forest, Celos Floral'than, Celos'felthan, Celos Belanos, and Celos Halathan.
All elves populate this great forest, from the Narasidien, Skyrasiden, and Dimmarandien.
The Narasidien are thought of as the diplomats and legislative body of this large Elven community, and as of the Epoch of Discovery, a Female Star light elf holds the title of Celestian 'King or queen'.
The Skyrasidien are thought of as the might of the elven nation as well as its spirit, many are soldiers or clerics in defense of the elf home.
While the Dimmarandien use their spells to keep out all that would attack the elf-home with magic.
Kathay:
Population: (210,000) Human, Elf blooded.
Government: Oligarchy
Major Cities: Wei Po, Sho Lung, Sen Cho pe.
It is said that the blade will only break if the spirit of the wielder breaks.
When it comes to war the Kathian's usually garbed in light fitting armor that is worked to resemble leather.
The island of Kathay, boasts people who live in system of clans and are ruled by one supreme and powerful warlord.
The head member of each clan has seats in a Council known as the Sphere of Destiny.
Each report to the khans or chieftains of each clan, and the khan and in turns reports to the warlord who in turn makes the final judgment upon laws, and treaties.
Even though the warlord is considered all-powerful, he must always be concerned with rival faction within the Sphere of Destiny.
Only three times before has a Warlord command not been followed and on those occasions, Kathay's orderly society has been pushed war
Story Arc: As of the Epoch of discovery, the Iron Ming Clan ruled by the a cunning Sorcerer known and Ming Chu Shi ho is secretely building a power base and are plotting to usurp the latest Shin warlord.
The Frontier:
Population: (100,000). Every Race
Government: Anarchy
Major Cities: Wilderglen, Gem Towns, Port Radiance, Baulder Bridge
The Frontier is a large stretch of land that travels from the mountains known as the Shieldwall toward the southern coast of the Shattered Sea.
As of Anem 1445 Epoch of Discovery, the frontier is now being colonized, and taken back from various powrie bands, and other creatures.
The first successful merchant town was Wilderglen and the Glitter towns. As of now there are more than ten settlements and more are springing up every year.
The frontier is a vibrant land, which consists of many types of creatures, and races. Beside those groups that have migrated to the frontier, the Vashue Plainsmen are truly the first to claim the grasslands as their own. To the settlements they are barbarians, and mostly nomads that prey on merchant caravans.
The Vashu, are tribes of plainsmen grouped into one great nation. They are the oldest known humans to travel about the Frontier plains.
The Vashu are close nit group, each individual offering him into the group unity. The Vashu are natural leaders as well as excellent hunters.
They hate those who desecrate and would despoil the land, and often will come into conflict with Sworgan, and various humanoids and brigand bands.
They will stay away from human settlements only trading for food and services. Beside that they roam and live free off the land.
The coming of men and dwarves to the Frontier opened the door for mercenary bands and hired swords. They will work, for anything, from scouting out new lands to protecting caravans. These folk see it as a way to make a name for them and add some coin to their wallet.
The Frontier Starlight elves are of the elven clans that headed west from Floral'lanthus. The elves reside around the borderlines of the Shield Wall Mountains, and have been there since the journey west, over five centuries ago.
Even though they are fairly new to the region they have lived in the forest known as the Fallows for many years.
Upon the encroachment of man they have become more reclusive using the shelter of the forest to mask their presence. The Settlers claim the forest is bewitched by gray phantoms, but it seems that the phantoms are elves just protective of their homeland.
The Frontier Twilight Elves are a community of elves that reside upon the mountains and have carved a considerable kingdom for themselves. Like most Elves the Dimmerandien are reclusive race that tends to dwell amongst themselves and high above in the mountains to forge great and powerful spell.
Like humans the Twilight elves thought of colonizing the Frontier.
This proved to be a mistake, for bloodshed reigned upon the Grey folk. The lands they sought where hotly contested for by the humans, and this brought about the plains war that lasted two years, during the Epoch of iron, Anem 1011. In the end the elves where forced to retreat to their mountain homes and never to forget the past wrongs thought done to them.
Dwarves about the Frontier are few and in between with a few dwarves residing on the plains. Near the Shieldwall mountains though a small contingent of dwarves have come to seek out a missing dwarven hold, known only to their ancestors of the clan of the Shield-Beards.
The current clan of Shield-Beards has set up camp in the Settlement of Wilderglen. Here their clan number almost five hundred strong, and are part of the current militia under service of the town.
The Shield-Beards have numerous shops in town and have several winter holds in the mountains where they seek out precious ores and Mythril.
Wilderglen Council: the council of Wilderglen is the prototype of many other Settlements. Merchants and various store owners that dwell within the glen, govern it. The council sits five members in all.
A man known as Prospero holds first council position and is a well known caravan merchant, who deals in rare items such as dwarven fire wine, and Sempress crystal wine.
Various other merchants except for the fifth take the other spots. The last spot is governed by a mysterious figure known as the Stiletto
Anvilweld
Population: (300,000). Dwarves
Government: Matriarchal, clan
Major Cities: Duraduanan, High Ivenclad
The Anvil Mountains, lay host to the greatest Dwarven hall of recent memory. There have been others that have past into memory. At this time there is none grander than Anvilweld Hall. Named after the Dwarven founder Thelgord Anvilweld, after the Iron wars about Anem 1011 Epoch of Iron.
The hero and adventurer noticed during his travels far and wide that war and constant battles were decimating his people. Thus he decided it was time for the dwarves to settle in a place they would not have to engage in constant warfare. So like the elves he began to look for a new home for his clan and race. Thelgord discovered the site for his future hold, underneath Ourmin Theradain of the AnvilWeld Mountains.
Today the Anvilweld, boost more than 300,000 thousand dwarves, and is considered one of the largest concentrations of dwarves upon Chalice.
Unlike the elves the dwarves have stayed busy foresting trade with both the Kingdom of the five roses, and Varanguard. They forge both Mythril weapons finely crafted jewels and other good. Nieblung dwarves can be found from the Anvil Mountains as far as the Frontier.
There is said to be a clan of dwarves farther past Coradan and upon the island of Baelfrost. If this is true it remains to be seen.
Dwarven society is a society of clans, and there are many. At the moment the clan Ironfield rules under the leader ship, of Bregala Ironfield eighth mountain queen of the Anvilweld Dwarfs. Her war chief is known as Belagrin Stonehammer.
Goods from the dwarves can be found everywhere from as far as Varanguard to Coradan, and they are considered the best.
Story Arc: As of the Epoch of Discovery the entire dwarven realm is in peril as armies of creature threaten to destroy their home. From deep within the halls of the dwarven keep an ancient terror has been unleashed, which preys on the dwarven folk. Now Thain Bregala Ironfeld seeks warriors to investigate and dispatch the horror deep beneath the earth.
Coradan:
Population: over (1,000,000) Human, dwarves, Elf, Tooks, Elf Blooded and Oculain.
Government: tribal, oligarchy
Major Cities: Cid'Tekdan Is located on the continent of the Ifretus. The land of Coradan is bordered Alakahazan, to the east and the Isle of Mandos to the north.
Coradan, known as the Dog Soldier Empire, is perhaps the oldest of the kingdoms and was formed during the Epoch of the Phoenix.
As of the Epoch of Discovery, Coradan is a decadent and aging empire. In recent years the empire has made incursions into Varanguard and Equas and has been beaten back. At present, the Dog Soldier Empire is in the midst of great change and development. Just recently, Kwun a small principality has split off from the Empire and is embroiled in a civil war of sorts.
Emperor Mir Shada, and Empress Amani Shada rule several clans, the mightiest being Cid'Tekdan. In the day long gone Cid'Tekdan, had the might that could shatter countries but it has turned from those days of battle and war looking to carve out a future of peace. The case seems likely with the rule and wisdom, offered by Emperor Shada.
There are other clans that vye for power in what is called 'Bailar Mortos, the dance of death' it is named thus because each dog soldier kingdom looks to win claim over the others with the hopes of someday defeating Cid'Tekdan and ruling Coradan.
Story arc: As of the Epoch of Discovery, Coradan is enbroiled in a civil war with its neighbors to the east, known as the Kwun. These mountain nomads make their homes about the steppes of Mount Obi.
No longer wishing to be apart of the Dog Soldier kingdoms, they have broken away and now fight a desperate war with a kingdom, bent on their return.
Lupatia
The city of wind:
Population: (90,000)
Government: Republic
Major Cities: Lupatia Aeroterra.
Was founded several years after the destruction of Kar'Mageus, during the Phoenix war.
As one of the last flying citadels that still exist, Lupatia meaning, 'city on the edge of forever' has stood the test of time and is a testament to magic and knowledge of old.
It is one of the oldest sources of knowledge in the world and is known by many academic, mages, and theologians alike.
Lupatia has no king or queen, but a council of three members and a series of individuals that are picked by the populous. Theses men and women are known as the lords of Commons, while the Council of three is known as Triumvirate lords.
It is this system that has brought peace, commerce and wealth to Lupatia.
The Feathalis Avian Consortium calls Lupatia home as well and it is their flying ships that have help in making Lupatia a power in its own right.
As of the Epoch of Discovery, Lupatia trades with most, of the Kingdoms of Aerbor, and Ifretus.
Story arc: the Ruling Lords of Lupatia have been waiting for a shipment of flying ore known as Aerocite that seems to have been stolen by sky pirates. The triumvirate lords are looking for a group of adventures to seek out the missing cargo, and return it to the city. If they do not do it in a month's time the city will collapse with out the magic ore and be destroyed.
]Region of Origin
Varanguard:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior, and Free Marshall.
Skills: Ride, Spot, Search, and Diplomacy
Feats: Light of Valor, Power attack, Cleave, and Arcane Swordsmanship
Weapons: Longsword, greatsword, war ax, and longbow
Armor: Chain mail, Brigadine Full Plate
Equas:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, , Knight of the Journey, Blade-dancer, Justice warrior, Arcane Explorer, Free Marshall, and lancer .
Skills: Ride, Animal Empathy, Spot, Search, and Survival.
Feats: Galloping Strike, Talent: Mounts Grace, and Ride by Attack
Armor: Padded, studded leather, full mail breastplate, and full plate
Brindarmour:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy, knowledge (survival)
Appraise,
Feats: power attack, toughness, two handed fighting, die hard.
Armor: padded, studded leather, breast plate, full-mail, plate-mail and full plate.
Gilistry Kingdom:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Knight of the journey, Blade-dancer.
Skills: Ride, Spot, Search, and Diplomacy
Feats: powerful ally, talent, and animal friend
Armor: breastplate, full-mail, banded mail
Saithanus:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes Knight of the journey, Blade-dancer, Arcane Explorer.
Skills: appraise craft any, diplomacy, sense motive.
Feat: Arcane Swordsmanship, spell mastery, point blank shot
Armor: elven chain, padded, studded leather, elven chain.
Floral'lanthus:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric, and Ranger.
Prestige classes: Knight of the journey, Blade-dance.
Skills: move silently, hide, and knowledge (survival)
Feats: Point blank shot, improved initiative, dodge.
Armor: studded, padded, leather, chain mail, elven chain.
Kathay:
Classes: Fighter, Ranger, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Spear masters, Knight of the journey,
Skills: Ride, Spot, Search, and
Feats: Power attack, Cleave,
The Frontier
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, of Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy
Feats: combat reflexes exotic weapon proficiency, scent the spoor.
Armor: padded, studded leather, chain-mail, breastplate, plate and mail
Anvilweld:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Justice Warrior.
Skills: Appraise, craft, alchemy, Feats: craft magic arms and armor, great fortitude, improved bull rush,
Armor: padded, studded leather, chain-mail, breastplate, plate and mail
Coradan:
Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice Warrior.
Skills: Ride, Spot, Search, and Diplomacy
Feats: Light of Valor, Power attack, Cleave, Arcane Swordsmanship
Lupatia city of wind Classes: Fighter, Paladin, Rouge, Wizard, Sorcerer, and Cleric.
Prestige classes: Axe masters, Spear masters, Knight of the journey, Blade-dancer, Justice warrior .
Skills: Ride, Spot, Search, and Diplomacy
Feats: Light of Valor, Power attack, Cleave, Arcane Swordsmanship
CHAPTER TWO
CHARACTERS AND PRESTIGE CLASSES
'Any Man can wield of a sword, bow, or ax; but it is the true warrior that can master, and go beyond the
limits that have been set and begin a new. It is these unique individuals that transcend the way of class.'
Shia Wai Lin,
36 chambered
Monk, of Wi' Pa
Fighter: is the same as the player handbook. The fighter is the consummate warrior and can be found in any part of Aerbor from supplying mercenary work to defending the keeps and lands against the creature that threaten civilization. The fighter lives by the skill of his use of his blade and the instincts of his gut.
Ranger: is the same as the player handbook. The forest never had a greater friend than the ranger whom protects it's borders from creature willing to threaten it. (Dm note; the ranger can pick from several starting terrain areas, and gains a +2 to that terrain, and every other four levels gain a additional +2
A. Urban. +2 to Perform, disguise, and gather information move silently.
B. Wilderness: +2 to animal empathy, survival, and knowledge (nature)
Classes. Mountain: +2 use rope, knowledge (mountaineering), and climb.
D. Water: +2 to swim, survival and spot
Druid: is the same as the player handbook. Unlike the ranger who protects the wood, the druid is one with it helping to nature and expand it borders. The druid is much alike a mother willing to lay down his or her life to see the forest grow under his watch.
Cleric is the same as the player handbook. The gods agents upon the world of Aerbor, clerics voice the agenda of their gods , influencing man for good or evil.
Mages: same as the player handbook. These are the practitioners of the Craft known as Magic. With their command of the craft they can call forth the very elements themselves to command.
Sorcerers: same as the player handbook. While a mage must study his spells a Sorcerer simply call forth the magic from the essence within and controls the craft like an artist would a canvas
Monk: same as the player handbook. Trained in the discipline, of both spirit and martial energies the monk is at home in prayer or in the throws of combat using his or her hands as deadly weapon directed by a calm and resolute spirit.
Bard is the same as the player handbook A Story of old a legend worth singing, the bard is the master of word, song, blade and magic , a jack of all trade and owner of none the bard is the consummate adventurer.
Rouge is the same as player handbook. Form skulking the hidden city corners to scouting out a goblin group for a army commander the rouge is in his element when dealing with stealth, shadow, and the procurement of important goods.
Note, we have add a variant of the bard for play
Grand Realms
Minstrel
Minstrel have the following game statistics.
Alignment: Any non-lawful.
Hit Die: D6
Class Skills
The Minstrel class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually, Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).
Skill Points at 1st Level:
(5 + Int modifier) X. 4
Skill Points at each
Additional level: 5 +
Int modifier.
Class Features
The following are
Features of the Minstrel.
Weapon and Armor Proficiency: A Minstrel is proficient with all simple weapons. Additionally they are proficient with one of the following weapons: Longbow, Composite Longbow, Long sword, Rapier, Sap, Short bow, Composite Short bow, Short sword, Whip, Light Flail, Hand Crossbow, and the Kukri. At 7th and 14th levels they can pick an additional weapon from the above list. Bards are proficient with light armor and Medium armor, but not shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried. Like any other arcane spellcaster, a bard can cast spells while wearing armor or using a shield but suffers a chance or arcane spell failure if the spell has a somatic component.
Spells: The Minstrel casts arcane spells from the bard spell list and the Sorcerer/ Wizard spell list. While they have a greater source of spells to choose from, they are more limited in the schools in which they can cast, as they focus on entertainment and are by definition 'more showy'.
They begin with the Enchantment and Illusion schools to start and can know an additional number of schools equal to their Intelligence or Charisma modifier, whichever is higher. Once these schools are chosen they cannot be changed, nor can they cast or learn spells from those schools they did not chose. They are effectively 'specialist wizards' in this regard, but do not gain the benefits of Wizard spell Specialization.
All Minstrel spells have a verbal component; usually this is singing, reciting, or music. Like a Wizard they must prepare their spells beforehand from their spellbooks. Minstrels receive bonus spells for high Charisma. To cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell (Cha 10 for 0 level spells, Cha 11 for 1st level spells, etc). The Difficulty class for a saving throw against a Bards spell is 10 + the spells level + the Minstrel Charisma modifier.
A Minstrel begins play with a spellbook containing all 0 level Minstrel and Sorcerer/ Wizard spells which they are capable of casting (in keeping with the bards limitations). Each time the Minstrel gains a new level they gain a spell of any level that they can cast (according to their new level). They can also of course, find, buy, or barter for new spells during the course of their travels.
Spell Mastery: The Minstrel can also take the Spell Mastery feat. The difference is that the bard can only take this feat once, and the number of spells they choose is equal to their Intelligence or Charisma modifier, whichever is higher. In other respects it is the same as the Wizards Spell Mastery feat.
Minstrel Music: Once per day per level, a Minstrel can use his song or poetics to produce magical effects on those around him/her. Depending on the ranks he has in the Perform skill, he can inspire courage in allies, sing a counter song to protect those around him from sound-based magic, fascinate a creature, make a magical suggestion to a fascinated creature, help others perform skills better, or inspire greatness. While these abilities fall under the category of Minstrel music, they can include reciting poetry, chanting, singing, lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf Minstrel suffers 20% chance to fail with their bardic music. If they fail the attempt still counts toward their daily limit.
Inspire courage: A Minstrel with 3 or more ranks in Perform can use song or poetics to inspire courage in their allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the Minstrel song for a full round. The effect lasts as long as the Minstrel sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magical items by spell completion (such as scrolls), or activate magic items by magic word (like wands). Affected allies receive +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.
Counter song: A Minstrel with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). As with Inspire Courage, a Minstrel may sing, play, or recite a counter song while taking other mundane actions, but not magical actions. Each round of the counter song, he makes a perform check. Any creature within 30ft of the bard (including the Minstrel him/herself) who is affected by a sonic or language-dependant magical attack (like sound burst or command) may use the bard Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard can keep up the counter song for 10 rounds. Counter song is a supernatural ability.
Fascinate: A Minstrel with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with them. The creature to be fascinated must be able to see and hear the Minstrel and must be within 90 feet. The Minstrel must also see the creature the creature must be able to pay attention to the Minstrel, the distraction of combat nearby or other dangers prevents the ability from working. The Minstrel makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the
Minstrels check result. If the saving throw succeeds, the bard can't attempt to fascinate the creature again for another 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the targets Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat such as casting a spell, drawing a sword or aiming, breaks the effect automatically. While fascinating or attempting to fascinate a creature, the Minstrel must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind-affecting charm ability.
Inspire Competence: A Minstrel with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the Minstrel and must be within 30 feet. The Minstrel must also see the creature. Depending on the task the ally has at hand, the Minstrel may use his Minstrel music to lift the ally's spirits, to help the ally focus mentally, or in some other way. The ally gets a +2 competence bonus his skill checks with a particular skill as long as she continues to hear the Minstrel music. The DM may rule that certain uses of this ability are infeasible '" chanting to make a Rogue move more quietly for example, is self-defeating. The Minstrel can maintain the effect for 2 minutes (Long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
Song of Discord: A bard with 6 or more ranks can bring about subtle mood changes in a crowd or select group of people. Those affected undergo subtle changes to their character as their morale and inner being has been somehow 'tampered with'.
It is basically the reverse of the Inspire Competence ability above, but it can be more selective and lasts for a longer period of time (Until they've decided to use the appropriate skill). Those affected by this song are also more prone to fits of depression should they fail their save (DC 13 + the Minstrels Charisma modifier).
Those so affected act appropriately (common tasks take twice as long to do, they 'put off' doing certain things, sleep longer then normal, etc.). This depression lasts for 1 hour per the Minstrels total Perform ranks). Song of Discord is a supernatural, mind-affecting ability.
Suggestion: A Minstrel with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he's already fascinated (see above). The suggestion doesn't count against the Minstrels daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the Minstrels Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting ability.
Inspire Greatness: A Minstrel with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capacity. For every 3 levels the bard attains beyond 9th, the Minstrels can inspire greatness in one additional creature. To inspire greatness, the Minstrel must sing and the creature must hear the Minstrel sing for a full round, as with inspire courage. The creature must be within 30ft. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as s/he hears the bard continue to sing and for 5 rounds thereafter (all these bonuses are competence bonuses). The target gains the following boosts:
+2 Hit Dice (d10s that grant temporary hit points).
+2 competence bonus on attacks.
+1 competence bonus on Fortitude saves.
Apply the targets Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.
Minstrel Knowledge: A Minstrel picks up a lot of stray knowledge while wandering the land and learning stories from other Minstrels. A Minstrel may make a special knowledge checks with a bonus equal to his level + his Intelligence modifier to see whether they know relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function.
The Minstrel; May not take 10 or 20 on this check; this sort of knowledge is essentially random. The DM will determine the DC of the check by referring to the table below.
Types of Knowledge
DC
10: Common, known by at least a substantial minority of the population
20: Uncommon but available, known by only a few people in the area.
Obscure, known by few, hard to come by.
30: Extremely obscure, known by very few, possibly forgotten by most whom once knew it, possibly known only by those who don't understand the significance of the knowledge.
Examples:
A local mayor's reputation
For drinking.
Common legends about a
powerful place of mystery.
A local priest shady past; legends about a powerful magical item.
A knight's family history; legends about a minor place of mystery or magic item.
A mighty wizards childhood
nickname; the history of a petty
magic item.
Ex-Minstrel
A Minstrel who becomes lawful in alignment cannot progress in levels as a Minstrel, though he retains all his bard abilities.
Card Master
Master of the newly fashioned art developed in the lands of Cast ill ion, which seeks to replace the old ways of endowing objects with magic. With the creation of magical cards, combat with the cards can be a death sentence. Being such a demanding skill makes Card Masters rather inept at using anything else, but does that really matter when one can Summon creatures or launch a fireball from something as innocent looking as an 'ordinary' gaming deck
They fashion their own cards starting at 4th level, usually relying on their 'masters' cards beforehand.
Hit Die: d4
Requirements
To qualify to become a Card Master, a character must fulfill the following criteria.
Bluff: 9 ranks
Knowledge Arcana: 6 ranks
Move Silently: 7 ranks
Feats: Any Metamagic or Item Creation
Special: The Card Master must already be a caster from a previous class (Arcane or Divine).
Class Skills: Appraise (Int), Bluff (Cha),
Climb (Str), Concentration (Con), Knowledge-gaming (Int), Knowledge-history: Chalice (Int), Move Silently (Dex), Use Magic Device (Int, exclusive).
Skill Points at each Level: 4+ Int modifier
Class Features
All the following are features of the Card Master prestige class.
Weapon and Armor Proficiency
Card Masters gain no proficiency in any weapon or armor. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Carrying heavy gear imposes Swim check penalties.
Spells per Day: The Card Master continues to train in magic, but their focus changes as they now cast their spells through a focus, namely their cards. When a Card Master gains a level they act as if they gained a level from the previous spell casting class they belonged to, but they must cast this magic through their connection with their magic cards. They don't however gain any other benefit a character of that class would have gained.
Component Research: Starting at 1st level they do learn about fashioning components for their cards, for it is these components that actually give the cards their power. They must make an Appraise check (to see the pureness of the component) as well as a possible Craft or Profession skill to see how and in what manner the component can be used. However they can't use/merge these components effectively into their own cards until 4th level.
Below is a small list of specific components & their corresponding special abilities:
Component: White Crystal
Power: Throwing cards, 1d4 damage each, can be upgraded every other level.
Component: Lavender marble
Power: Illusion (on 1 individual)
Component: Quartz crystal
Power: Deflection Bonus +1 to AC and 10 temporary HP. Lasts 1 round per level or negated.
Component: Diamond
Power: Deflection bonus +2 to AC and 20 temporary HP. Lasts 1 round per level or negated
Component: Green Jade
Power: Holding and/or summoning.
Component: Onyx/jade
Power: Conditional holding and/or summoning
Component: Amber Crystal
Power: History recording. Can disguise itself magically in any object of equal size
Component: Ruby Shard
Guardian Soldier. Summons 1 warrior.
Card Creation: At 4th level the Card Master can begin melding/merging some of the component effects above into their deck of magical cards. They can merge 2 components into their cards & learn how to merge an additional 2 components at every even numbered level (6th, 8th, 10th).
At 4th level they learn how to merge the Ruby Shard & Amber crystal into their cards. At 6th level they learn how to merge the Quartz crystal and White Crystal.
At 8th they learn to merge the Diamond and onyx Crystals.
Lastly, at 10th level they learn to merge the Green Jade and Lavender marble.
Free Marshall
Founded during the trinity treaty between Equas, Brindarmour, and Varanguard. This treaty set the standard for a system of reliable procurement of prisoners and escapees, as well as those who threatened the continuity of this treaty. The marshals usually act independently, much in a manner that a ranger does, but serve to keep the peace in civilized areas as opposed to the rangers' tenant of keeping the peace with nature. Unlike bounty hunters, Free Marshals are sanctioned by all three nations. Free Marshals number over 1,000 and are spread through out Northern Aerbor. Most are members of the Fighter and Ranger class, but it is not unheard of for they're to be Clerics, Mages, and Scouts.
His star-badge is a marking of a Free Marshall; it must be worn as worded within this treaty. The Badge itself is triangle shaped with three different gems at each point: one of red, blue, and white.
Hit Die: d8
Requirements
To qualify to become a Free Marshall, a character must fulfill the following criteria.
Alignment: Any good. Cannot be evil, if so their status as Marshall is revoked. Desperados are the reverse of Free Marshals.
Diplomacy: 4 ranks
Ride: 6 ranks
Search: 4 ranks
Class Skills: Appraise (Int), Bluff (Int), Climb (Str), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Knowledge - Law (Int), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis)
Skill Points at each Level: 3 + Int modifier
Class features
All the following are features of the Free Marshall Prestige class.
Weapon and Armor Proficiency
The Free Marshall is proficient with all simple and martial weapons, light armor, medium armor, but not heavy armor or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Star Badge: Once one becomes a Free Marshal they acquire this item. It is both a symbol of their station as well as a formidable magical item. It is said that each 'Star Badge' is attuned to the Marshall who wields it, but whether this is fact or fiction is unknown.
At 1st level treat the Star Badge as a +1 weapon. This weapon will always appear and the one in which the Free Marshall is most comfortable with.
As the Free Marshall grows so too does the power of the Star Badge, at 3rd level the Star badge retains it's +1 weapon status when used as a weapon, but it also grants the Marshall a +1 deflection bonus to AC.
At 6th level the Star badge again undergoes a sort of evolution, it is now considered a +2 item, acting as a +2 weapon when needed and now granting the Marshall a +2 Deflection Bonus to AC. This second ability is constant and passive so long as the Free Marshall wears it. These abilities supersede (don't add to) the ones previously received.
At 9th level the Star Badge again undergoes a transformation. It is now considered a +3 item and can now grant the Free Marshall the haste ability (as the spell) as many times per day as the Free Marshals Constitution or Wisdom modifier (whichever is higher). The effect lasts for as many rounds as the Free
Marshall has levels.
Damage Reduction: During the Free Marshall travels and quests he must learn to 'tough out' many situations. As such he's learned to 'shrug off' some of the blows put on them by the many foes they go up against. At 5th level they get a DR of 1, this increases to a DR of 2 at 7th level, and DR 3 at 9th. These scores can stack with any other previous scores.
Improved Grapple: Starting at 2nd level and every even numbered level afterward (4th, 6th, 8th, 10th), the Free Marshall gains a cumulative +1 bonus on their grapple checks. The Free Marshals description is such that they routinely deal with possible escapees.
Arcane Explorer
The Arcane explorer is one who seeks out the lost riches and lore of the world of Chalice. Most Arcane Explorers are philosophers, sages, or archeologists, in search of long lost history and memory. The Arcane Explorer is equally at home in the dusty remnants of a Library as well as the deep perilous holes of a dungeon. If the item or knowledge he seeks is magical, they will stop at almost nothing to find it and improve their lore.
Hit Die: d6
Requirements
To qualify to become an Arcane Explorer, a character must fulfill the following criteria.
Concentration: 6 ranks
Gather Information: 6 ranks
Knowledge: 8 ranks
Feats: Scribe Scroll and Spell Focus: Enchantment
Special: An arcane explorer must have at least one level from some other arcane class (Bard, Sorcerer/ Wizard, etc).
Class Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Disable Device (Int, exclusive), Escape Artist (Dex), Gather Information (Cha), Intuit Direction (Wis), Knowledge, Any (Int), Search (Int), Spellcraft (Int), Use Magic Device (Cha, exclusive)
Skill Points at each Level: 3 + Int modifier
Class Features
All the following are features of the Arcane Explorer prestige class.
Weapon and Armor proficiency
The Arcane Explorers main concern is movement as well as the ability to be able to carry all that they can for further study. They are proficient with all simple weapons and know all the medium weapon proficiency of the Rogue. They are proficient with light armor, but not shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes swim check penalties.
Spells per Day: The Arcane Explorer continues to train in magic, however their focus is on lore and understanding. They cast as Wizards in terms of their Spells DC levels and saves, but have the following limitations on what they can actually cast. They can cast from the Divination and Enchantment schools to start, plus an additional number of schools equal to their Intelligence modifier (players choice of which schools). Once these schools are chosen they cannot be changed, nor can the Arcane Explorer cast spells from the schools that they did not choose. They are effectively considered Specialist Wizards in this regard, but without the bonuses. In other respects when the Arcane Explorer gains a level they act as if they gained a level from the previous spell casting class they belonged to before they added the prestige class. They don't, however, get any other benefit a character of that class would have gained. This basically means that Arcane Explorer adds their level to the level of the other spell casting class, and then they determine the
spells per day and caster level accordingly.
Bonus Feat: At first level the Arcane Explorer gains a bonus feat, however this feat differs from the Fighter in that Arcane Explorers concentrate more on the gathering of knowledge. They Effectively gain the Skill Focus Feat free for this purpose, but can only use this 'free feat' on one of the following skills: Appraise, Decipher Script, Gather Information, or Any Knowledge skill.
Circumstance bonus to Knowledge (Skill bonus): Starting at 3rd level the Arcane Explorer gains a +1 circumstance bonus to the skills Appraise, Decipher Script, Gather Information, as well as any Knowledge skill which he has spent ranks on. These bonuses stack with any other bonuses due to Skill Focus or similar.
At 6th level this circumstance bonus increases to +2 for the skills listed above.
Scribe Scroll Reduction: At 4th level the Arcane Explorer is beginning learn how to 'Work with less' as far as making magical items is concerned. They are able to reduce the time as well as the cost in experience and materials when they scribe a spell onto a scroll. The cost in XP, materials, and time is reduced by 20% when scribing a spell onto a scroll.
Knowledge of the Will: At 5th level the Arcane Explorer receives a +1 vs. Enchantment spells and Spell-like effects as well as a +1 competence bonus to Wisdom-based skills. These bonuses stack with any other bonuses.
Knowledge of Life: At 6th level the Arcane Explorer gains a +1 vs. Necromantic spells and spell-like effects as well as a +1 vs. Poisons.
Depth of Knowledge: At 7th level the Arcane Explorer does not suffer from fatigue effects when studying an item. They also have the equivalent of the Bardic Knowledge skill (if they didn't already have it), however it only applies to the checking of rare items and they can add Knowledge ranks (appropriate to the item in question) to said skill in order to gain a more intuit knowledge of the item in question.
Craft Wondrous Item: At 8th level Arcane Explorers gain the Craft Wondrous Item feat if they did not already have it. If they did have it then the cost to create these items is reduced by 20% all around (time, materials, and experience point cost).
Bonus Language: At 9th and 10th levels the Arcane Explorer gains a bonus language of choice from the Players Handbook or the languages contained in this book.
Wyr Bonder
Where Rangers want a Balance with nature and Druids seek an 'oneness' with the natural world, Wyr Bonders are able to actually become an aspect of nature. They are able to meld with animals, taking on their traits. In this manner they know just 'how much' a species needs to survive, and how badly the trappings of civilization disrupt their habitat.
Hit Die: d8
Requirements
To qualify to become Wyr Bonder, a character must fulfill the following criteria.
Handle Animal: 4 ranks
Hide: 6 ranks
Move Silently: 6 ranks
Wilderness Lore: 4 ranks
Feats: Tracking, Scent the Spoor
Class Skills: Animal Empathy (Cha, exclusive), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge- Nature (Int), Move Silently (Dex), Wilderness Lore (Wis)
Skill Points at each Level: 5 + Int modifier.
Class Features
All the following are features of the Wyr Bonder prestige class.
Weapon and Armor Proficiency
The Wyr Bonder can use all Simple and Martial weapons. They are proficient in Leather and Studded Leather armor and with wooden shields, and can be proficient in two other armors of choice (light or medium). Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying Heavy gear imposes Swim check penalties.
Wyr Bond: At 1st level he bonds with an animal much like a Wizard or Sorcerer does. They typically bond with beasts such as dogs, horses, cats, and Hawks.
At 3rd level the bond between man and animals increases to such a degree that they develop the ability animal mind. Their bond is such that by this stage they are already sensing each other's thoughts across distances. They also begin taking some of the traits of the other. They can also exchange Hit points, but only a maximum of 25% from one another at this point.
These Hit points are taken off first in battle, and those points lost can be recovered normally. If the one who gave the hit points dies during this time then the Hit Points in the recipients possession are automatically lost. Like wise if the recipient should be incapacitated or killed during the time that they have these temporary bonus Hit Points, the Companion must have a Fortitude save (DC 20 + the damage taken) or go unconscious from the shock to their system.
At 5th level the Wyr bond is such that the 'hit point exchange' is at 50%. Limitations are as written above.
At 6th level the Wyr Bonder gains a bonus feat. The character can choose to either have a +2 to any two skills below or a +3 (Skill focus) to any one skill below. The Skills are: Animal Empathy, Balance, Handle Animal, Knowledge- Nature, Swim, and Wilderness Lore.
At 10th level the Wyr Bonder is 'one with the animal', his thoughts and those of the creature he has bonded with is so strong that it is impossible to tell them apart fro one another. In game terms this means that the Wyr Bonder has a high level of resistance to Scrying effects, as well as a resistance to telepathy and empathy effects. They receive a +4 vs. scrying effects and a +3 vs any other form of mind effect. At this point their 'hit point exchange' is raised to 75% of their total. Limitations are as written above.
Animal Mind: This special ability dates back ages upon ages, as men first hunted in the wilds of Chalice and took to taking animal companions along on the hunt. Both animal and those bonded too said animal could read the others thoughts through the Wyr Bond, and gain the strengths (and arguably the weaknesses of one another). This bond is especially strong, and it is said that when one dies, the other does also. When one of the bonded does pass away, the one that lives usually do not take on another bonded.
In game terms they are able to exchange a certain percentage of their Hit Points to their partner. The exchange lasts for the Characters total level plus their Constitution modifier in rounds.
Spear Master
Masters of the exotic Spear Flag weapon, they are warriors who train with ranged weapons that can be used in close quarters combat.
Hit Die: d10
Requirements
To qualify to become a Spear master, a character must fulfill the following criteria.
Spot: 5 ranks
Feats: Power Attack, Point Blank Shot, Far Shot
Class Skills: Climb (Str), Gather Information (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), Search (Int), Swim (Str)
Skill points at each level: 4 + Int modifier
Class Features
All the following are features of the Spearman prestige class.
Weapon and Armor proficiency
The Spear master is proficient with all simple and martial weapons, all types of armor, but not shields. Note that armor check penalties for armor heavier than Leather Apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Spear Flag: At 1st level the Spear master gains the Exotic Weapon known as the Spear Flag. He also gains proficiency in this weapon. This weapon, much as a polearm or longspear is usable in both melee and distance range. In the hands of any other class the Spear Flag has the same statistics as a Longspear. In the Hands of a Spear master however the Spear Flag has the following statistics: Damage 1d10, critical x2 19-20, and a range of 80ft.
Block the Sunshine: At 2nd level the Spear master gains the ability to deceive enemies by unfurling the flag and waving it around. When waving the Spear Flag around in this manner the character gains a +2 deflection bonus to his armor class. This stacks with any other bonuses they may have.
Create the Wind: At 4th level the spearman gains this ability. When waving his Spear Flag in a defensive motion he has a chance of deflecting any projectile weapon being fired at them. This ability is the same as the Deflect Arrows feat, the difference being that the Spear Man uses his weapon to deflect the projectiles.
Battle Tactics: At 4th level the Spear master gains the Battle Tactics feat, if they already had it they do not receive any other bonus.
Grapple the Earth: At 6th level they gain the ability to grapple/ entangle opponents as a standard action. This ability does not provoke attacks of opportunity.
Swirling Blades: at 7th level the Spear master gains this ability. They are able to make an attack similar to the Whirlwind feat. This attack however only goes in a 180-degree arc as opposed to the Whirlwind attack, which is a full 360 degrees.
Arrows Flight: at level 10 the Spear master can make a ranged attack roll against a target. If the target is hit, the Spear Flag punches through their armor, hitting vital areas and inflicting an extra 1d10 damage.
To do this the Spear master must concentrate for one round, and can not engage in melee combat for that time, as they are focusing their energy into that throw. Creatures, which are immune to critical hits, are also immune to the extra damage from the Arrows Flight ability.
Bonus Feat: At 10th level the Spear master gains a Fighter bonus feat (see Fighter bonus feats for further details.
Axe Master
As the Spear master devotes themselves to the Spear Flag weapon so too does the Axe master devote himself or herself to a particular weapon. But it goes beyond a simple 'warrior and weapon' focus, it is a way of the mind and spirit, they know how to inflict the most damage with these weapons and in return know how to 'shrug off' excessive amounts of damage made against them by these same type of weapons. Dwarves tend to migrate to this class as it fits perfectly with their adoration of these weapons; Axe master dwarves are both feared and highly sought after, particularly by their brethren, for their skill with the axe
Hit Die: d10
Requirements
To qualify to become an Axe master, a character must fulfill the following criteria.
Feats: Power Attack, Cleave, Improved Initiative, Battle tactics
Class Skills: Climb (Str), Jump (Str), Intimidate (Cha), Listen (Wis), Ride (Dex), Search (Int)
Weapon and Armor Proficiency
The Axe master can use all simple and martial Weapons, however their area of concentration is an axe, regardless of their exoticness. They are proficient with all types of axes, including the more exotic breeds such as the Dwarven Waraxe. They are proficient with all types of armor and shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Weapon Focus: Axe type. At second level the Axe master gains the Weapon Focus Feat for a particular Axe Type, which he is proficient in. At 4th level they can choose another 'axe type' weapon to Focus with.
Weapon Specialization: At 4th level they become specialized in the Axe, which they have chosen their initial version of Weapon Focus with. If already specialized it increases to greater Weapon Specialization.
Damage Reduction: Axe masters have the ability to 'shrug off' a certain amount of damage from slashing weapons, specifically of the Axe type. As they know the strengths and weaknesses inherent in the Axe type weapon, they know just how to twist and turn to avoid certain amounts of damage from that weapon. Ultimately they become effectively immune to the damage inflicted by regular axes, only being hurt by those with magical properties.
At 2nd level they have a DR vs. axe type weapons of 2. At 4th level this Damage reduction increases to 4.
At 6th level they are immune to critical hits from Axe type weapons.
By 8th level they have trained so much and come 'so far' in wielding Axe weapons that they are immune to damage from all normal axe type weapons (i.e.: the axe weapons must be a +1 or better to damage the Axe master, the other properties listed above still apply however).
These abilities stack with any other abilities due to class or level.
Power Strike: At 5th level the Axe master gains this extraordinary ability. Once per round per level of the character, the Axe Master can choose to spend 1 Hit point to inflict full damage with any axe type weapon they may be wielding. This damage can stack with bonuses from feats and abilities such as Power Attack, extraordinary abilities of the weapon itself, etc.
The Axe master does not roll damage as they inflict the full axe damage with possible bonuses, however the Axe Master must hit in order to do the damage. If the Axe master misses they still lose that one hit point and it still counts toward the number of times per day that they can use the Power Strike.
Hand axe expertise: At 4th level they effectively gain the expertise feat with small axe type weapons such as the hand axe or throwing axe.
Arclighter
Hit Die: D6
Requirements: To qualify to become an Arclighter, a character must fulfill the following criteria.
Special: The Arclighter must already be a caster from a previous class (Arcane or Divine).
Alignment: Any, but they tend to lean towards the 'extremes'.
Feats: Spell Focus (Illusion), Extend Spell
Spellcraft: 8 ranks
Knowledge Arcana: 4 ranks Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Hide (Dex), Innuendo (Wis), Knowledge- Any (Int), Profession- Any (Wis), Scry (Int), Spellcraft (Int).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are features of the Arclighter prestige class.
Weapon and Armor Proficiency
Arclighters are proficient with all Simple Weapons and Light Armor, but with no others. Note that armor check penalties apply for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Sense Positive and Negative Energy creatures: Just as a Paladin can sense evil, an Arclighter can sense positive energy creatures (such as Ravids) and negative energy creatures (such as Undead). It does not determine if they are good or evil, just if they are positive or negative energy creatures. The Range is 60ft. This is a 1st level ability.
Specialists of light and dark: Beginning at 2nd level and every 2 levels afterward (4th, 6th, 8th, 10th) the Arclighter becomes more familiar with their specialty.
At 2nd level that Arclighter isn't as affected in extremes of light or darkness. Half reduces penalties from such assaults/situations and the character effectively has low light vision (if they didn't already have it).
At 4th level the Arclighter can see in all spectrums of light, including Darkvision, infrared, ultraviolet, and nightvision; Line of sight range.
At 6th level the character, during the night of the full moon as well as during a solar eclipse has the range and duration of all his Light and Dark based spells are increased by 50% and has a +1 on Initiative.
At 8th level the character, during the night of the full moon as well as during a solar eclipse has the range and duration of all their Negative and Positive based spells increased by 50% and a +1 on their attacks.).
At 10th level the character has the ability to travel between shadows as if by means of the Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The Arclighter can move a distance of 20 feet plus their Concentration skill total per day. The amount can be split up but cannot exceed the total of the 20 plus their Concentration.
Spells Per day: The Arclighter continues training in magic as well as their `field. When an Arclighter gains a new level they also get new spells per day as if they also had gained a level in the spellcasting class they belonged to before they added the prestige class. They don't, however, get any other benefit a character of that class would have gained. This basically means that Arclighters add their level to the level of the other spell casting class, then determines spells per day and caster level accordingly.
The Arclighters spell concentration tends to be in the area of illusion however, specifically those dealing with Shadow & Negative and Positive energy. These spell types will always be at the top of their list of 'got to get them
Justice Warrior
The Justice warrior sprang forth from the old days of ancient Malchior. They were the guardians of the fabled kingdom, and fought to protect the white citadel to the very coast of their lives.
When Malchior fell so did the order of the Justice Warrior. It was during the Coradani War, when the nations of Varanguard and Coradan, clashed that these noble warrior were needed.
Since then there band has grown to include over more than a thousand men and women through out the continent of Aerbor.
The Justice warriors are a loose knit fraternity of sorts dedicated to performing what is right. It is more than the chivalric codes that paladins and knights tend to live by.
In fact justice warriors tend to view their codes as a waste of time at best, and a hindrance at worst.
'Live' to seek out evil in its home ground and destroy it. A typical motif among the Justice Warrior is 'never leave a enemy behind. Otherwise it will come back and leap back at your throat.'
This common attitude often brings them at odds with paladins and cavaliers to the cause of justice that they sometimes witnessed doing unusual things in order to achieve that 'Justified' end.
If the law is helpful, fine, often these elite loners see it as a hindrance.
Good deeds, aiding the helpless and destroying the injustice are the meat and drink of this warrior class. They are almost obsessed with the protection of innocent life. Rarely traveling in groups, they instead disperse and oppose injustice, and evil in all forms.
It is only by order of the king of Varanguard do they ever come together as a band. There methods are usually considered extreme more then from rumor than from fact. But one cannot argue the results.
It is rumored that the fraternity of the justice warrior stemmed, from the organization named the order of the Silver Star. To where that order may be, or even if it exists at all has yet to be found.
Being said to have been founded by great and noble warriors who grew disillusioned with the old ways and the bureaucracy that went with it They formed a legion that would teach the beliefs to successors by example not by the note. Justice Warrior, do have a code of sorts. But it is a very loose one so as to be flexible, and rarely hindered.
1. Have the Courage to do what is right and accept the consequences
2. Grant justice to all beings
3. Remain alert and ever vigilant to danger and injustice
4. Avoid using torture to bring justice
5. Avenge the wronged
6. Live for freedom, justice and all that is right and good.
7. Protect the innocent
8. Defend your beliefs unto death
9. Teach by example when possible, not by note
1
0. Live by common sense not by common law.
Hit Die: d10
Requirements
To qualify to become a Justice Warrior, a character must fulfill the following criteria.
Alignment: Neutral Good or Chaotic Good.
Base Attack Bonus: +6
Feats: Ambidexterity, Two-Weapon fighting, Dodge
Move Silently: 6 ranks
Gather Information: 4 ranks
Class Skills: Climb (Str), Craft (Int), Heal (Int), Hide (Int), Innuendo (Wis), Intuit Direction (Int), Jump (Int), Knowledge: Law (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Wilderness Lore (Wis).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are features of the Justice Warrior prestige class.
Weapon and Armor Proficiency
A Justice Warrior is proficient with all simple and martial weapons, light armor, medium armor, but not heavy armor or shields. Note that armor check penalties for armor heavier then leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble and that carrying heavy gear imposes Swim check penalties.
Smite Evil: Like a paladin, a Justice Warrior can Smite Evil once per day. See Paladin PHB page 42. For the Justice Warrior however, its more of an inner focus rather then a divine one.
Improved two Weapon fighting: At 2nd level the Justice Warrior gains the Improved Two-Weapon fighting feat (if they don't already have it). The Justice Warrior must be wearing no armor, light or medium armor in order for this benefit.
Force bolt: Starting at 3rd level and every 3 levels afterward (6th, 9th) can make a short-range distance attack once per day (twice per day at 6th, three per day at 9th). Their inner focus is such that they can concentrate and release it to both harm and distract their foes.
The Force bolts damage is 1d6 with a range of 25ft +5 ft every 2 levels, but is treated as a Magic Missile for all other extents and purposes, unlike Magic Missile however it cannot be spread (I.E. with each Force Bolt the Justice Warrior would use up an action).
Uncanny Dodge: At 5th level the Justice Warriors combat senses are such that they gain the extraordinary ability to react to danger before their senses would allow them to be aware of it. At 5th level and above they retain their Dexterity Bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker (they still lose it if immobilized).
At 8th level, the Justice Warrior can no longer be flanked, since they react to opponents on opposite sides of them as easily as they react to a single attacker. This defense denies rogues the ability to sneak attack the Justice Warrior. The exception to this is if the opposing character (in this case a Rogue) is at least 4 levels higher, in which case they can flank (and thus sneak attack) them.
Knight of the Journey
A Knight of the Journey, or Wandering Warrior as they're also called go across the land looking for something to quest for, some sarcastically say that they go looking for fights. The 'Journey Knights' are well traveled, and are welcome additions to exploration parties, search parties, escorts/bodyguards and similar. They live off the land more then just about anyone else, save for Rangers, Druids, & more experienced mercenaries. This is not to say that there are 'bad seeds' among them, as there are some who look for the opportunities to leave their charge in the middle of nowhere and then rob and/or kill them and no one would be the wiser.
Hit Die: d10
Requirements
To qualify to become a knight of the journey, a character must fulfill the following criteria.
Base Attack Bonus: +5
Feats: Endurance, Toughness.
Intuit Direction: 5 ranks
Wilderness Lore: 4 ranks
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intuit Direction (Wis), Jump (Str), Knowledge: Geography (Int), Ride (Dex), Swim (Str), Wilderness Lore (Wis)
Skill Points at each Level: 2 + Int modifier
Class Features:
All the following are features of the Knight of the Journey prestige class.
Weapon and Armor proficiency:
The Knight of the Journey is proficient with all simple and martial weapons, all types of armor, and shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Vigil: At 1st level the Knight of the Journey can, when in an unfamiliar setting or a situation in which s/he feels that s/he and/or his companions are in danger, they can 'push' themselves and keep watch over them in a vigil. The amount of time they can keep this vigil is 1 plus their Con modifier in days (I.E. a Knight of the Journey with a +2 Con modifier could keep a vigil for 3 days).
During this vigil the Knight suffers none of the effects from lack of rest or fatigue (not to say they don't feel them but can 'shrug' them off; they still suffer from magical effects, if any). However once this period of time is over the Journey Knight must rest for an entire day otherwise they'll suffer from the usual fatigue effects (and thus minuses to combat) and must make a Will save equal to their Con score plus the time they kept the vigil or go unconscious from the exhaustion.
Lay of the Land: Beginning at 2nd level and every 2 levels afterward (4th, 6th, 8th, 10th) the Knight of the Journey, during his travels learns 'just enough' about the land around him. (Nearby Cultures, edible food, seasonal weather patterns) They learn how to make use of their surroundings to make their travels all the more enjoyable and survivable.
At 2nd level the Knight of Journey may choose a language to speak and read that they don't already know. There are limitations to this however; the language must be a native/natural language & can not be a special language such as the Druid language, Celestial, Infernal, or some other language which is not commonly or regionally spoken. If a Knight of the Journey doesn't know a language but is within sight and earshot of someone who is speaking a foreign tongue they may also make an Innuendo check to get the 'gist' of what that individual may be saying.
The DC depending both on how foreign the tongue is and whether the individual is trying to deceive the Journey Knight. However that is not an exact approach and many has misinterpreted what these foreign speaking peoples have said to their detriment (sometimes at the cost of their lives).
At 4th and 6th levels the Knight of the Journey has adapted themselves to a particular kind of terrain, they know how and when to gather food and how to make them self-comfortable in this kind of land.
For all extents a purposes this is considered a Skill focus for a particular type of land and are considered to have the Skill Focus bonuses for the skills Wilderness Lore and Intuit Direction while in these lands. They also have a +1 morale bonus to all saves while in these 'favored lands'.
The Journey Knight must choose a different one each time (Temperate land, Woodland, Cold land, Dry/Desert, Marsh/Swamp, Mountainous, Underground).
At 8th level the Knight has traveled so much and so far that it's nearly impossible for them to get lost. Their 'inner compass' allows them to make certain of the course they're traveling. In game terms this means that the Knight of the Journey can make Intuit Direction skill checks more then once per day. The number of Intuit Direction checks they can make per day is equal to 1 + their Wisdom modifier. If their Wisdom modifier is 0, then they can make Intuit Direction checks twice per day (once at midday, the other in the evening).
At 10th level the Knight of the Journey can use the lands s/he is most familiar with to their advantage. In these 'favored lands' (which they picked at 4th and 6th levels) the knight has the following benefits. They gain a +1 to hit and on initiative as well as a Charisma (or Wisdom, whichever is higher) modifier bonus to all their saves. These save bonuses supersede (don't add to) the ones received at 4th and 6th levels. Further the Knight of the Journey ignores the armor check and movement penalties in these terrains (any negatives due to bulk, poison, & magical effects still apply however).
Bonus Feats: at 5th and 9th levels, a Knight of the Journey can choose a Fighter bonus feat (see Fighter Bonus feats in PHB), their travels are such that they must adapt to different combat
The Lancer
Hit Die: d10
Requirements
To qualify to become a Lancer, a character must fulfill the following Criteria.
Race: Human, Half-Elf, Elf, or Half-Sworgs
Base Attack Bonus: +6
Feats: Weapon Focus (Any Polearm), Dodge, and Mobility
Class Skills: Climb (Str), Craft (Int), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Swim (Str), Tumble (Dex). See Chapter skills in the Players Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features:
All the following are features of the Lancer prestige class.
Weapon and Armor Proficiency:
The Lancer is proficient with all simple and martial weapons, all types of armor, but not shields (as the polearms require both hands). Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Weapon Focus With Polearms: At 1st level the Lancer has is considered to have a Weapon focus with a Polearm, if they already have Weapon Focus with this weapon they are specialized with the Polearm. For every 3 levels of this prestige class (3rd, 6th, 9th), the character can choose another Polearm to be focused on, as above if they already have Weapon Focus on this weapon then it is 'upgraded' to Weapon Specialization with that Polearm/Weapon.
Disarm Resistance: As the character grows in his experience with his particular style of combat, s/he almost has an intuitive sense with the polearm in terms of its usage & defense. At 4th level the Lancer gets a +1 bonus against disarm attempts made at them when using a polearm weapon, this bonus increases by +1 at every even level afterward (+2 at 6th, +3 at 8th, +4 at 10th). This is in addition to any other bonuses they may have.
Flexibility: The characters movements and gracefulness are such that, by 5th level the character can ignore his armors max speed & run at his/her normal speed. At 10th level this ability is 'upgraded' to the character effectively having the run feat, if they don't already have it.
Knight of the Shattered Skull
Hit dice: d10
Class: fighter
Race: Human only
Alignment: Lawful Evil.
Required Class skills: Ride+6, climb+4, spot+4, concentration+4, and Gather information+2.
Class Skills: ride, swim, concentration, knowledge (war), intimidate, survival (or wilderness lore), search and spot.
Base attack should be +4
Feats: power attack, and improved initiative, and battle tactics
Favored Weapon: Longsword +2 dark steel.
Knight of the Shattered Skull came into being during the Epoch of the Divine Fall; they were formed by Saladin and were his principle army before he ascended to godhood. Since then they have grown in to a large group, which delves in all type of evil endeavours, such as theft, murder, and as high priced guards and warriors. Their sect can be seen all about Northern Aerbor and Castill ion.
The knights are expert riders and tacticians. The knights also have the following special abilities.
At 1st first level a Shattered Skull knight, gains the ability to detect good, the same way a paladin would when he detects evil. This ability is in a 30ft radius.
At 3rd level, the Shattered Skull knight, has the ability to Smite Good, much like a black guard would.
At 5th level a knight gains the ability to cast bane as a cleric of equal level
At 8 level they gain the ability to cause disease by there very presence those who are the recipient of this must make a fortitude save or come down with a disease. The disease is called the living death. The victim once catching it begins to feel his body burn as if on fire. Every day exposed the victims constitution, intelligence drops by +3, until the disease eventually burns through their system killing them. a cure disease is the only thing that can fully cure it.
At 10th level he gains the use of the magical spell unhallowed ground as if a cleric.
Blade Dancer
Hit Die: d6
Requirements
To qualify to become a Bladedancer, a character must fulfill the following criteria.
Feats: Weapon Focus or Weapon Finesse, Expertise
Perform - Dance: 6 ranks
Balance: 5 ranks
Special: '¯The weapon that the Bladedancer uses in their performance must be of Masterwork quality.
Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Jump (Str), Innuendo (Wis), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Perform-Dance (Cha), Read Lips (Int, exclusive), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha, exclusive)
Skill points at each Level: 4 + Int modifier.
Class Features:
All the following are features of the Bladedancer prestige class.
Weapon and Armor proficiency:
The Bladedancer's weapon training focuses on elegance and grace as well as stealth. As such they are proficient with Crossbows (hand or light), daggers, darts, light mace, Longswords, sap, shortbow (normal and composite), Rapiers, short swords, quarterstaffs. They are proficient with light armor but not shields. Note that armor check penalties for armor heavier then Leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Carrying heavy gear imposes Swim check penalties.
Weapon Performance: At 1st level the Bladedancer must choose a weapon with which s/he devotes their time to.
Typically this is the weapon that the Bladedancer has Weapon Focus (or Weapon Finesse) in as well as that weapon being of Masterwork quality. This weapon (and this weapon only) gains an additional +1 to all attack rolls; this stacks with previous Weapon Focus or Weapon Finesse bonuses.
At 3rd level the character begins to attune themselves with the weapons strengths and weaknesses. Their training is such that they start to be able to 'push' the weapon beyond its normal capabilities. They increase the critical multiplier of that weapon by +1.
By 6th level the Bladedancers focus with this weapon is so great that they know how to recover in the event of an accidental 'slip', or if someone should strike at them with a similar weapon. In game terms the Bladedancer has a Damage Reduction of +1 vs this type of weapon. The DR increases by +1 every other level after this (+2 at 8th, +3 at 10th).
At 8th level they are so graceful with their chosen weapon that they gain an additional +2 competence bonus to all Reflex saving throws.
Dancing Defense: The Bladedancers unique form of combat let's them sway, twist and turn. This 'dancing combat style' often leaves opponents off guard. Bladedancers gain a +2 Dodge bonus to AC against any one opponent during that turn. This supersedes the Dodge feat, but functions like it in all other ways.
Spells Per Day: The Bladedancer has access to a limited number of arcane spells. Like a Bard, Bladedancers receive bonus Spells for high Charisma. To cast a spell they must have a Charisma score of 10 + the level of the spell.
However their list is focused on spells, which will aid them in their performance or subterfuge areas. Bladedancers typically enjoy using these spells during their performances (or just before), where they'll have the greatest effect.
Bladedancer Spell list
Bladedancers choose their spells from the following list
0 Level '" Any from Bard spell list
1st Level: Alarm, Charm Person, Detect Secret Doors, Expeditious Retreat, Feather Fall, Hypnotism, Magic Weapon, Sleep, And Unseen Servant
2nd Level: Blur, Cat's Grace, Darkness, Detect Thoughts, Enthrall, Glitterdust, Hypnotic Pattern, Magic Mouth, Mirror Image, Misdirection, Obscure Object, Suggestion, Tashas Hideous Laughter, Undetectable Alignment.
CHAPTER THREE
RACES OF CHALICE
Quote[/size]
(http://www.thecbg.org/Themes/SilverPluss1/images/dice_warn.gif) This dice roll has been tampered with!
Man, Aesier,
Humans are the most populaces of the races of Chalice. They can be found all over the world, and across many of it lands. The skills of humans are various and many, even though they possess no special attributes, unlike many of the other races.
Besides the regular humans found on Chalice there are several off shoots two are listed below .
New Character Races
Abilities of the Imordien
Imordien
( the long lived)
+1 to constitution
+2 to initiative
- 1 to strength
-1 to dexterity
(SA) Mist of memory. The Imordien has the ability to remember and sense place, information, and things from the years gone by. He gains a +4 to his knowledge checks dealing with ancient languages and ancient history.
Imordien gain bonus 2 languages. They also gain, ancient Floral, and Malchoiric.
(SA) Shield of the Imortalis: gains a +4 fort bonus against poisons.
Has the regular abilities, skills, and feats of humans detailed in player handbook.
Abilities of the Valos
(The Valoric men)
+2 charisma
+1 to wisdom
-2 Dexterity
(SA) Smite Evil; the Valos gain the ability to smite evil one per day, much like a paladin does.
(SA) Valoric cry: This ability comes forth when a Valos cries out.
In battle the Valos's warriors, or comrades gain a +2 attack bonus to their strikes.
This power last the up to the Valos's charisma bonus a round.
Because of their height the Valos gain a +4 damage bonus to creature one step smaller, than themselves.
The Valos gain all the human bonus concerning feats, skill,
and abilities as described in the player handbook
QuoteFlorian Elves Flasir, Eliath
Are the walking spirits of the world, they are half coins of humans and dwarves. They are one with the wood and all things of nature, thus the elves have been bequeathed with special gifts. There are three elven sub types that make up the nation of Floral Elves.
The three major races of the elves of Florian are Narasidien, Skyrasidien, and Dimmarandien.
Each Type has unique different abilities as listed below.
Narasidien: Starlight Elves. The gain a +1 to their dex a -1 to their strength and a +2 charisma. Narasidien elves are great diplomats, due to their great charisma and dealing with beings unlike their selves. The Starlight elves also have unique special qualities that have made them different from their cousins, such as the power to detect magic,
The Starlight elves tend to look at races as equals, and will often share adventures, as well as lore. Starlight elves are adapt diplomats, thieves, as well as rangers; they again a extra +2 to move silently, hide, and search.
A Starlight elf leads the ruling house of Floral'lanthus.
The Narasidien are known as the elves of Starlight. The elves, males tend to stand at least six feet, while females stand about five.
Starlight elves have several innate abilities
Narasidien Elves Racial Bonuses
+1 to dexterity
-1 to strength
+2 charisma
+2 to skills, Diplomacy, bluff, survival, and Search
(Ex) Elfs Grace:Due to their innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
(Ex)free movment: as seen in player handbook
(Ex)Detect magic: as seen in player handbook
Skyrasidien Elves (Dawn Elves). The Skyrasidien are the dark while the Narasidien are the light. There skin is a light shade of tanned to pink, some share a copper or golden tinge to their complextion.
Like the Narasidien the Skyrasidien males stand six feet. The women usually stand at five, but have been known to stand six feet tall. Dawn elves are know to have their own special abilities as well such a +1 bonus to their armor class, a +1 to their strength and +2 their wisdom. They gain a -1 to their dex. The Skyrasidien have the innate abilty to cast the spell light as if a clerics of equal level. They gain an extra bonus of +4 skill point's ride, wilderness lore and concentration. Dawn elves are known to be clerics, as well as fighters, and paladins. Skyrasidien elves have several innate abilities, as well as their elven traits found in the player handboo
Skyrasidien Elves Racial Bonuses
+1 to Armor Class
+2 wisdom
-1 dexterity
Bonus feat (toughness)
+2 to skills (ride, survival knowledege elven lore, and concentration
(Ex) Cast light :as per players hand book.
(Ex) Elfs grace:Due to their innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
Dimmarandien(Duskelves): These elves are the most well known of the elves, since ethey can be found almost anywhere in Aerbor. These elves are known for their intelligence and use of magic, and sword skills. They gain a +2 bonus to their intelligence, and a -1 consitiution. They are quite good at magic, and invention. They are known to build seafaring ships and other magical creations. The Dusk Elves have several innate abilities, as well as their elven traits found in the player handbook.
Dimmarandien Racial Bonuses.
+2 bonus to intelligence
-1 to constitution
+2 skill bonus to (concentration, use magic device, and appraise )
(Ex) Uncanny Dodge: as seen in players hand book
(Ex) Elfs Grace: Due to their innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
(Ex) Stone Empathy: Dusk elves are able to speak to stone as if stone actually lived, this allow a +2 search while looking for traps, and secrete doors underground, or in mountainous regions.
Iron Sickeness: This sickeness results when a cold iron object has struck an elf. Elves suffer from this sickness and constituion drops by 3 every time struck with an item of iron. The elf must make a 45% percent roll and over to not come down with the sickness. If not attended quickly with Aquendel elf water, the stricken elf develops a sickly grey palor and fever that flares through out his or her body reducing constitution by one each day, until elf wastes away.
One drought of Aquendel cures all remains of the sickeness. The stricken elf consitiution rises by one every day. Steel not being true cold iron is does not apply, only cold iron. Also elves tend not to use swords, made of metal.
Thus elves tend use daggers of Oek, a special wood that can be treated to be as hard as steel, and once worked with the elven creation of Silvaril can be as hard as any human metal They and have a +2 bonus on attacks with a bow and arrow. They can aslo specialize in two shot ability.
Elven arrows are usually fashioned out of oek. Oek wood ususally in high demand, but plentiful.
Upon the continent of Aerbor and toward the east past the Anvilweld Mountains, and shawl of mist, lies Floral'lanthus. This great land of elves once boasted over more than ten different clans of elves known as the Florian. Through hushed whipsers humans, and merchants have named the elf land, Twlight.
This elven nation is called Floral'lanthus the elven name for Twilight, it seems that the elven nation is at the peek of it civilization. The elves of the world retreated to live in peace in harmony in the great elven wood. Through great magic, and the blessing of the gods, a mist of grey white encircled their lands, barring entry to those who the elves command, or proclaimed them as elf friend, or Eliath Felween.
It is this magic, and the seemingly disappearance of the Elves from the world, that the mention of twilight arose.
The famous Explore, Ablethan Swiftluck but it best,
'It will be a sad day in deed when the world weeps for the elves, the twilight of these fine folk, are the twilight of man, dwarf, and tooks .'
Of the ten-elven clans that once hailed from Floral'lanthus, only two remain. House Lunarim, and House Solarim. Each clan has more than a thousand members, and continue to branch off into smaller houses. Of the other eight, there has been brief documentation. Many elves headed southwest towards the Shattered Sea, some near what has become known as the Frontier.
Many Florian elves traveled west as well, setting up communities in what is now known as the kingdom of Varanguard, as well as a small community in the Frontier. They headed south as well aboard winged ships, along with but nothing more is known of them, supposedly heading further south pass the reaches of the Coradan, and toward the Glacier Sea.
As a society the elves are beings of nature, and thus are tightly bonded with the preservation of the their lives and ways. Most records of their communal life have been lost, but what is known shows the elves as a race to have a great bonding to nature, than all of races of Chalice.
Perhaps it is their long lives, which out number humans, and some dwarves. Or it could be said it is the past that has brought the elves together in this fashion.
Favored class: Fighter, Ranger, Monk, Mage, Cleric, Rouge, Bard, and Sorcerer.
QuoteElfblooded, Eliath kindelthin
The Elf blooded have come into being with the mingling between elf and man. Those who are born from this union are endowed with both races special abilities and adaptations. These traits are passed on through generations, to generation, allowing many members of the family to retain this legacy. Elf Bloods posses all the abilities of the half elves of the D-20 system.
Favored Classes: Fighter, Ranger, Cleric, Rouge, Sorcerer, Wizard, Monk
QuoteNieblung Dwarves, Doradun
Kragian Dwarves: The mountain Dwarves of Chalice are known as the delvers of the earth, and the shapers of fine ores, and minerals. Named thus due to the god they follow, krag, they are the keepers of the Deep earth and kings of the mountains. They gain the ability of Deep Earth Tracking feat automatically. They have a +4 appraise bonuses to their appraise skills when ever they have ores or minerals within their possession. In their mountain domains, they gain the +4 to all search checks when in search of secret doors, or distortion underground. Kragian Dwarves have the innate ability known as stone flesh.
(Sa) Stone flesh: a Kragian dwarf has the ability to turn there flesh into hard rock stone giving their flesh a bonus dex mod of +2 to ac, once per day. This innate ability lasts for the characters level in rounds. Once a day he can resist one class of Domain spells a day. All other features are noted in the Phb .Favored Classes: Fighter, cleric, Ranger.
QuoteFrohelmian Gnomes:
These Gnomes are cousins of the Kragians, and expert builders. During the time of the epoch of spells, these dwarves in the search of knowledge fell in with the sorcerers of Kar'Mageus.
Working along with the sorcerers, the gnomes took to the casting of magic, and invention. These Gnomes became master craftsmen crafting many magical items during the war of spell against the great kingdoms of magic. When the Phoenix Empire Hysoril fell in a climatic explosion, the dwarves went into hiding.
For many years Kragian dwarves had a disdain for their cousins. During the Divine fall, when a god death weapons wounded their god Krag, it was Frohelm that aided them, until their god recovered his strength.
The Kragian dwarves were forever grateful, thus the hurtful feelings where mended between brothers. Know as the Epoch of Discovery dawns the Frohelmian dwarves walk Aerbor creating new magical inventions, and magics.
Frohelmian Gnomes gain +4 bonus to all concentration, spell craft, as well as use magical device ranks. Frohelmian dwarves have a +6 to appraise skill when looking at magical weapons and items, as well as strange new materials and inventions.
The Frohelmian Gnomes are known for crafting magical limbs and attachments since the Phoenix Wars. Even as miners the Frohelmian dwarves, are great inventors crafting many types of new and wondrous items. They have also mastered the art of machine-smithing.
Machine Smithing, the secrete skill of creating constructs, and automatons, was created long ago by the sorcerers of Kar'Mageus, in their battle with flying mages of Hysoril the Phoenix Empire. Even though few practice the skill due to the fact most dwarves find it distasteful, a select few dwarves have continued the legacy.
The Frohelmian Gnomes worship the deity of tis lost art, and have crafted artificial limps out of Mythril silver that runs beneath the undermount.
Mithril silver attachments, give Dwarves an additional +2 strength, +1 attack, and +3 to damage. But due to the process the dwarves must make a save vs. will in order to survive to ordeal. Should the dwarf fail his save his constitution goes down by +3.
They gain the Feat: Craft enhanced limbs.
Favored Classes: Cleric, Wizard, and Sorcerer.
QuoteAbyssal Elves: Balsair, Maliath Felor:
Their dark reddish skin as well as their facial tattoos that resemble tiger markings can be recognize by any upon Aerbor.
Bane Elves are unique, and the markings upon their flesh bear this fact out. The Abyssal Elves where once kin to the Skyrasidien elves , but the great rift sundered that relationship when they joined with the human mages of Hysoril.
It was during the Epoch of the Phoenix and the Great War between empires that the Abyssal elves turned on their cousins, capturing many Dawn Elves, and giving them into the hands of their tormentors, Daemon princes from the lower hells. This betrayal was so great, the Dawn elves gathered arms and went forth, bringing blade and death to their kin. Few Abyssal Elves escaped with their master the daemons, but those that have, now swore a blood oath against their cousins.
Abyssal elves may stand at least six feet tall, and are known for their strong but compact frames. They are expert swordsmen, and many higher themselves out as mercenaries. Those Abyssal elves that worship gods, worship the evil serpent queen Kali-Ka, and her consort Talronan the ill fated.
In terms of magic they are innate masters of the art. They learn early the wonders of the magic, and the high potential of casting it. They gain a +4 to all saving throws.
Abyssal elf also, can summon a familiar and are known to do so early on in their lives.
They have the ability to create an elemental of blood, and will usually carry a cask of such from a prior victim. The elemental resembles a fairy that consists of coagulated blood.
Abyssal elf can turn magic, back at his or her attackers, by rolling a percentage of 40% should she roll under the spell rebounds back towards it's source, attack roll not needed. The person that cast the spell then must make a save against his own spell.
They are suited, to many pursuits, and are as gifted in making enhanced limbs much like the Frohelmian dwarves. Most elves consider this blasphemy, but many Abyssal elves disagree, and are ready to replace a limb if need be. Like all elves they have a hate for iron thus there weapons are fashioned out of Abyssal Steel. A dark alloy named such due to its ebony color. When merged with Silvaril, Abyssal steel radiates with a purple light and gains a +1 bonus. It is known that no good aligned person can touch it and cause 2d6 points of damage to any good aligned characters.
Quote
Dhrow, Dhrow, Dael Felween
Lost in the ancient record of Elfdom, is spoken of a race of elves unlike any ever seen in upon the known world. It is said, while Nieblung Krag, smithied the first of the races, that Talronan tricked the mighty forger.
As Krag worked he grew tired, and asked the god to fetch him water. To Krags folly he could not know the evil that would be worked that day. Talronan tricked the mighty smith with a drought of water that held a potion of sleep. While Nieblung Krag slept, a Talronan along with his daughter Daelvoth stole several of the Elves.
As a gift Talronan, allowed his daughter the Queen of night and shadow, to give them life.
Thus the Dael as they were once known as awoke to the light of the sun for the first time. As their eyes fell upon the radiating orb, they cried out in pain, and scampered for the nearest shelter deep beneath the earth escaping the suns rays. Daelvoth fumed, why had this happened? As she gazed upon the other elves that awakened to the skies above, she saw the other creations of the gods revel in the light. Daelvoth would never guess that the elves Talronan captured were incomplete, and would suffer from the light above, and dwell in the dark below.
The tale of the Dael is a tale of woe and suffering. In hate of the other races, they fought many battles against them, and gained the name Dael Maliath Felween, meaning dark enemy of the elves. The Dael would twist it and renaming themselves the Dhrow.
In Anem 1112, the Heroes of time accidently, returned the Dhrow, to common day Chalice, and the Epoch of Discovery 1445.
Doing battle in the past before the Dawn War against a large colony, of Dhrow, the Temporal Trigger, engulfed both the heroes and the whole society of Dhrow returning them to present times.
As of the Epoch of Discovery, the Dhrow have kept a low-key approach seldom appearing above chalice. They are still acquainting themselves to the present, and are readying themselves for the day when they will show their might. The Dhrow have all the abilities written down in the player's handbook.
(Dm note; Variant rule: The Dhrow's weapons armor and magic can exists above ground with no penalties In the rays of the sun though the Dhrow take a '"2 penalty on all checks above ground. The Dhrow like all elves suffer from iron sickness if near or touched by
Dhrow racial bonuses::
Dhrow retain all their
Innate abilities as specified
In the players handbook, treat as psionic
due to the unique mental abilities the Dhrow have manifested through their many battle with races that utilize the power of psionics deep beneath the earth.
Automatically, receive
Deep Earth tracking feat.
Psionic (Delvic) Resistance: +4 to saves that are affected by Delvian mind powers (Psionics)
Darkvision:
(As specified in the player hand book
Light Blindness: -2 to all attack rolls, saves and checks.
+2 attack when fighter attacks with two swords.
(Note; must have two handed fighting feat for this to apply)
QuoteQuickling
This diminutive races, was birthed from the very roots of Yssgadal itself, and are said to be composed of mana 'magic'. That may be the reason why these quick minded, and magical creatures often find him or her drawn to magic and adventure. It is said magic is to a Quickling what honey is to a bee, since they cannot get enough of it.
Male Quicklings stand close to four feet tall, and are lanky, while the female of their race stand at 3'5, anything larger than that will often draw laughter from the quick witted and talking creatures.
Most can spot a Quickling by the look and sound of their gossamer like wings that help them keep aloft, as they flit from her to there. They are quite competent in flight, and are known for their quickness. A Quickling gains a +2 to Dexterity, and a +1 Charisma. Even though they are quick, they are frail, and gain a +2 penalty to constitution. The Quickling are known for their skills. They gain additional +2 to move silently, hide, and bluff, as well as concentration. They gain a +4 to use magical items, and spellcraft.
Since they are magically innate creatures, they have the following abilities. They can cast entangle, as would any mage, and they are known for their ability to detect magic. The Quickling favored Character class is the mage, sorcerer and rouge, and casts spells by charisma.
The Quickling love nature and most are content to live and flourish within the comforts of the forest. Many live on the outskirts of elven lands, but those who are called away by wanderlust can be seen in human lands as well.
Quickling Racial Attributes;
+2 Dexterity
+1 to Charisma
-2 Constitution
Skill bonus of +2 to move silently
Skill bonus of +4 to use magical Items and spellcraft Detect magic
Quote
Oculain
The Oculain race came about during the Phoenix wars. They were created as the perfect arcane warrior , strong with the use of the blade and powerful with the use of magic
The wizards of Hysoril endowed them with great strength, and great intelligence. With these abilities they became hardened warriors and magic users.
They turned upon their masters and aided in their inevitable destructions.
Oculians, as they are now called, often roam the world of Chalice seeking adventure using the many skills that they have at their disposal.
Their favorite classes are often fighters and wizards, but it is not strange to see a cleric or rouge.
They get a -2 bonus to all attacks due to their line of sight limitations. Oculians are also blessed with the gift of foresight, and often have dreams of the future and foreshadowing events. This ability gives them a +2 to all intelligence scores.
All Oculians have great strength and gain a +2 to their strength score. Even the weakest Oculain has this bonus. They gain +2 skill bonus to the following skills, magical device, and knowledge arcana, gather information, machine smithing.
Oculians are solitary creatures, that prefer to study, and spend their time with in the confines of their towers and studies in the pursuit of lore.
Both male and female often come together, at social functions, and sporting events, since Oculains with their great strength love puzzles and feats of strength. Their favorite sport is wind sailing upon the choppy waters of Bregan Bol their home.
Oculians mate at anytime and offspring usually are birthed sixteen month later.
Favored Class: Druid, Mage, Rouge, Bard, and Sorcerer fighter,
Oculain Racial Bonuses:
+2 Strength
+2 intelligence
-2 to attacks due to line of sight limitations
+2 skill bonus to use magic device,
QuoteTooks (Halflings)
The took race, as known by many of the races of Chalice as halfling were said to be the last of the races created by the Divine powers. The small folk resemble small humans, with a quick wit and a love of merriment. They are exactly as noted in the player handbook.
QuoteHeralds
The Heralds are the gods power upon the world. After the climax of Divine Fall the gods were sealed upon their own planes of existence. Fearing that their avatars would be destroyed and locked from Chalice, they sought out individuals to become vassals to their beliefs, and agendas. Thus the Heralds where created.
The gods made contracts with mortal for their services, thus the god would still have a voice upon the prime material plane. There can only be one Heralds to any one god at one time, due to the immense power he or she possesses. Those who chose to serve their god or goddess in this way, serve as vassals to their deity's power and agenda. The Heralds can also pursue her own life, since he or she is not an avatar of said god. Those who have made this agreement have gained great bonuses, such as long life, increased abilities, and power. Each Aeon has a hidden weakness, and if he or she is killed, then the god they served will offer the same deal to another.
Heralds during the time of the Epoch of Discovery are quite powerful and are the messengers, and agents of the gods. Yet each Heralds has his or her agenda. Heralds can only be of tenth level class or higher; most deities will not seek anyone of lower power or stature. Heralds gain many benefits from their alliance with their Herald. Heralds are blessed with long life, can teleport anywhere twice a day with a mere thought. They gain a +2 benefit to all their primary stats such as strength etc. Any weapon in their possession gains a +4 enchantment. Magical aura cancels all enchantment spells such as charm, and command.
Heralds can also cast cure moderate wounds once per day. It is said the only thing that can kill a Herald permanently is Iron wrought weapon, of +3 or higher. Steel will not work because it is not true iron but a composite.
Herald Template:
At least 19 or higher Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Feats: power attack, and improved initiative,
+4 divine magic bonus to all weapons and items
Limitations: (Iron death) Heralds can be killed with a Iron wrought weapon of +3 weapon or higher.
SA: Spacial relocation: Twice per day with a thought a Herald can disappear and reappear in the location of his choosing.
QuoteStar folk, Unosis, Starians.
Epochs ago, after the devastating Phoenix wars, it is known that strange rocks fall from the illuminated band known as Io bow .
It was during such a time that these meteors fell upon the forest that was home to the elves and their lost realm of Terion. When the elves went to investigate they found, the strange rock deep within the earth. They could not get close due to the heat the strange matter gave off. So the elves waited until the matter cooled, when they went back, they saw strange red crystals embedded within. They were in the shape of eggs, and red in hue. The elves gathered the rock and the eggs and brought them to their kingdom. It was several months later, that the elves first witnessed the eggs hatch and strange gray-blue creatures come forth. The elves called these creature Unosis, as they seemingly came from the universe itself.
The elves saw this as a omen and now celebrate Star fall every Vythorn the eighteenth along with the Unosis or Star folk that live with them to this very day.
The Unosis are a unique race having come from the sky; they have translucent gray-blue flesh, and round oval shape eyes of black. The Unosis usually stand about five foot ten, and lower. Women tend to stand about five foot two inches and have a purplish hue to their skin. Like the elves they have gained an affinity for nature, and an affinity to the stars and sky above. They make good rangers and fighters, as well as clerics, and magic users.
The Unosis Racial Abilities.
Medium size.
Base speed is 30 feet.
'¢Immunity to sleep spells and similar magical effects.
'¢Low-light Vision: Unosis can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: king tongue and Elven.
+2 racial bonus in the evening to their entire dexterity
+4 Racial bonus to move silently, hide, bluff.
Extra Talent : Echo Strain , gives a +2 bonus to listen checks
Star gaze: (SQ) this ability act as if a person is charmed, the affected must make a will save or be charmed for 1d4 round against this power. This ability can be done once per day
Star Aura: (SQ) this special ability give a +4 enchantment bonus against enchantment like spells.
Mind Speech: (SQ) this special ability allow for a Unosis to communicate with up to 1d4 people at one time, she can do this once per day.
QuoteGreen Runners
Green Runners resemble short elf like beings that are often found about the plains of Copperbound, Equas and the Frontier. These mischievous creature are often on the look out for adventure in the wrong place or the wrong time. Green Runners often travel in bands and are adept at telling stories and tales. It is not unknown for a to dabble in magic or sorcery, and they are well known minstrels and bards. It is rare that they take to the fighter class, or clerical orders of the gods.
Favored classes: Sorcerer, Mage, Bard, Minstrel
Green runner
Racial Bonus
-2 to strength
+2 to Dexterity
+1 To charisma
Feat: talent fast talk
Can't be flanked (su) the green runner can feel the presence of another thus is ready and aware.
Spell Readiness (Su) the green runner when cast upon by spell has a innate spell resistance of +4
That was a beautiful read, there is alot of detail in this that is truly fascinating. Keep up the wonderful work.
City States QuoteKeldahar is known fo (//) r as the crossroad of the north. The town was created by the adventure Keldar the warblade. The adventurer constantly traveled into the wastes known as the Blood Desert in search of riches and glory. In his older days the town he created became the home to adventures and warriors seeking the glories of the ancient kingdoms, laid waste during the Daemon war upon those kingdom
Present Day Keldahar is a bustling trading town; merchants ply their wares with various other cities in the mountain hold.
Places of interest
'¢ Temples of Sol Diadem, Auter Worldwalker.
'¢ Bladefest Rest home-Tavern
'¢ LongBeard Alefast- inn keeper- (Greldor Stoneblood-8th level fighter)
'¢ Jargen Hold-small abandoned manor. The locals believe this manor, is possessed by the spirit of Jargen the fallen paladin. The folk stay clear of the manor, saying that it is cursed
Game Hook- People are disappearing from t he town. The town council member have set up a bounty of 1000 gold piece to find out the source of disappearance.
'¢ Population '" 500 Human, Elves, Dwarves, Halflings
'¢ Government-Merchant council
'¢ Defense-Militia
'¢ Commerce-Trading, Adventures
QuoteAyron Plateau, rest high above the Keldahar, and was once the mountain airy of the arch wizard Ayron a traveling companion of Keldahar. The Wizards tower became home to a town that grew up amongst
Places of interest
'¢ Temples of Gylen, Memshal .
'¢ Syndriel vista rooming-Tavern
'¢ The Keg and brew- inn keeper- (Salidor Jin -3th rouge fighter)
'¢ Ayron Tower-Fallen in Disrepair the tower is the home to the wizard Ayron. The folk of the plateau know that there is still a resident, yet many still wonder why the wizard allows his home to crumble.
'¢ Vrylin Hall-this hall is named after the first city mayor, and the merchant council comes together once per week in order, to govern the business of the town.
Game Hook-strange lights have been appearing in the Ayron tower. The wizard Ayron has not been seen in many days, and the council wishes a group to find out
Ayrons Plateau
'¢ Population '" 600, human, Elves, Dwarves
'¢ Government-Merchant council
'¢ Defense-Militia
'¢ Commerce-Trading, Adventures
QuoteAlakahazan-the Cuerlain citadel
'¢ Population- Metropolis 20,0000 All races
'¢ Government-Matriachy Lashanda the Cuerlian queen( 20th level Warlord Air Gensai)
'¢ Defence- Large Standing armie along with, hired adventuring Mercenries.
'¢ Commerce- Trading, service, expedition import s and export.
Places of interest.
'¢ Azure Strait- this great sprawling strait of water separates the continents of Ifretus and eastern Aerbor. This body of water is often used, for shipping of good all about chalice. The Curelian citdel is situated upon it banks and has a thriving port.
'¢ Temple of the Blue Rose- This temple is dedicated to the goddess Memshal, within it door the temple houses her greatest artifact the, Blue Rose of Memshal. Rumor has it that the artifact is said to have great healing properties.
'¢ Palace of the Cerulean Sky- This enormous palace is forged out of Blue reflecting crystal taken from the Elemental Maw (Elemental Chaos) Fashioned and hewed into a might tower, inside resides the Queen Lashasda and her court.
'¢ Inn of the good hand. This taven is famous for it locations, located near the main gate, in the air-ward. It a haven for most traveler entering the city. The Goodhand is service by a Alida Goodhand, a former Adventurer who is semi retired. The Goodhand is also a good place for the various rumors and gossip that travels the city.
'¢ The four Wards of Elemental Balance. The Cerulean citadel is separated into four wards. Air,Fire, Earth, water.
'¢ Seaside piers- this is busiest place in the entire city, due to citadel immense exporting and importing of good coming to and fro on the Azure straight. The Seaside piers are run by various River Tooks gangs that keep a tight control on the flow of cash, goods, and bribes around the dock areas. Official in high place believe it is a necessary evil, even thought Tooks are the powers that be about Seaside, they are vastly loyal. Those in power rarely look upon the Took except when to many bodies begin to start showing up, If need be the Blades of Blue-steel are ever on the watch looking to stop Things from getting out of hand.
'¢ The house of Steel, Notes, and Law-This large Building holds, three important piece that help the citadel continue to run smoothly. The Structure is massive and holds the Offices for the Blue steel militia, As well as the Office for the bartering, trading, and loans of Notes that most of chalice use as Trade for large sums of monies, and finally the Legit can be found there with various Legit Inquisitors and judges that broker and settle legal matters in the name of the queen. Just visiting the structure take days, that vast is the building. It is said they even sell coffee from the far off Islands of the Buccaneers Archipelago to workers and visitor.
'¢ Note the Merchant s Pelgo's Barristers, having discovered coffee and chocolate In the islands have set up a Barrister store in most of chalice. A cup of Coffee cost 1 silver piece, and adds refresh one healing surge, once per day.
Brief History- Alakahazan appeared during the last destruction of Hysoril and Temporal Trigger. The palace of the Cerulean Sky having existed in the Elemental Maw, was ripped from it bearings in the swirling chaos by the powerful forces that the artifact created, and a gate was opened to an area upon Ifretus, near a large stretch of water that would late be known as the Azure Strait.
The Palace was the domain of a power Air Genie and his disciples, which now had been transplanted to a new home. Through the years word traveled that a magnificent tower of blue crystal that shimmered like the very sky could be found, and Adventures sought out it fame.
Thus those who sought out the legendary city found that a most gracious host, who allowed many to settle about, the Palace. From that moment the city began to grow, and has become a powerful city state in common times. They say Lashanda is a descend of that air Genie lord.
Rumors and Gossip-
'Look I Tell yah I heard them say that, they were speaking in some type of Slithering language. It was kings Tongue for sure, but it was as if they were serpents our something. Grel They said they were going to steal the Blue Rose, can ya believe that. They must have been some type of foo'¦'
Talon HardLuck before the blade of a Yuanti Cultist of Kali-Ka took him in the Back.
Epoch of Discovery , Anem, 1466.
Classes
QuoteSwashbuckler
CLASS TRAITS
Role: striker.
Power Source: martial.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged,
Bonus to Defense: +2 reflex
Hit Points at 1st Level: 12+ Con Modifier. First level
Hit Points per Level Gained: 6
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Athletics, Intimidation.
From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: (Cha), Heal, (Str) Endurance (Str) Athletics (st) Dungeoneer
Class Features: Weapon Expertise, Weapon Finess Bonus feats.
Class Power- Grace: when wearing light or no armor, and carrying a light load you gain a +1 bonus +1 to reflex saves.
At will- Insightful strike- when wearing light or no armor and carrying a light load you again a +1 bonus on damage roll with a light or finessable weapon.
At Will pick 2 Encounter 1/3/7 Daily 1/5/9/ Utility 2/6/10/16/22
Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
damage.
Increase damage to 2[W] + Dexterity modifier and riposte to
2[W] + Strength modifier at 21st level. Passing Attack 1
You strike at one foe and allow momentum to carry you forward
into a second strike against a second foe.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage. Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right
where you want him.
Daily ¦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you slide the
target 1 square.
Effect: Until the end of the encounter, Fleeting Ghost Rogue Utility 2
You are stealthy and fleet of foot at the same time.
At-Will ¦ Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You can move your speed and make a Stealth check.
You do not take the normal penalty from movement on
this check.
Riposte strike Attack 1
With a calculated strike,ste Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
damage.
Increase damage to 2[W] + Dexterity modifier Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you
want him.
Encounter ¦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the
target 1 square.
Artful Dodger: You slide the target a number Comeback Strike Fighter Attack 1
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ¦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge. Comeback Strike Fighter Attack 1
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ¦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.
Piercing Strike Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ¦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level. Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your
enemy howl in pain.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll
equal to your Strength modifier Imperiling Strike Rogue Attack 7
You deal a staggering blow, opening a hole in your enemy's
defenses.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target takes
a '"1 penalty to AC and Reflex defense until the end of
your next turn.
Brutal Scoundrel: The penalty to AC and Reflex defense is
equal to your Strength modifier Mob Mentality Rogue Utility 6
When it comes to lying, cajoling, or persuading others, your allies
follow your lead.
Encounter ¦ Martial
Standard Action Close burst 10
Prerequisite: You must be trained in Intimidate.
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to Charismabased
skill and ability checks until the end of your next
turn.
Nimble Climb Rogue Utility
Reaping Strike Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy's defenses.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage. If you're wielding
a two-handed weapon, you deal damage Trickster's Blade Rogue Attack 3
You land an expert blow and follow up with a clever series of
feints that bewilder your enemies.
Encounter ¦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma
Crimson Edge Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed,
and like a shark, you circle in for the kill.
Daily ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes
ongoing damage equal to 5 + your Strength modifier and
grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage. Shadow Stride Rogue Utility 10
You silently step from shadow to shadow, slipping past your foes
unseen and unheard.
At-Will ¦ Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You must be hiding to use this power. You can move
your speed. At the end of that movement, if you have
cover, you can make a Stealth check with no penalty for
moving. If you make the Stealth
Sure Strike Fighter Attack 1
You trade power for precision.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level. Topple Over Attack 3
Balance and momentum are your allies as you lunge forward,
strike deftly, and knock your opponent to the ground.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal
to your Strength modifier.
Hit: 1[W] + Dexterity modifier damage, and the target is
knocked prone. Thicket of Blades Fighter Attack 9
You sting and hinder nearby foes with a savage flurry of strikes
aimed at their legs.
Daily ¦ Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is
slowed (save ends).
QuoteDruid
CLASS TRAITS
Role: controller.
Power Source: Nature.
Key Abilities: Wisdom, Constitution, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10+ Con Modifier.
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: +5 Knowledge,nature.
From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: (Cha), Heal, (Str) Endurance (Str) Athletics (st) Dungeoner
Class Features:
At Will pick 2 Encounter 1/3/7 Daily1/5/9/ Utility 2/6/10/16/22
Resistance Entangle (1) Restoration (1) Posion (2)
Pass with out Protection from energy Owl wisdom (2)
Speak with animal Summon nature Ally (1) Call lightening (5) Bull Strength (2)
Gust of wind Spider Climb (3) Ice Storm (5) Bull Strength (6) Mass
Flame blade Flame strike (3) Meld Storm (9) Bear Endurance (2)
Endure elements Air walk (3) Water breathing (1) Freedom of movement (6)
Flaming Sphere Stone skin (3) Ritual staff * (9) Reincarnate (22)
Rusting Grasp (7) Move earth (5)
Ice Storm (3) Windwalk (9) Nature Sense (2)
Soften Earth and Stone (1)* Fire Storm (9) Wind Wall (2)
Wall of fire (9)
The Gods
[blockquotes]
Sarris
God of Necromancy and Lies
The clergy of Sarris work hard in spreading the flashoods of their god, as well as sowing strife among other with their lies. Sarris is a god of manipulation and like their god, the clergy are master of desception.
Being the God of necromancy Sarris is the father of dark rites that wold birth new undeadn monstrosities and minions. Wizards that seek dark power pray to Sarris to unlock the secrets of Necromancy/
Favored Weapon- blade of Dark rites Level 30 dagger +6
Did you know? Sarris is the enemy of both Elzahoon and Charion.
Creed-
'¢ Blind the weak with lies; Strengthen your power with the cloak on untruth and lies.
'¢ Seek out the depths of dark power, conjure or create minions of death from your dark rites
'¢ Bury the truth underneath the shroud of lies and darken the hearts of men.
Etna
Mistress of Creativity and Strategy Inspiration.
Etna Is the goddess of Strategy and Creativity, she governs the inspirations of artesians and battlefield warriors. Bards, minstrels and adventures seek her fortunes when they seek new way to improve on old techniques.
Favored Weapon-Philo's Burden 30 level +6 war hammer of smiting
Holy Symbol- A feathered pen with two wings on the side.
Creed-
'¢ Teach the weak minded the that power grows from creativity
'¢ Enlighten those who distrust creativity, and awaken in them their inner inspiration
'¢ Strategize and anticipate the battle, but use inspiration and creativity to win the day
Gangrious
God of disease and Decay .
Gangrious delights in the spread of disease and sickness. The god take great pleasure in the suffering of mortals with suffering he causes. Clerics and followers of the god of sickness and decay spread their lords mission though out the land, unleashing plagues both in secrete and in the open.
Gangrious crafts many of the worlds blights, and take joys in the suffering of mortals. The lord of Decay is responsible for the creation of living plagues, horrifying pestilences, and larger amounts of decay.
Holy symbol- three Crumbling Pillars, encircled by a field of green fire
Favored Weapon- 'Suffering Soul' 30 level
Creed-
'¢ Through sickness the path to strength is suffering
'¢ Let decay strip the hopeful of health, weaken their resolve with disease
'¢ Spread sickness and pestilence through the land sifting through the weak [/blockqoute]
Monsters
[blockquote}Powrie Level 4 /Skirmisher
Fey
Intiative-+2
Aura name
Ac - 20 Fort- 24 Ref- 23 Will-20
Speed-6
Hp- 44
Power '" Stunning Strike ( Encounter) Once per encounter the Powrie can attack with a powerful blow with it weapon which stuns it opponents 1d10+4
Power - Flesh Peel. (Encounter) Once per turn the Powrie get a free grapple attempt at a opponent that is blood. The powrie leeps upon his prey and rips the flesh from his bones. 1d6+3. This ability endows the powrie with a temporary +3 to his hp.
Alignment-Chaotic evil
Languages-fey, Goblin
Skills-Athletics, Intimidate
Str-+4 Dex -+3 Wis-0 Con-+3 Int-+2 Cha- -1
Equipment-+2 Flesh Armor, +1 Bastard sword, or war ax. Powrie Bloody Cap +1
Magical item- Slot/ Head
Powrie Bloody Cap +1
Power- Per Encounter a Powrie Bloody Cap enables a wear a Ac bonus. As well the magic of the cap allows the wear a free Surge
The Powrie are twisted remenant of a fey race that once existed, in Fey wild. The Rakasta princes of Chalice capture the fey folk and through there twisted magic changed the creature forever.
A Powrie resembles a small aged man standing at the height of five four, about the same height as a dwarf. They have long thick bears and even longer Mustaches. The powries are renowned for their bloody caps which they dip into the blood of their victims.
Powrie Level 8 /soldier
Intiative-+2
Aura name
Ac - 27 Fort- 24 Ref- 23 Will-20
Speed-6
Att-+5 Def-+5
Hp- 44
Power '" Stunning Strike ( Encounter) Once per encounter the Powrie can attack with a powerful blow with it weapon which stuns it opponents 1d10+4
Power - Flesh Peel. (Encounter) Once per turn the Powrie get a free grapple attempt at a opponent that is blood. The powrie leeps upon his prey and rips the flesh from his bones. 1d6+3. This ability endows the powrie with a temporary +3 to his hp.
Power-Crippling strike- (At Will). The Powrie powerful attacks shatter bones, slowing a hero dexterity +2 to his reflex. Att vs Reflex.
Languages-fey, Goblin
Skills-Athletics, Intimidate
Str-+4 Dex -+3 Wis-0 Con-+3 Int-+2 Cha- -1
Equipment-+2 Flesh Armor, +1 Bastard sword, or war ax. Powrie Bloody Cap +1
Magical item- Slot/ Head
Powrie Bloody Cap +2
Power- Per Encounter a Powrie Bloody Cap enables a wear a Ac bonus. As well the magic of the cap allows the wear a free Surge [/blockquote]
QuoteHellStone giant Level 10/ controller
Giant
Intiative-
Aura name- magma cloak) all within a 20 foot radius of the Hell Stone Giant erupt in a blaze of eldritch heat. Player must make a reflex save to take half damage from the heat. Heat damage- 3d6
Ac '"24 Fort- 22 Ref- 22 Will- 22
Speed-
Hp- 392 Bloodied-196
Power '" (Ec) (Burning touch) within the grasp of a hell stone giant, a player take 2d6 point of damage
Power- (AW) (Bursting weapons) any weapon in the hands of a Hell Stone Giant is endowed the bursting ability
Alignment-Chaotic evil
Languages- Giant
Skills-
Str-24 Dex -22 Wis-11 Con-22 Int-10 Cha- -9
Equipment
Magical item-
Description-the smoldering humanoid that stalks towards you brandishing fiery death in its steeled hand knows no equal. The hell stone giant towers over foes who gaze upon it. The creature stature rises over fourteen feet high and resembles a man with crackling gray flesh seemingly ready to bust apart with fissures of lava/ eye the color if molten rock erupt in a volcanic like display of rage, as it shimming cloak of heat shudders about it form ready to incinerate any foe near it.
Combat- Woe the adventurer who contests against the blazing engine of hate and evil that is the hell stone giant. The hell stone giant wastes no time trying to dispatch those he see as an enemy. The giant will utilize every type of weapon he retains to snuff out the lives, he sees in his way.
Round One- The hell stone giant attack with his various melee weapons, which on command ignite with a popping and hissing sound, as they come to life with bursting energy.
Round Two- The giant will try to snatch and grapple with his enemy drawing opponents close to its body our burning touch so it can be roasted by it's magma cloak.
Round Three- if the snatch and grapple should fail, it will try to Power Toss the opponent causing his enemy to be stunned for 1d4 rounds.
Feat-[Power Toss]
On a successful grapple check, a player can throw any opponent back up to it strength modifier. The opponent who has failed the grapple, is considered stunned and prone for 1d4 rounds losing its dexterity modifier.
Lore
[blockquotes]flash steel weapons: the dawn elves crafted these ornate beautifu; blaes out opv the very rays of the sunlight and entrapping them in the densenesss of sliveral, to create tough blades as stong as human steel, yet burst into brilliant energy, when unsheathed from its sheath.
All Flash steel blades are guarded with the utmost secerecy, for the elves see the creation of these blades as a sacred act,and honor weapon. should the blade be stolen or lost, the elves of the family the balde belongs to will seek to procure the storied weapon. The person that might have stolen a blade should be pitied for th elves see such a theft as a smack against their honor.
Flash steel long sword:
Properties.
Always considered masterwork
A flash Steel weapon,once per encounter the blade can become a
brilliant Weapon.
Shield of Screams-This +2 medium shield, is emblazoned with the face of a withered elven woman etched into it. Once per encounter, the wizened visage will wail, blasting opponents with is keening ability.
Keen-any opponent within a 20 foot radius of the shield must make a will save, or be affected, by the keeninig wail of the shield. Those who fail take 2d8 point of damage, those who succeed take half damage from it.
Wolf Cloak- A wolf cloak endows the weares with many traits of a wolf.
Gauntlets of Pugelistic fury-
These +1 gloves, allows the wears the feat of unarmed combat, taking no attack of opportunity while using his open hands. The gauntlets allow the striker to do 1d6 points of damage each strike. On a critical of 18-20 the gloves glow with a bright yellow aura, striking the opponent and dealing x2 damage.
Special Abiltiy- The gauntlets of pugilistic fury allow the ability of knock out upon the wear. On a critical the oppoenent if knocked prone and must make a fortitude check or be knocked out for 1d4 rounds. When the oppoenent awaken he is considered prone and takes all penalties he would normal get.
Spells-
Flame Tongue- The caster expels a gout of flame from his mouth in a cone
Range- sixty feet
Damage-Minor 1d6-medium-2d6 major-3d6
Reflex sv- half damage
Duration-one action.
Mistress Breath-
Many have wanted to t explore the deep od the ocean, either to find riches of the deep or able to repair a ship that is dry dock. This spell allows the caster or the one casted on to breath in the world as if it was air. This spell can be cast on multiple people, up to three.[/blockquote]
(//) (//) (//) (//)
Lore More of the Murians QuoteThe Power of the Sea Kings of high Muria stretchs throughout the Oceanus, deep underneath the waves. They are the masters of this underworld domain, and those under the waters of Chalice pay homage to the Sea Kings.
Terrors of the sea- Greatest of the Murain army are their control of the Sahuagin and merrow warriors that live beneath the waves. Early as they gained mastery of their no home, they brought low many of the denzins of the sea with their mighty magic. The sahugain were the first to fall, yet the Murians in their twisted way admire the brute strength of the creature of the deep. Instead of wiping them completely from memory, they enslaved the merfolk, and with their powers of control began to turn them into a army that would guard their homes.
The Sahuagin are slaves and after more than a hundred years of selective breeding and brainwashing, they are the Murians main source of military might. The Sea Kings use their minions to harry the many shipping lanes above world, and it is through many of the captive treasures, that the Murians are able to know about the world above.
The Sea Kings are not content since their banishment from the world, and the lost of their home High Muria. They are slowly seeding agents into the world again looking for a opportunity to strike once more. They see themselves as the rightful masters of the world that needs to put strength, but only by their magic and knowledge.
The Sea King slowly waits plotting to destroy those who live upon the surface.
High Murian society, was once a tranquil and peaceful one, learning the lessons of the Phoenix war, they often used their considerable powers for the use of knowledge and learning. It wasn't until the coming of the Promethium titian that this would all change.
Once tranquil the human race became enslaved by the twisted works of the planar beings. No longer content in the pursuits of knowledge, they began to work with dark magic. The Sea Kings are masters of the Necromancy and aberrant magic. They do not shun the practices of the black arts but feed off of it.
Every citizen, see the world in a a dark cloud, that reveres death and perversion. Blood sacrifice, slavery, and death, are the diet of the Sea kings.
Military-The sahuagin and merrow warriors, along with krags, (Sea Trolls) Brine Whelps (Sea Goblins) hunt the water ways from their masters. Due to the high breeding process of the Sahugin the Sea-king can muster a force of over a hundred thousand of these creatures. They control vast amounts of creatures, such as leviathans, dire crabs, and other deep sea denizens.
Even though the sahugin are the brute strength, it is the Sea Kings that are the generals of the army. They are arrayed with vast magical resources and powers. Plus their innate ability to control sea-folk make the Murians a frightening foe. In hand to hand combat the Murian are most feared from the shocking lances, and Vibrating long swords, that have been knowing to cut through armor as if it was nothing.
(//../../e107_files/public/1216317218_502_FT38543_muria_.jpg) (//../../e107_files/public/1216317218_502_FT38543_muria.jpg)
Dungeons of Grand Realm QuoteStormmorn-This is ruined site is located in the deep forests of Bregan Bol, the Oculains of the isle leave this ruined castle be for the echoes of past evil float freely about the place. This was once the legendary home of the Stormlords, and it was from this castle that they ruled the north with an iron fist. At their end half of the castle was sucked in along with the soul of the lords into the casket of Storms.
Stormhenge- is the city where the Stormmorn is located; the place is dilapted and ruined form the powerful magic that was unleashed the day that the Stormlords fell. The inhabitants tried to escape where lashed with magic, and their spirits are still bound to the city. Rumors have spread that diabolical creatures have claimed the ruins as their own.
QuoteUndercity- beneath Lyoness is the remains of the old city in which the new lyoness if built upon. Many adventures seek the fortunes of this ancient ruin, many do not return. Spirits of the citizens and creature hunt the many caverns beneath the city.
QuoteDurrowdelf- underneath the mountains laid an old dwarf kingdom that fell to the power of Cuthlians and Daemon centuries before. They laid waste to much the kingdom snuff out each dwarf life they came upon. It would be here that the Cuthulian master would later launch their Aberration war.
Durrowdelf itself became a center for various races vying to take control of the Umbral Delve; here the returned Drow with their psionic power battled Medusa who had laid claim to the ruin.
In the 1442 the Dwarf Clan of Golden Beards, sought to reclaim their ancestral home. Along with the Seven Soldiers of Steel they were able to come to a meeting of minds with all factions.
Only as small percentage of Durrowdelf has been reclaimed. Within the city still lay lesser Daemons that came with the Daemon lord. Within the structure, wraiths move about seeking living souls who would steal the legacy of the dwarves. Skeletons raised by necromantic power still hunt the hall looking for eternal piece. The Cuthulain that survived the Aberration war, have their city nearby and pray upon adventurers full hardy enough to deep into the vaults.
QuoteElzahoon Airy- This temple was the blessed haven of the god Elzahoon and was well known for its tomes of hidden knowledge in which the monks worked hard to find and secure lore about the grand realm. The temple fell to the onslaught of clerics of Sarris in the age of shadow. Eventually the clerics were expelled, but the damage they did to the temple was everlasting. Many adventurers have sought to find many secretes within only to find death at the hands of Ghouls and undead that are ruled by a power Necromantic lord. Rumors say that the lord is a vampire or some lich, who adds minions from the ranks of warriors that reside within.
QuoteMelenost-was the capital of the Abyssal elves that was razed down to the ground, during the Dawn Wars with the Dawn Elves. The city was laid waste, in the ensuing battle, leaving nothing left of the populace. The ancient elven city is located where the city of Thorn know resides deep within the mountain range. Most of the inhabitants are not aware that the evil that lurks below them. Melenost is key to the abyssal elves return to the south of Chalice, and have been working to open the various gates that are still connected deep within the city.
QuoteGreymalkin- The devastated city absorbed into the very heart of the plain of the Burning Maw, was returned to the Grand Realm by the Seven Soldiers of Steel. Yet the city could not be cleansed of the evil that pervades it. Lesser Daemon hunt its streets, as well as the un-rested spirits of the fallen citizens that hunt the streets.
Several months later, the Incantus Sorcereum Appeared at the behest of Erien Lionblade king of Varanagurd. The mages incanted a spell which bound the devil creatures to the ruined city. Now the city is cursed the people stay away from it, and stories of it evil spread throughout the land. They say the Necromancer still resides within its evil grounds. Adventures looking to find it lost riches brave the creature within, but few live to tell the tale of their adventures.
Lyoness
Then rose the Shadow and moved his host by night
And ever pushed Salamaster, league by league,
Back to the sunset bound of Lyoness dragons on wing--
Upon a land of old upheaven from the abyss
By fire claw and scale to sink into the abyss again;
Where fragments of forgotten peoples dwelt the hero of people fire awoke ,
And the long mountains ended in a coast with the.
Of ever-shifting sand, and far away
The phantom circle of a moaning sea.
Kingdom of the Pearl.
Lyoness
Govenement-Monarchy (queen Ambriael Lyonet, regent/regent Nycronis Naelis)
Population-Lyoness city (15,000) Tintangel (5,000) Towns-Sword Mantle (800) Starhold (500) Burnshander (600). Human 60%, Elves 10% Dwarves 10% other races 20%
Background-
The island of Lyoness can be found in the middle of the Shattered Sea. The island is known as a port of interest for many nations, and is home to at least five port towns. Merchants from the four corners of the Grand Realm can find a berth amongst the island many docks and the common merchant, adventurer, or traveler can see the flourishing of many races amongst the town folk the mingling and selling goods and wares.
Lyoness has made a name for itself amongst the many nation of Chalice in being neutral in most conflicts that arise among the many nations. It is upon Lyoness that the League of thrones has made their home. The leauge of thrones boasts delegates from each nation of the Grand Realm being formed after the Lion and Sand wars between Varanguard and Coradan. Since those wars Lyoness has risen in stature as and
arbitrator of disputes.
History-
Lyoness was once a proud city nation of Hysoril. It was home to many of wizardly power until the phoenix war changed and ravaged the kingdom of the scepters. Lyoness would survive the continental shift brought about by the Temporal Trigger, and Kar'magus's falling cities.
The fall of Lyoness came at the hand of the powerful wizard known as Salamaster the shadow king. Salamaster was once the court mage of King Kaladar Lyonet. The wizard harbored a secret love and passion of the king daughter Ambriael who in turned loved the second court wizard Nycronis Naelis. The two mages were rivals and often battled for the heart of Ambriael. To win her heart Salamaster turned to the mastery of shadow magic and necromancy. With this newfound power he made a pact with several dragons promising the wealth of the kingdom in order to capture Ambriael.
A reign of terror fell upon Lyoness, and her king. In battle Kaladar fell to the fell to the rending talons of the great wyrm known as Elezerkandon the red. Ambriael seeing the death of her father fell into a swoon never to awaken. Threw the entire conflagration Nycronis stood as a bastion of hope for his people. The mage battled Salamaster in the Craft. Scholars to this day mark this battle as the rattle of Lyoness. The resulting spell battle sank the small nation and the end of Nycronis was never revealed.
In truth Salamaster weaved a spell of shadow stuff about the city encasing it in a shield preserving the city. In the end Nycronis shattered Salamaster corporal form scattering the shadow mage throughout the world.
Tested and battle worn Nycronis sank into the seas of Oceanus never to be seen again.
History and legend differ on what really transpired, but most people believed the island sank into the sea, and the result created the drift that exists to this day.
Present day-
Lyoness has returned to the world with the aid of Adventures breaking the curse of shadow that held sway over the island. Free once again Ambriael and
Nycronis restored the Lyonet line and have guarded the isle ever since it rising.
Places of Interest-
The shadow drift- three hundred nautical miles south west of Lyoness lies the shadow drift. Inside this path of shadow and clouds lays stuff of man's terror.
The Spire of the eternal flame- this is the meeting place of the league of Thrones.
Spellhenge-This circle of large hewn rock crafter by unkown hands is dedicated to Phoria the goddess of magic
Seven Armed Reef-This reef is located on the southern tip of the island. Upon the cliff faces once rested the temple of Phoria, which was destroyed during the coming Salamaster and his shadow army. The Temple was ringed about by seven giant statues shaped out Dwarven marble. In Present times, stories persist that the site is haunted, and that upon the night of the full moon the giant statues rise from their depth hoisting the spirits of the clergy long dead. In actuality the spirit of the head priestess still resides underneath the waves.
Game Note- The Imortalic Games- After the age of Shadows and the rise of the present day kingdoms and City States. The League of Thrones instituted the present era kingdom games, which would take place every seven years. These games are honored by all, and most races and participate. The Imortalic games are named after the Imortalis Gods of Chalice, who in the days of old looked on favorably on sports honor and the chance of victory.
The Last Imortalic games where marred in terror, when several Elves where killed by Zealots of the Iron Gauntlet. It was this act that made the private army a criminal organization through out he lands of chalice.
Alakahazan-the Cuerlain citadel
Population- Metropolis 20,0000 All races
Government-Matriachry Lashanda the Cuerlian queen. ( 20th level Warlord Air Gensai)
Defence- Large Standing armie along with, hired adventuring Mercenries.
Commerce-Trade, services, and travel shipping .
Places of interest.
Azure Strait- this great sprawling strait of water separates the continents of Ifretus and eastern Aerbor. This body of water is often used, for shipping of good all about chalice. The Curelian citdel is situated upon it banks and has a thriving port.
Temple of the Blue Rose- This temple is dedicated to the goddess Memshal, within it door the temple houses her greatest artifact the, Blue Rose of Memshal. Rumor has it that the artifact is said to have great healing properties.
Palace of the Curelian Sky- This enormous palace is forged out of Blue reflecting crystal taken from the Elemental Maw (Elemental Chaos) Fashioned and hewed into a might tower, inside resides the Queen Lashasda and her court.
Inn of the good hand. This taven is famous for it locations, located near the main gate, in the air-ward. It a haven for most traveler entering the city. The Goodhand is service by a Alida Goodhand, a former Adventurer who is semi retired. The goodhand is also a good place for the various rumors and gossip.
The four Wards of Elemental Balance. The Cuerlian citadel is separated into four wards. Air,Fire, Earth, water.
Seaside piers- this is busiest place in all the city, due to citadel immense exporting and importing of good coming to and fro on the Azure straight. The Seaside piers are run by various River Tooks gangs that keep a tight control on the flow of cash, goods, and bribes around the dock areas. Official in high place believe it is a necessary evil, even thought Tooks are the powers that be about Seaside, they are vastly loyal. Those in power rarely look upon the Took except when to many bodies begin to start showing up, If need be the Blades of Bluesteel are ever on the watch looking to stop Things from getting out of hand.
The house of Steel, Notes, and Law-This large Building holds, three important piece that help the citadel continue to run smoothly. The Structure is massive and holds the Offices for the Blue steel militia, As well as the office for the bartering, trading, and loans of Notes that most of chalice use as Trade for large sums of monies, and finally the Legit can be found there with various Legit Inquisitors and judges that broker and settle legal matters in the name of the queen. Just visiting the structure take days, that vast is the building. It is said they even sell coffee fromt eh far off Islands of the buccaneers archpelgo to workers and visitor.
Note the Merchant Archpelegos brewser, having discover coffee and chocolate In the islands have set up a Barrister store in most of chalice. A cup of Coffee cost 1 silver piece, and adds refresh one healing surge, once per day.
Brief History- Alakahazan appeared during the last destruction of Hysoril and Temporal Trigger. The palace of the Cuerlian Sky having existed in the Elemental Maw, was ripped from it bearings in the swirling chaos by the powerful forces that the artifact created, and a gate was opened to an area upon Ifretus, near a large stretch of water that would late be known as the Azure Strait. The Palace was the domain of a power Air Genie and his disciples, which now had been transplanted to a new home. Threw the years word traveled that a magnificent tower of blue crystal that shimmered like the very sky could be found, and Adventures sought out it fame. Thus those who sought out the legendary city found that a most gracious host, who allowed many to settle about, the Palace. From that moment the city began to grow, it has become a powerful city state in common times. They say Lashanda is a descend of that Air Genie lord.
Rumors and Gossip-
'Look I Tell yah I heard them say that, They were speaking in some type of Slithering language. It was kings Tongue for sure, but it was as if they were serpents our something. Grel They said they were going to steal the Blue Rose, can ya believe that. They must have been some type of foo'¦'
Talon HardLuck before the blade of a yuanti Cutlist of Kali-Ma took him in the Back.
Epoch of Discovery Anem, 1466.
The free cities- Are a collection of small town and cities that circle the bay known as Vobream Breath.
LongSpur
Population- town 700 All races
Government-Council
Defence- Militia, Merceneries
Commerce-Trade, services, and travel, shipping
Places of interest.
Vaults of Penaldin- The town is known for it massive underground vaults in which the dwarves crafted many years ago. Long since left for empty the Vaults now serve, as a place to protect the citizens as well as storage for the town wealth and goods, There are massive tunnels still unexplored by the citizens of LongSur.
Vobream Berth-The bay serves as the home for many of the free cities that encircle it. It is not uncommon for various ships from each city to fish, and sail the large body of water. It is also not uncommon for the various towns to battle each other to see who capture the spoils of the large fishery, in which they sail and trade.
The grove of silent repose-This grove is a blessed in the name of Tithtania, and watched over by the Druid Kalem Cros the green warden. The grove is said to be enchanted with both spell of silence and sleep. Rumor has it that those who wish to ease their minds and quiet their souls, come here to rest.
The Stables of Steam- it is said that the finest stock of Flame Steeds come from this stable. So fine are the horses that they are entered in the Imortalic games every seven years, and have bested every other steeds that have ever gone against them. The master of these stables is name Daerin Hevron, a 14 level Ranger. Daerin prides himself on his horse, and has a running wager with the lord of Lyoness on who's flame steeds are better. Darein as well as The druid Kalem Cros are member of the Council of five.
Brief History- LongSpur like many of the free cities were created from the refugees of the fallen cities of the north. heading south they settled upon Vobream Berth. Where they have remained ever since.
LongSpur is as old as Varanguard, and like most of the free cities they see Varanguard as blood relation than just as a kingdom. Even though LongSpur does not give alliegence to Varnagurd the town see the kingdom as a good and powerful friend.\
Rumor and Gossip-
'Ah Daerin you do not see that the flame you cherish will sorely be put out, when I cut out the heart of every last beast you own. It is only a matter of time before you awaken with your most favored steeds head underneath your very covers. A fitting punishment for what you have cost me. And when you are no more then I will have avenged my father for the evils you have done.'
Leygrin Deepelder Orc Cheifteen of Growler Steelclaw Lord of the FangTooth walkers.
Epoch of Discovery Anem 1446.
LORE
From the Journal log of Zembian Wintermist Captain of the Sea Sceptor
Epoch of the Discovery- 1441 Nimbral the 14
Zembian Winter mist
'The ship was making good headway against the tides of the sea. The crew and I had been lucky to stave off the last tide before Vobream's kiss would blanket the ocean in both waves of fury and storm. The sea goddess is a fickle mistress, on one moment she can love you, and the next she can turn the very storm of nature against you.
I was happy delivering our last bit of cargo off New Kelbin of the Buccaneer Archipelago , and in trade replenishing our stores of cocoa and the dark spices that those strange atoll had to offer. The goods we traded in would catch a fair price in Iblin , and I know Hextor the spice merchant would bend over backward for me knowing that winter was on it way, and it was near suicide to sail the shattered sea during those times. Regular storms were hard enough, but Spell Storms could sink a ship, or burn her down with rain of acid.
I thank the Imortalis that my crew is steadfast and able, and with any luck barring any meeting with the sea devils we should reach Iblin in a month.
Epoch of the Discovery- 1440 Nimbral the 18
'Curse you storm goddess! It was to good to hope, and a bomb blew in from the south west, cutting east. An early Spell Storm , of crackling lightening. I had hoped to bat it out, Opening up the sails to get in some more wind that was pushing the storm our way. I had faith in my ship the Scepter and my crew, but against a spell storm of living lightening, the ship could not fly fast enough. My old spell master who trained me in craft once told me that storms were elementals bottled up by ancient curse, and roamed the sea ways in mean to repay men for their imprisonment. Often I scoffed at what he would say. But to day is different, the storm , it caught up to us and lashed out wit h it fury. I lost my helmsman in a blue bolt of raining lightening. Jelbold would be missed. I took myself and a few other spellweaver to cast a good enough ward over the ship for protection. The spell rain of lightening had done it damage though, and the ship was listing. I feel if we don't put in soon , the ship might not make it to port. Tomorrow I will send the divers to see If the ship will hold .
Epoch of the Discovery- 1440 Nimbral the 23
'It s been a couple of days. We have shore up the damage from the spell storms , but if we don't find a place to hold up, Scepters not going home. The gods in there grace have given us the chance. The helms man has sight land. I was curious at first, none of the charts show a island in this part of the Ocean and I had been sailing the sea for more than ten Summers. The call of '˜land Ho' brought me from my thoughts, and looked onward with my spy glass.
Through the jutting rocks could be seen a wall of fog , at first it seemed as if it blanketed the entire sea. Then I say the first signs of the Parapets that stretched for miles about. In my awe I wondered what me and my crew had fallen upon. Tomorrow we make land fall. I will get the Sceptor moored and begin fixing the damage and possible investiage this new find and see what treasure lurked within.
Epoch of the Discovery- 1440 Nimbral the 31
'I agree with many clerics the dead should stay dead. I barely made it back to the ship. Most the the raiding party is dead. I can barely write now hands shaking from the terrible sounds of my mens screams as the undead rose about them to rend them with tooth claw and sword. They fought bravely the lads , with spell, blade and musket , but we were overwhelmed by fiends seeking to drain our very souls. Their master was some unholy creature, garbed in plate-armor that seemed to simmer with heat, blackened and burned as if some god had dipped him in lava. What was worse was the stench that came of the stretched skin of his facem and the twin nimbuses of growing eyes , that sort our doom. Wreath ed about the creature head was a burning crown of fire that showed him to be some lord of the lower hells. My men cowered in fear, as his steed a raging nightmare of smoke and ash , that burned everything around it , even the horde of minions , that rose from their graved in multitude. In order to save what men I could, I unleashed all my spells , and battle skills to keep the horde away. It was as if the very island had come alive , with undeath, thousands had awoken from their slumber to swallow us hole. Those lads that fell became one with the undead host, and began to tear at their fellows. When we saw this we knew there was only one course, to run like the very ghosts where at our heels.
Epoch of the Discovery- 1441 Nimbral the 5
"Whatever devilry resided her e must stay here. I was able to get the Scepter up and running, and leave the Devil Island in our wake.
This horror would not leave my mind, the glade we had entered had been there for a reason, if not for one of the crew touching the ring of huge stones we found outside the huge castle , I believe what ever was inside would still be there. I fear in our haste for magic and plunder, we have awakened something that should have stayed sleeping. Gods help us for my folly. I must warn '¦ I hear screams. '¦ my men '¦No!...he has found us '¦Any who get this beware '¦Ashen isle '¦.the burning king '¦.
Ashen atoll and the Burning King.
Grand War- War of Thrones
Nations of War-
1460- Having attacked Floralanthus for over several years the lord of the iron gauntlet bring their greivenouses to the lords of nations. It is here the truth of the Elven pact, is revealed. The pact between the Dawn Elves and Daemon princess told to all, in the hopes that it would damage the relationship between many nations the support the elves. The Iron gauntlet calls for their destruction. The kingdoms of the west, led by Varanguard protest, while the kingdoms of the East led by Castillion Side with the Iron Gauntlet. The lords of nations breakdown, and Castillion Kadan, and Escavaliion attack Floralnthus.
1460-Bishop Renior The leader of the divine faiths of Castillion is killed in route from the lord of nations to Castillion, and evidence of the attack is planted at the feet of the elves and Varanguard.
1460 cyrgust- Vortigaan Sherev takes the mantle of bishop, and in six short months , Vortigann crushs all opposition. In secerete, Vortigaan has the aid of a powerful Daemon Princes known as Asmodian aid him. Unknown to many Vortigaan is the highest lord of the iron gauntlet.
1461-The Sharev empire is born on the ashes of he elves former home.
1462- The Sharev empire, Kadan and Aided by Escavalion, the Kingdoms invade the forest home of the elves
The elves repel the attackers but know they can not hold out. The kingdoms of he west, Come to the aid of Floralanthus, but are beaten back. Castillion and the Iron Gauntlet burn near half of the forest down . The elf kingdom of Chalice is destroyed. A wave of Elves descend upon the world in number not seenh since the old days.
Instead of destroying the elves as expected, the elves expand to every part of the world.
The kingdoms of the west, once again led by high king Erien Lionsblade marches to Floralnthus. The armies of the west a dealt a crushing defeat. And are forced back to Thorn
1463- Varaungaurd takes the stronghold of Thorn. Forever more Thorn become a free city state. The war goes badly for the kingdoms of the west.
1463-Copperbound is annexed by Kadan briefly, and Castillion, take the Free Cities of Vobreamns birth.
1463-battle of Vobream birth. Varanguards navy is destroyed by Castillion's might Fleet. The Sharev empire sweeps upon Varanguard.
The Elf Kingdom of Elrond-Terion after years of seclusion through the crafting of magic, reappears to aid the Loin-Hold.
1463-The rebellion of Gilistry occurs- many heroes fall, yet Kadan is beaten back, Talin Strongheart is crowned the golden king. He and his companions the legendary heroes of Gilsitry launch a raid into Kadan, battling their enemies Falstaff and the Iron lord. Kadan Retreats from the war.
1464-On the doorsteps of Varanguard, Sharev empire's armies are stopped with the aid of Iblin to the south, and Lyoness who has desicided to aid the west and the elf cause. The war stalemates for three months most of the fighting fall upon the frontieras The Sharev empire seeks to fight a battle of two fronts.
1464-The Occulains of Bregan Bol enter the fray, Bregan-Bol adds Varanagurd and sends their mighty fleet of ships to aid the western kingdom.
1464 Brail- The war turns as Corodan enters the battle. It make several deals with the kingdom of thewest to annex any territory it might win from Castillion. The kingdoms of the west agree.
1464- The armies of the west march across chalice toward Castillion. For the first time since the Phoenix wars, the Questing dreamers return from Agronesson. The questing dreams reclaim their ancient home in escavalion. The Robber Barons of Escavalion fall to the Questing Dreamers. Thane Sword-Saint take his place as lord of Escavalion. Those questing dreamers that stay aid him.
1465- Caught in a vice, The Sharev empire shudders, ans Castiliion is besieged by both Escavalion and The west.
1465-The Day of doom- Vortigaan wishes to parlaty with the lords of the thrones. Uknown to the other lords, Vortigann plots treachery. As the warring faction meet, Vortigann unleashes his masterstroke, infernals, and Abyssal elves led by Asmodian, Erupt upon the meeting. Many of the lords of the west perish in the conflict. The greatest high King of Varnaguard Falls to the blade of Votigaan. Erien Loinsblade perishes. Ethen World Walker master mage, returns upon a silver dragon and destroy most of the demonic foes and Castillion itself. Sharev empire become known as the Daemon-hold forever more. The war of thrones comes to an end as Vortigaan and his legions retreat.
1466-Fulcum Lionblade, lord of the silver arm Become high king. The great kingdom of Coradan having taken much hurt from the war finally splinters upon itself.
The Elven Expansion-
The upheavel- after their battles against the Promethium titans, they rested in order to regain their power. During this time the age of shadows began, and long did it stay. During this time great orc kingdoms flourished, and small kingdoms of men, dwarves and elves flourished, barely keeping the light of hope from extinguishing. It was during this time, one agent of the gods roamed the vast realms of the universe. The Celestials name was known as Malek and he was the first fist of Sol Diadem. The Cherubim sang and composed songs in his name so great was his fame. His was the righteous word of the god of justice, slaying Daemons from the lower hells, with his sweeping sword. For every victory won a seed festered and grew. In Celestials heart the seed of hubris grew, and as the darkness festered the want to be unto the gods grew.
Through out the age of shadows, Malek traveled through out the world, he examined those the gods seemed to care for the most. Malek looked upon humanity and saw nothing of worth. To his mind humanity was nothing but cosmic dust given the ability to breath and breed. They were unworthy of the gods love. They were unworthy of his love. Malek returned to the side of his lord, when the calls went out that the gods would soon again move upon the plains. At this time as the gods gathered strength, did the Celestials begin to plan his move. He would bring other celestial to his side, and then they would rule the universe.
Malek bided his time, until the time came upon the world of Chalice. The gods attention was affixed upon the time of the Grand war during the epoch of Discovery. With their attentions fixed upon the mortal plane, Malek would strike. With weapons forged from the deepest pits of the lower hells and Celestials marched upon the gods.
Unbeknown to the mortal of Chalice, the gods were besieged yet again, by forces that would rend asunder their very existence. To there mission the god once again set aside the tenet of their nature and knew that the great threat was know ahead. The Imortalis, wisdom was great, and their power strong, yet even those wise lords knew, that even though one Celestials could not defeat a god, but a host of celestials could. Thus the Imortalis gathered their host, and they two entered the Grand War. Form through out the world of chalice,
The Imortalis called forth their most powerful agents, and warriors to battle against the Host of Malek.
The upheaval rocked the heaven and shook the plains. Yet in the end the Celestial failed to prevail. Malek though succeeded in his quest for god hood and ascended, and was banished. Ethereian the mage and bearer of the magical artifact known as the Eye of Helios. One again Helios was born from, the young powerful magic user sacrifice, and lord of rising sun once again rode the skies The universal tree ysgadal and the many plains of exsistence were torn asunder, and it took the vast power of the Imortalis to rebuild as they have always done.
To the racs of Chalice the gods took on a new meaning, and form many they became known a the builders, or great builders.
Those celestial that had gone against the gods were banished from the seven heavens to chalice, it is here they toil and plot to return to which they believe is rightfully their. Their new god Malek, the lord of vanity and hubris as their guide.
The Celestial that are upon Chalice have a special hatred for the children of the Imortalis. Seeing them as usurper to their rightful place in the eyes of the gods. In some ways the Celestial are a greater danger to humanity than the daemons, who seek to corrupt man, while celestial seek to destroy men outright.
It is also during the time of Grand War that t he time of the infernals, as men come to know them as appear. The Teifling race, exploded from the deep fissure of nine hells, by their masters the Daemon Princes to besiege the city of Bastion, the stronghold that keeps the Daemons from entering the world. Of all the Daemons captains the Tieflings proved the smartest and craftiest, and with their aid they pushed the defenders of Bastion to the brink. It was only through the betrayal of the Thirteen clans of Infernals that Bastion still survives. The Tieflings had been humans once, during the time of Malchior; it had been the Daemons that had taken them, and bred them with spawns of hell.
For centuries the Teiflings waited for the right time. At the peak of star light, the highest time of northern starlight, they swiftly made a pact with the people of Bastion and smashed their former masters hold upon them. After there freedom the thirteen clans of Tieflings departed Bastion and traveled the length of the world to explore, and seize life as they saw it.
The Warcrum During the Grand War saw major combat, on both sides of the war even as they hunted for the Artifact known as the last Matrix. Eventually they would continue to seek out the last matrix. Many settle through out the lands, helping to build and discovering another life besides war and questing.
Thus as the Grand war ended, Varanguard still stood strong, While Castlillion lay in rubble ruins, the world had once again shifted, with the dawning of a new day.
The year was 1465 the epoch of discovery, and the continuing adventure that is the Grand Realm.
The Seven Jeweled Towers of Aglaron.
Aglaron the Jeweled stronghold was once the bastion for the Florian Elves during the epochs before the age of shadow that descended upon the world.
When the daemon invasion rolled upon the plains of of Aselhern and Malchior, the Florian Elves went to the aid of their peoples of the land. The struggle was great, and the foe was greater than all who dwelled upon the region. Through the fighting both the kingdoms of Aselhern and Malchior faded into the memory. Once the human kingdoms were routed the daemons began their long siege against the Seven Jeweled Towers. In the chance to escape the elves created a bridge with their arcane magic and the help of the Imortalis to a realm like that of the Grand Realm but slightly different. This world was rich with magic and the essence of nature, yet it was outside the natural laws of the Grand Realm. The entire mountain was shifted with the power of the elves, and passed into legend.
The Seven Jeweled Towers exist within the confines of the Feyrealm, and because of the disjunction between the Grand Realm it only appears random at times upon the same spot.
Adventures have sought the wealth and powers of the elven realm for centuries, and a few have succeeded, in recent times the adventuring band known as the Three Blades, led by the fighter Keldahar, have laid eye upon the fabled city.
The Seven Cities-
'¢ An'Karos- - The tower of Diamond is known as the Soaring Spirits. This large tower is the dedicated to the Imortalis. It is said that the glittering tower sparkles upon the cerulean sky and yellow rays of the Feyrealm light the jeweled walls in a brilliant halo. The sounds of music can be heard during the dawn as dawn elves lift their voices up in joy of the coming day. It is here that Celestrian (king or queen) court gathers to here the proclamation of the ruling court.
'¢ Celos'Kelaon '"The Tower of Amtheymist also known as the tower of wind. through open space great gusts of wind flow through the open majestic spaces. The tower holds most of the various inn workings of Aglaron, such as Litigation, judicial services, and law enforcement. Elves float upon the winds born out of the Feyrealm, flying to their designated assignments.
'¢ Celos'Vankros '"The Tower of Emerald is also known as the tower of dreaming. Within the elves know this is the home of their most prized oracle known as jenhaga the emerald queen. Jenvalis has lived since the days of since the Epoch of the phoenix. It was Jenvalis that prophesized the doom of Aglaron and it subsequent escape into the Feyrealm. The tower is also the host to many of Aglaron more powerful diviners.
'¢ An'Daros-The Tower of Ruby, also known as the Tower of Crafting. This tower holds court to al the master artesian, from artist to metalsmithing. It is with these halls that the elves most beautiful art, as well as their most beautiful weapons could be found. Those who walk the halls of the elf towers are greeted with spectacular displays of clockwork mechanics, gemstone magic, and array of beautiful arts.
'¢ Ar'Cepten-The tower of Onyx holds the military might of the Aglaron, here young elves learn the craft of spell battle and blades. Deep within the bowls of the tower elven knight guard the summoning circle of daemon prince of Urglos, and destroyer. Urglos was general of the daemon horde was the captured and bound to circle. Great was his horrible deeds against the elves, and he was bound to the summoning circle.
'¢ Celos'Kredev-The Tower of Sapphire, is also known as the tower of Song, the physical arts, and the love nature, here the great druids of the elves, and clerics of Gylen work their earth bound magic upon the tower and the inner city of Aglaron. The elves also marvel at the creation of the corridors that shimmer with gem magic, depicting the waves of the sea, the leaf of the frost and the blue of the sky.
'¢ Ar'Keltar-The Tower of Pearl, is the home to the arcane might of Aglaron, it is here the three sect of elves work to create greater forms of magic, and crafting of their gem mastery.
Aglaron
The Jeweled Mountain of Aglaron is the home of the Elves in the Fey Realm, The mountain is a hollowed out set of glittering caves, and illuminated magical light. The entire mountain is the Elven city, carved with beautiful motifs and sculpture, as well as lined with glowing lichen, and the woodland greens magically protected within the mountain. Life within the city is bustling as elves, ply their trades, work at their arts and perfect their communal existence. The elves are ever vigilant for even in the Feyrealm there are threats that would steal their lives.
'¢ The Rakasta Princes make excursion into the Feyrealm seeking young elves as slaves and sacrifices for their devious plans. The elves are constantly weary of the creatures and often war against them.
'¢ Agents of Orcas roam the Feyrealm in order to release their general Urglos, often they will use doppelgangers to infiltrate into Aglaron. The daemons have been unsuccessful, for the elves or watchful for any daevilish trickery.
Monsters of the Grand Realm
QuoteDulhurn
Monster Level 5 Normal Soldier
Large Aberrant undead XP 200
Inititative +0 Senses: Perception +15
HP 63 Bloodied 31
AC 21 Fortitude 23 Reflex 23 Will #
Speed 6
greatsword Melee Standard At-Will Weapon
# vs. AC 1d10+4 damage
shortsword Melee Standard At-Will Weapon
# vs. AC 1d6+4 damage
Burning Skull Melee Immediate interrupt Encounter Impliment, Fire
5 squares burst 2 # vs. Reflex 2d6+4 Fire
ongoing 5 Fire (save)
Blazing Strike Standard Encounter
The Dulhern can channel is dark energy into a sizzling strike if black fire, that does a additional 1d6 fire damage
Blistering Grapple Free At-Will
The Dulhern's Grappling touch burns at the str vs fort. The blistering grapple does an additional d6 point of damage
Alignment: evil Languages: None
Skills: Intimidate +11 Perception +11 Endurance +12 Bluff
STR 18 +6 DEX # +6 WIS 13 +3
CON 15 +4 INT # +3 CHA 13 +3
Equipment: great sword
Bio/Notes: The Dulhurn is creature created from the black arts of the master of Sarris. The seceret was found uncovered by the Hidden Lich Norgrath, in the age of shadows, and quickly spread across the realm. Those necomancer who find away to construct one use these undead soldiers as guards to proetct their lairs, and valubale items
QuoteBrine Whelp
Level 1 Normal Skirmisher
Small Aberrant Humanoid Sea Goblin XP 100
Inititative +2 Senses: Perception +11
HP 29 Bloodied 14
AC 15 Fortitude 14 Reflex 14 Will 12
Speed 6
Dagger /Melee / Standard At-Will/ Weapon
+6 vs. AC 1d6+3 damage
Trident /Melee / Standard At-Will/ Weapon
+6 vs. AC 1d10+3 damage
Crossbow / Ranged/ Standard Encounter weapon
+4 vs. AC 1d6+3 damage
Water Geyser Standard Encounter
Power '" water geyser (Encounter) Once per encounter the brine whelp can spit out a powerful stream of water that can knock a opponent back on his heels by ten feet. The attack is so powerful that is does 1w 1d6 points of water force damage to an opponent.
Alignment: evil Languages: None
Skills: Acrobatics +7 /Arcana +6 /Athletics +6/ Bluff +6
STR 11 +0 DEX 13 +1 WIS 11 +0
CON 13 +1 INT 11 +0 CHA 11 +0
Equipment: Dagger, Trident
Bio/Notes: The Brine Whelp is an Oceanic cousin of the common land goblins that inhabit the grand realms. The creature hunters the deep water in search of merchants ships and various goods in order to barter and increase their trade of goods and slaves to the sea kingdom of Muria. in combat there no hesitation to set upon unweary travelers with their weapons, and their water gyser ability. The traveler Agrin Half Hold once surronded by Brine Whelps, was able to escape their clutchs by offering them slivers of jerk Beef, and uttering the phrase "Ob wup mee winnie Bob"
The Greater Gods of Chalice
Imortalis Sphere
Helia SunCrown Rebrith
Sol Diadem Justice
Neiblung Krag Creation
Frohelm Invention
Vesuvian Forge
Gylen Nature
Tithania Fey
Charion Death
Phoria Magic
Talronan Evil
Helios Ethan Destiny
Cuthulian Madness
Memshal Healing
Gangrious Disease
Tiamat- Chromatic Dragons
Kali Ka Serpents
Bahamut Good
Davloth Shadow
Marduke War , Battle
Etna Wisdom
Auter World Walker Travel
Janus Deception
Vobream Weather
Elzahoon Knowledge
St Elmos Guardians
Saladin War Destruction(note in year 1465 saladin as been subsumed by Marduke
Paladine Honor Valor
Grand Realm/Reforging of a people[/color]
Reforging
Quote
I have seen the destruction of my home Floralanthus. The once green vibrant forest teeming with life know dead and tainted by evil to unspeakable. My kin have christened the fallen wood Mael-Lanthus the black lands. human simple call it darkened vale It is as if the very shadow have absorbed the wood in a twilight version.
The iron gauntlet did there job well cursing the earth in such a way that the elves could never call it home again. Yet their attempt to destroy us utterly has only stirred the elves like never before.
The Iron Gauntlet could not stop us from escaping to the Fey Realm hidden by Tithtania during the first drow and elf wars. Nor could they stop us from finding our kin in the high city of Elrond. Elves once again ride the rodes and mix with the races clasping hands and rekindling the fires of friendship and brotherhood.
Elven tales can be heard in taverns and halls next to dwarves. Elven music is at it's zenith hand the elf langauage once again flourish amongst the folk of Aerbor.
Human children gasp at the sight of our stature and our curved half-moon shaped ears, only to laugh playfully and tug at our long cloaks and banners.
The Iron Gauntlet wished to strike us from the world. They had with to commit genocide on a whole race of people for a wrong done long ago through the mists of time. What they have succeed in doing is adding fire to a torch long thought snuffed out. In the attempt to destroy us they have given rise to an elven rebrith and Aerbor has never seen it like.
Spirit Hawkfellow
High Captain of Celos-Lanthus
Taka ros Dan band of the hawk
Ceremony of the great tree
[/i]
QuoteThe elves of floralanthus escaped the desecration of their wood and travel west in Varanguard. For twelve months during the year the sojourn commences. Through out Aerbor the call goes out to all the clans to meet on the eve of Lightborn in the month of nimbul. The great eclipse is celebrated by the elves as the death of the old year and the birth of a new year.
Within the Aerboriddium forest near fabled Nyth Mountain. The elves plant Regysdal the seed of the earth tree as the eclipse ends and the magic of the tree opens a large planar gate in the Fey Realm.
The forest once dead in the throes of winter now becomes alive as Regysdal awakens the valley of the dreams. The elves fond Celos-Lanthus (the earth city) to replace the home they recently lost.
Quote
I am lucky to invited to this great event not knowing what to expect. The years have been hard on the elves us much as us. We humans understand change better than the elves in our life change comes often quickly. Not so for the elves who are immortal. Or so the legends say or people believe
Their life spans are as long as their height and their courage know no bounds. Some may think they are gods
But I know better. They are like men and dwarves. Gallant brave fearless untiring to a cause and quick to laugh. I have seen them in battle I have seen their sword play and magic kill or have seen them be killed. The elves might live
Forever but they are mortals and travel to Mandos the afterlife like you
Or I. Seeing the reforging of their homeland leaves my heart lighter. Knowing their footsteps echo through the trails and the groves reminds me how
much they are apart of the world and not seperated from it like so many think. we humans classify the elves as highborn
Or low born because of the difficulty of their names. Yet these noble creatures are all highborn.
I am glad to know they are still with us guarding
The world and it ancient secretes it would be a
Darker place indeed if we all had to face the coming night without them.
Ravius steelstrike member of
The seven soldiers if steel "serpent windstrike-chronicles of steel"
[/i]
Hi All it been awhile. I hope all is well with everyone. I must admit I have been Lax in posting up new material for the game so you can have a chance to take glance at stuff. In the last two years life has caught up with me big time, and it is only know that I've been posting, and it good to be back. AS you can see I'm working on another game as I work on The grand realm, and i hope you like it. The Eternal war will be fun to work on. The grand realm is going through a phase of sorts as it continues to grow and more information continues to come my way. In a few more years ill be celebrating its 20th anniversay since I came up with the basics of the idea in 1992, and im hoping to share with you all the goddness that comes with celebrating my worlds birthday with you.
Thanks All
While working on the book, this is the new set up for the Elves of Chalice, as of the Epoch of Destiny. By the way 500 hundred years have elapsed in my campaign since the introduction of 4E and 3E.
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Map of Silverlode and the town of Lhunna-
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EcathantorQuoteIt tis rare to see so many practitioners of magic and the unknown powers gather in one place and one time.
Mages are often a secretive lot. Not so early in the histories of man, where dwelt the city of magic Ecanthantor the city of spells.
Not since those times has their ever risen a place so wonderous of art and power.
It is the boon of men that it has not happened ever again."
Taken from the pages of the phoenix ashes by
Dorno son of maden, high scholar of castilian
1446 y.s. Epoch of discoveries
During the epoch of the phoenix their was no greater source of magical power in all the world. Ecathantor stood as a gleaming tower of magic through out the world of chalice. The city was the pride of Hysoril. Here before the dark days and the schism between magic users walked the seeker of knowledge.
The city was one magnificent beauty. Gleaming towers rose toward the sky touching the clouds. Ships floated on pure magic and dock upon quays of high in the air. The citizens partook of green lush parks and listened to the nightingales hold sway with their songs. The great libraries and their were many were filled with all matter of learning blessed by Etena the imortalis of wisdom.
Ecanthantor was the pearl of humanity until the shadow fell upon it and the lords and ladies fell under it sway.
History does not tell of the coming of Amon-thul, except that he seemed to appear as wind upon the Morn. Amon-Thul was clad in his rainments of beauty and his magics dedicated to life.
He gained the ear of Ecanthantors mighty mage-lords and they listened to his poisoned words. Amon-Thul was demon an agent of the great serpent Io and through the ages he had dwelled upon the firmament seeking to cause discourse and hate.
In Ecathantor the schism of magic began, a simple shift in thought and feeling turned wielder of magic against one another until those not willing to bend knee to domination forswore their fealty and left on the winged ships to form their own nation amongst the floating islands in the sky.
Amon-Thul in his wroth made issue with the king and queens of Hysoril and spoke of ill tidings and the dooms that would befall them if they allowed the people to leave.
Here began the seeds of the great mage war between hysoril and Kar'magus, due to machinations of Amon-thul.
During the phoenix war great beautiful Ecanthantor fell to ruin and it people death. The once great spire turned black from soot and war. The lush gardens burned away. The cities great libraries gutted and the vast knowledge stolen or turned to ash.
The great servant of Io laughed as he had brought low another set of kingdoms. His laughter echoed through of the silent still streets until the coming Endowin Roedric the son of Sol diadem and lord of light. Amon-Thul quelled in the sight the morning son for in his hand rode Risentia the sun steel, the blade that smote shadows.
Here alone had the servant of the imortalis come for Amon-thul; yet the servant of darkness was not with out his own powers. Shedding his illusion of beauty Amon-thul showed his true form.
Before Endowin Roedric stood before him a demon of the lower hells prince among the nine courts. Amon-Thul the Valrok came forth with whip of flame and sword Of enchanted iron.
The morning son and the prince of the nine courts set upon each other in great battle. Ecanthantor trembled in their contest of mighty blows.
The great power wrestled with each other through the day as morn became night. None could destroy the other. Amon-thul durig the night tried to flee with it great wings of shadow to the highest tower that was known Monathrin the tower of dawn. Endowin Roedric pursed and took his sun forged steel against the Valroc.
As Surter the sun released it rays Endowin Roedric smote Amon-thul upon the body and cast the demon from the tower.
The laughter that had been Amon-thul turned to screams as his physical body shattered the earth. Ecanthantor rumbled in its death throes as an earthquake appeared destroying the fabled city and Endowin Roedric in the same breath.
Year later the rest of Hysoril would be destroyed and would sink into what would become the shattered sea.
Deep beneath waves the ruins of Escanthantor Still exsist, leaving mark of the legacy of the city of spells
|
Languages of The Grand RealmWhen the Imortalis set the sun and the moon in places, they set forth populating the world once more with the call of life.
Upon the firament they wrought the races that would inhabit the world. The first was the first born. The children of flower and trees. An with there awakening they were blessed with thought and the fire of creation most like their sires. The dwarves they fashioned in image of their craftmanship endowing their hands with great skill and creation.
Of man which was weaker than the other they gave forth courage and the fire of the heart. Faith men called it.
The Imortalis spoke to the races with the song of making and the thought and it was then the elves would fashion a great language of the world since they knew the minds of the imortalis best.
This langugae was also different than the imortalis who spoke with songs and thought. It was thus that the gods gave the races of chalice their start, to truly be free.
It was not long before All the races spoke Eldeen and eventually their own langauges
Eldeen begat Durodin. The spoken dwarf langugaes that begat the alphabet of Runorin, dwarf rune or as men saw dwarven.
Eldeen, begat. Mindrin the first langage of men, that begat the durobin the mixture elf words and dwarven runes. This begat Old manish, and by the times of the annels of the Phoenix middle Manish, which begat the common tongue of man Elder Mannish, or kings tounge as is spoken through The Grand realm, which begat Manicant street tongue.
Note Common is spoke by this with education and knowledege. Manicant is spoken in broken common which substitutes words and meanings. It is also called rouges talk. Sentence are broken and words cut short of their original presentation.
Eldeen begat Unuthdrin the cursed tongue of the Uminos the real. Of Fey shadow.
Eldeen begat incardara the language of magic. Incardara is the nearest known langauge that resembles the language of the imortalis.
Eldeen begat Old Mindrin that begat Saracin the langauge of the southerr men of Ifretus. To this day men of aerbor call the folk of Ifretus Saracins.
Eldeen. Begat Mindrin, which begat Saracin which. Begat Asura which the people of the east speak.
Note Mindirin is not a dead language. It was renewed in the world when the questing dreams founded the realms of Argonessa to the east.
Eldeen, begat Mindirn, begat old Mannish, begate middle mannish begat Castil the speech of the folk of the azure straits.
And the lanagugae of the old gods, those that still speak it prayer, psalms, magic call it Divinion, the music of power and the imortalis |
Join us @Thegrandrealm on twitter and under take the adventure. (http://Joinus@thegrandrealmontwitterandundertaketheadventure.)
Favorite art work from a few artist her from face book for the Grand Realm Art by Adrian Garcia, Omar Meriwether, Gerogia Horesh, and several others
http://www.lulu.com/shop/adrian-garcia/art-of-the-grand-realm/paperback/product-17801091.html (http://www.lulu.com/shop/adrian-garcia/art-of-the-grand-realm/paperback/product-17801091.html)
JUST IN IN TIME FOR THE HOLIDAYS, THE GRAND REALM CALENDER IS HERE FOR 2012, JUST PICK IT UP HERE TO KEEP TRACK OF ALL YOUR GAMING CALENDER DATES.
http://www.zazzle.com/the_grand_realm_2012_calender_calendar-158374188966331487 (http://www.zazzle.com/the_grand_realm_2012_calender_calendar-158374188966331487)
Avermath the Red has taken flight be the first to ride the epic dragon! On sale now! http://www.zazzle.com/avermath_the_red_tshirt-235883955902406582 (http://www.zazzle.com/avermath_the_red_tshirt-235883955902406582)
http://www.zazzle.com/the_highguard_tshirt-235147257332807535 (http://www.zazzle.com/the_highguard_tshirt-235147257332807535)
Wow, a lot of stuff! Unfortunately, all the maps are gone :( Any chance for a re-up of the worldmap?
What's the logic of selling a 2012 calendar now? Wouldn't one for 2013 make more sense?
Eh, anyway. You misspelled "calendar." Not just in your post, but on the product itself.
Quote@ Eliathen, I will try to upload the pics again for you and everybody who wants them. I hope you enjoy the content, hopefully you don't mind
the misspellings. The info is freshly squeezed from my brain when I post up. I'm sharing this stuff for the site, which would normally go in a book. Eliathen hit the url for the face book page
i have maps and actual drawing there, and hit like to join :)
.
http://www.facebook.com/pages/THE-GRAND-REALM/352720298113?ref=hl (http://www.facebook.com/pages/THE-GRAND-REALM/352720298113?ref=hl)
Quote@Sparkletwist, eagle eyed as ever. It took down the calendar, because of a spelling mistake, as well as the amount of time i had the calendar up. As for the content it had in it, the art was pretty cool at least.
let me just say this. I love writing rpgs. I am not the best editor in the world, that not what i'm here for. My thought here is to give everybody a cool campaign world to play or use in their own games. So i'm not really looking to be perfect in my spelling. Nor do i have the time to be perfect. I'm doing this for fun, not work. So again forgive my spelling failures.
Legends of The Grand Realm: The Sleepers
THE SLEEPERS
As the Morn War raged across the multiverse the progenitors lost more ground to the Imortalis gods, the lords of chaos banded together. They went to Zanatos the father of destruction and unmaking to craft weapons that would slay their enemies be Imortalis gods.
Zantanos toiled through the years and at the zenith of the great war his creations took the field of battle.
Forged from the very fires of the sun Zanatos constructed war-machines of great size and height.
Of all the weapons of the progenitors the constructs laid waste through out the universe destroying worlds and gods in the process.
The war began to turn against the Imortalis and the gods convened at the universal waypoint known as Pinnicle. Here they divined that they could not destroy all of the constructs.
It was Talros the trickster who came upon the notion to put their enemy to sleep. What they could not win with strength of arms they would win through guile. The gods banded together and Nieblung Krag forged the chains of eternal sleep to render the godslayers inert for the duration of the war.
The Imortalis warred against their enemies and chained them. With their godly power they cast the golems through out the multiverse.
The gods slayers would become known as those who sleep and after the Mornwar their purpose and tale would slowly fade into silence. Or so the gods thought.
Even the Imortalis with their great might on power could not foresee the coming of the Mage Kings Of Hysoril and their quest for knowledge.
The Mage kings like the gods where embroiled in a devastating war of magic against their counter parts the sorcerers of Kar'magus and they sought any foothold that would deliver them victory against their foes.
One Mage Lord Daraxsus the weldsmith searched long for forgotten text and legends about the sleepers. Daraxsus was a master of invention and innovation and his mind was ever keen upon creating new life through constructs and golemkind. Long he sought the knowledge of the lost progenitors.
After years of searching Daraxsus found the text of Zanatos penned years before by an ancient cult who worshipped the ancient progenitors. Within the tome was a spell that would allow the Mage lord to commune with the very essence of the progenitor. The ancient being promised to give Daraxsus the knowledge he sought if he would be allowed to share his body. Daraxsus agreed and Zanatos melded into one being. Daraxsus with his newly divine power sought out the sleepers through out Chalice and begin to unravel Zanatos work.
The progenitor aspect of the Mage allowed him to create new constructs from his old plans. Daraxsus could never break the seals that gods kept upon them and eventually settled on making entirely new constructs from the sleeper design. These new war-machiines would become the clockwork horrors and clockwork mechanics that have since found it's way upon Chalice.
Daraxsus used his new creations for war along with his brethren, still they could not defeat the sorcerers. Daraxsus knew they needed to find another way to defeat their enemy. It was through the thoughts of his divine self they he came upon creating sentient constructs.
The mage created hundred of forges and foundries through out Hysoril and began to create living constructs. The mage also knew that he would need sacrifices to power these new constructs. He and his fellow wizards fell upon the city of Kragenholm a dwarf town of over two hundred and began the sacrificial rite tapping the divine power within him. A maelstrom appeared that swept through Kragenholm and it people.
The dwarves where caught within and their souls were ripped away by lances of pure black power. Daraxsus and his fellow mages would use the dwarf souls as the matrix to power their army this would never come to be for the sorcerers intervened and the legendary battle of the maelstrom was fought. It was here that Daraxsus even with his divine power was slain.
Many mage lords died that day but they never found Daraxsus. Of the Hysoril constructs they were taken by Kar'magus sorcerers who were astonished to find that the dwarven souls now powered and bonded with the construct bodies. These constructs knowing they could not return to their former lives called themselves the forge born and pledged to fight against the mage kings. To this day Forge born can be found through chalice.
Daraxsus died that day during the battle of the maelstrom but Zanatos the progenitor did not. With Daraxsus soul expunged Zanatos commanded the remaining form.
Zanatos waited years before he could strike out at the Imortalis gods by releasing the sleepers once more. That chance came at the time of the dawn cataclysm and the sundering of the elves. Zanatos acted while the gods dealt with the powerful demon lords of the lower hells.
Zanatos went to Talronan the god of evil and deception who had been Talros the trickster, the same god who had come up with idea to imprison his godlayers . Talronan who mind had been twisted to evil joined Zanatos and shattered the chains of three of the god-slayers that lay upon Chalice.
The sleepers awakened and began to lay waste upon The world. The gods saw the the sleepers had returned went to confront them even as they contested the demon invasion of the multiverse.
Final battle raged through the universe and upon the lands of Charkram a continent several hundred miles off the coast Bregan Bol and northern Aerbor.
The battle between the gods and the sleepers were titanic and nearly devastated the continent; the gods remained triumphant destroying two of the three sleepers. The Imortalis to save what was left of the continent of Charkram created pocket dimension deep within Chalice that would later become known as War-mantle .
With the end of the dawn cataclysm and the rise of the shadow age Zanatos disappeared never to be seen again.
The world was not so lucky to see the end of the sleepers. In the epoch of discovery 1442 the Kuthulian war raged upon Aerbor. The Kuthulian's were once the Mage kings of Hysoril had returned and had attacked northern Aerbor to reclaim their empire and in the process unearthed the last sleeper during the war. If not for the adventuring group the sentinels of Varanguard the sleeper would not have been stopped. The sleeper was shattered to pieces in the resulting battle against the heroes, being a shadow of it's former self.
Abridor
Population-50,000
Cities-Abridor City
Government-Oligarchy, secret ,lord the Lich Argivar
Military-slave conscripts
History
Abridor was founded in Yearly Season (Y.S.) 605 the epoch of rising dragon.
With the coming of the Blue Jin of Alhakazan, the famed slave markert were closed permentatntly. Many of the slave merchants quailed at the closing of the market and business and took brutal action against the new ruler of the city. The Blue Jin would not stand for this and the fabled slaver master uprising was crushed. To this day many still speak about the bloodshed and death that the Blue Jin wrought on the traitor merchants. As the story goes the merchants and their plans were thwarted with ruthless efficiency, few lived to speak of the slaughter; yet their was one slaver who would stand his ground and survive. His name was Agrivar Lordspont , and besides being a slave master, he was a powerful master of the arcane. Agrivar used his magic against the Blue jin, and the both contested each other with the weapon of magic, lightening and death. They fought to a stand still, none gaining ground until both realized that they would both perish of the battle did not tend. They descided that parlay and council was the correct route to settle all accounts and keep the kingdom of Alhakazan from falling to rubble. In the end their deicion resulted in the expulsion of the slave merchants and Agrivar himself.
Those who wished to leave the kingdom could while others that were willing to follow the new rules of the realm where allowed the stay. Agrivar and many of his contemporaries headed south down toward the great mountain ranges known as the Abridors. Here they would create a new kingdom and new world.
In the largest mountain the settlers found an immense cavern that would be the perfect place to begin to create their city. The settlers tapped into the natural geo thermal pockets of hot springs they located deep within the caves and deeper yet in the vaults of the Umbral Delve. They would use these resource to create their lavish city like none ever before. Dwarf slaves sapped the mountain honey combing the higher reaching areas for the rich merchants that could afford and build their homes and mansions their. Elven slaves where used to populate the deep with forest using their lore and bond with nature to create lush gardens. Gemhadar slaves, quarried the rocks and brought forth gems and crystals uses for light and sun stones that would light the city.
In 730 Y.S. After a hundred years of seclusion, and planning Agrivar Lordspont announced Abridor to the world by unleashing the slave legions he had been raising upon his former home Alhakazan. The legion war was a costly reminder of the hate that the slave merchants held for the Blue Jin and their former home. The legion war lasted then years from Y.S.730 to Y.S.740. Alhakazan was nearly laid waste and at the end of the conflict the Blue Jin was destroyed, in a epic spell battle with Agrivar Lordspont who by this time had turned to lichdom. The blue jin in her last act of defiance self immolated herself, destroying Agrivar worldly form but not his spirit.
With their leader gone the slave legion fell into disarray. Abidors legion scattered as a new leader appeared known simply as he Cerulean queen. Some say she was the daughter of the Blue Jin, other say she came from the elemental plane of air. The Cerulean Queen was a leader Alhazakan needed. She repulsed the slave legions and rallied her people to her.
Sincer the end of the way the two kingdoms have been at odds and a secrete war has developled
Places of Interest.
• Mount Abridor-at the base of the mountains is the giant geo thermal cavern, this cavern houses the capital city Agrivar Proper. The city is a vast complex of over 1,000 building with sprawling walks ways and aqueduct, that are the life blood of the city.
• The Aquifer way Four great Aqueduct bridges way stream heated water directly into t he city, and two story homes utilize the water. Light gleam with the use of Phlogiston lanterns and reflective sun gems and rods.
• The Slave markets- of Agrivar are located in the middle of the and cover a distance of over two mile. It is the center of slave activity bustling with merchants unveiling their new wares, and trading their old stock of slaves. Slaves are not the only goods that are sold there, goods and ware are sold through out where any can buy. They say it is easy to buy a sword in Agrivar but is easier to buy a slave. Here all manner of slave is bartered on, from elves to dwarves, Human slaves are the most populace, while many of the other races fetch a fair price by the most wealth of the oligarchy lords.
• The Slave Colesseum- this giant edifice is a stadium createfor slave gladiator games. It is modeled after the Colesseum Magnus of Castillion. The forum stands over 60 feet tall and over 200 hundred yards long. Great sculptures of long dead merchants line the great arches, and before the gate stands the Visage of Agrivar in his glory. The giant 30 foot iron sculpture was said to be forged by Agrivar himself.
Rumor and Lore.
• During the war of the Thrones Abridor followed a policy of neutrality at face value, but was seceretly supporting the iron gauntlet and Vortigen, during the campaign, by lending out slave legion conscripts. This eventually came to an end in the last year of the war as Adventueres highered by the Cerulean Queen smashed the operation and revealed what was transpiring.
• Abridor is currently probing deep into the Khun Conferederacy, sending several legions into the foot hill to possibly begin and invasion of the surrounding tundra and hills.
Promo Poster for Elfseed the novel by R.R.Ryder. The Kickstarter campaign begins, early October 2012.
The Blepharitis-Eye-blade
Large Aberration (Evil);
HD 8d8+16 (Aberration);
hp 52; Init +3; Spd Fly, Good 40; AC:12 (Flatfooted:9 Touch:12);
Atk +7 base melee, +8 base ranged; +7/+2/+2 (5d10+2, Light rays; 2d8+1, Bite; 2d6+1, Crush);
AL LE; SV Fort +4, Ref +5, Will +6;
STR 15DEX 16, CON 14, INT 14, WIS 11, CHA 12.
Feats: Flyby Attack.
Description: The Blepharitis or Eye-blade as most adventures describe them as, are horrid creature that call the Umbrel Delve home. These nightmare terrors are considered the lords of the underworld, due to their powerful magic and devastating tentacle like attacks.
The Blepharitis is a giant ball with a singular vast eye in the center that has a front view of at least a 180 degree. A great maw can be scene upon the giant orb, arrayed with sharp barbed like teeth, which is slick with gray ooze. Scaly Skin glistens, with a thick milky viscous, and from its thick orb like body shoot out tentacles that can wrap around and squeeze the life of any foe. Upon these six tentacles, and riding the fleshy appendages are eyes that blink of malevolence.
QuoteCombat: The Blepharitis is a powerful foe in combat. The creature can hover above the ground at least 40 feet.
Powers
Eye Charm- It great eye cast a magical beam that cause any to look at it to be charmed. Thaco rules- on a successful attack the target is charmed. At the end of the combat turn the target can use his or her end save.
Tentacle Crush- The Eye-blade can use it tentacles to grapples and squeeze the life out of its foe. Every round the crush of the tentacle does 2d6 points of Damage. Thaco Rule- Target is allowed an end save to release itself from the The Blepharitis.
Bite- If the Eye-blade succeeds with it tentacle crush attack, it then draw you to it maw and take a bite of the target.
Spells- the Blepharitis cast it spells through its eyestalks on its tentacles. Each of the six tentacles has it own spell.
Roll 1d6 to see which spell us used.
1. Sleep
2. Fireball
3. Melf acid arrow
4. Lightening
5. Monster Summoning 4
6. Inflict serious wounds.
Society: The Blepharitis Is solitary creature, and several only come together in order to reproduce. It is rare that they work together in an yfashion, since each individual tends to hate the other. When they do come together it is called a cabal. The most famous cabal in recent time is called the Cabal of the third eye. This powerful cabal of elder Eye-blades came together for one reason, and that was to rule the Umbral Delve. It is only when several hundred years pass doing Blepharitis work together, and even then they are a group they seek way to destroy the other.
4E stats
The Blepharitis Level 8 Solo Controller
Large aberrant XP 1,750
Initiative +6 Senses Perception +5
HP 352; Bloodied 176
AC 22; Fortitude 20; Reflex 20; Will 19
Saving Throws +5
Speed 6
Action Points 2
R Eye charm (at-will; free) • Charm
The Blepharitis unleashes a ray that charms their target
+12 vs Will; 2d6 + 5
M Tentacle Crush (recharge 4 5 6; standard)
The Blepharitis grapples and crushs its target in a mighty grip
+13 vs AC; 2d6 + 5
m Bite (at-will; standard)
The Blepharitis seek to devour its prey with it great bite
+13 vs AC; 2d8 + 5
Spell ability (recharge 3 4 5 6; standard) • Acid
+13 vs AC; 2d6 + 5
Roll 1d6 to see which spell like power is used
1. Sleep
2. Fireball
3. Melf acid arrow
4. Lightening
5. Monster Summoning 4
6. Inflict serious wounds.
Alignment Unaligned Languages —
Str 15 (+6) Dex 14 (+6) Wis 13 (+5)
Con 16 (+7) Int 17 (+7) Cha 14 (+6)
Earlier one of the member asked for me to put up some of the maps I made for TGR.
This will be the first one.
I should preface this by saying that I have only read a few scattered posts, and skimmed or skipped over the rest.
It seems to me that you have quite a large mass of information, which I applaud. It must take a lot of time and energy to come up with it all.
But the setting suffers from bad presentation. We see a huge wall of text, that isn't formatted in any way that actually aids our finding the information we want. That's intimidating to look at, and makes many people just decide not to bother reading it at all. I would suggest using the IC tags, NOTE tags, Tables, the list function, and perhaps spoilers as well, all more often and more consistently. They can really help you to divide up information and conserve space. Also, just run everything through a simple spell-check. Many programs will offer you suggestions when you do this, and you can easily just click "accept" or "ignore" for many of the spelling mistakes.
But there is also the fact that much of what is written seems to be rather self-indulgent, and if-I-may-say-so, a bit pretentious. There is nothing wrong with talking up your setting, but if you are going to make claims about how great the setting is, you should try to give us reasons that are convincing. Take the first post for example, with the quote by Elathaan Belafor:
Quote from: Spirit Hawkfellow'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy. At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world. Chalice is a world of vast beauty, and ugliness.
It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'
Elathaan Belafor, Master Herald
Anem 1445, Epoch of discovery
Twisted halflings sound kind of interesting, and intelligent goblins
might be, depending on how they are implemented, but the rest of this does nothing to sell your world. You bill it as "a world like no other" but then go on to talk about "noble heroes and "dark villains," beauty and ugliness, and dwarves hammering away in mountains. I read this and don't know whether to laugh or hang my head. This describes 1000 different settings. I believe while skimming, I saw someone mention how weird this makes Belafor sound, which is a valid point, but for me it is drowned out by the fact that the point he is trying to make to the interplanetary visitors (I guess) is obviously bullshit from the point of view of anyone who has seen at least one other fantasy setting.
Quote from: Spirit Hawkfellow(Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice. They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars. Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane. These mortals are called (Aeon)
Now this is somewhat interesting. Gods being afraid of something. So they are clearly not omnipotent, though they will grant spells to those who are devoted enough to them. And it establishes godhood as something achievable, rather than something ontological and eternal. And Godhood would be a pretty awesome thing to achieve, especially with a character you had been with since level one.
Now, to shift topic a bit, I liked the entry on Abridor. It got a bit long winded, but it was good information that was interesting to read about. I like the Alakahazan/Abridor enmity you have going on, and the places themselves are rather interesting, though Alakahazan might be taking the "blue" theme a bit too far. With half the things being called "Cerulean" (Queen, Temple, citadel, palace) and the other half being called "blue" (Blue roses, Blue-blades, etc.) it gets a tad cheesy. A motif for the place as a whole is fine, but it starts to sound like one of those "theme cities" with only one claim to fame, so they slap it on everything. Of course, if it is all Blue/Cerulean/Azure because the "Cerulean Queen" has a fetish for the color, how do the lay folk feel about this? Does EVERYONE love the color blue, or do they resent having a monochromatic city? Do they snigger at her behind her back? Is there a rebellious
Orange Faction? Or perhaps a less aggressive group that would settle for Teal?
@ Seraphine, it seems like my setting is large and full of information, that's true, I've been running my campaign for over twenty years so there plenty of stuff to write about. To you it may seem like my work is self indulgent, then again most writing is. Pretentious not in the least, since what were creating is a work a fantasy. Why shouldn't fantasy and how I present it be the way I want to create my world. It seems like what I am writing doesn't float your boat, and that fine. You say that since there is so much stuff it cause people to just pass it up as well, which is okay as well. If people choose to like a few things that they read and add it to their campaign, then I am cool with it. I like to create. I have a mind for it, I like gaming and creating RPG, if that self indulgent well then I'm guilty as sin.
As for bad presentation, again this isn't a beauty contest. usually i'm writing notes on my iphone or word, and just leave my thoughts out there for people to read. Again since i'm not to familiar with the tags, I tend not to use them. I'm done talking about spell checking because I've talked about this before.
QuoteI believe while skimming, I saw someone mention how weird this makes Belafor sound, which is a valid point, but for me it is drowned out by the fact that the point he is trying to make to the interplanetary visitors (I guess) is obviously bullshit from the point of view of anyone who has seen at least one other fantasy setting.
Let me say this there are a lot of people who don't know what RPGs are, just because we do, doesn't mean everyone else does. What i write might sound crazy to you because your used to seeing it, may not be the same for some one new to the genre. Go back to plenty of the old games and you will find a lot of writing like this.
but then again why would you, you just skim through it.
I Joined this sight a 2007 to create a cool campaign and really just try to showcase and share, my world with people. But I'm beginning to see that its time to move on. It was blast while I was here, I enjoyed being showcased for the month, and that was special to me, but I can do the same thing I'm doing here on my own, and the way I choose to.
My last post will be links, to where people can follow TGR if they want, I would love to see them. But as of this moment A bid you a fond farewell.
Quote from: Spirit Hawkfellow
@ Seraphine, it seems like my setting is large and full of information, that's true, I've been running my campaign for over twenty years so there plenty of stuff to write about.
Good for you.
Quote from: Spirit HawkfellowTo you it may seem like my work is self indulgent, then again most writing is. Pretentious not in the least, since what were creating is a work a fantasy. Why shouldn't fantasy and how I present it be the way I want to create my world. It seems like what I am writing doesn't float your boat, and that fine. You say that since there is so much stuff it cause people to just pass it up as well, which is okay as well. If people choose to like a few things that they read and add it to their campaign, then I am cool with it. I like to create. I have a mind for it, I like gaming and creating RPG, if that self indulgent well then I'm guilty as sin.
As for bad presentation, again this isn't a beauty contest. usually i'm writing notes on my iphone or word, and just leave my thoughts out there for people to read. Again since i'm not to familiar with the tags, I tend not to use them. I'm done talking about spell checking because I've talked about this before.
It may not be a beauty contest, but having a nice looking layout instead of a chaotic jumble does help people trying to read. This website is in large part about sharing not only your campaign setting, but your thoughts on other people's settings. If people have trouble reading your information because it is poorly presented, then you are hurting yourself by not getting their input. Tags help organize the material and improve readability. And you know how you get more familiar with the tags? (
Hint: It involves using them)
Quote from: Spirit HawkfellowI Joined this sight a 2007 to create a cool campaign and really just try to showcase and share, my world with people. But I'm beginning to see that its time to move on. It was blast while I was here, I enjoyed being showcased for the month, and that was special to me, but I can do the same thing I'm doing here on my own, and the way I choose to.
My last post will be links, to where people can follow TGR if they want, I would love to see them. But as of this moment A bid you a fond farewell.
When I posted my first setting on this site, I received a much more scathing review than you got from me. And I deserved it. I made claims about my setting that weren't true, I played into tropes and didn't even realize how cliche and actually UNCREATIVE I had actually been. But I absorbed the advice, harsh as it was, and was able to use that to make something better.
If you share a setting with other people, you have to be prepared to take their opinions on it, both good and bad. If you can't, or just don't want to, hear anyone criticize your setting, then you can indeed "do the same thing [you're] doing here on [your] own." And maybe you'd be better off doing it that way. We all have our tastes, and many of us have experience with other games, and with other settings. So, if you want to be a member of our little community, that involves both not just posting your setting and expecting us to be glad you did. It involves posting comments on other people's work, engaging in the conversations, and yes, listening to our thoughts on what you show us, whether it is good or bad. You can still do things "the way you choose to." Our opinions on what makes a good setting are not law. But if you can't stand to hear a negative opinion ever, then you are better off keeping it to yourself.
Ralph Waldo Emerson:
"To be yourself in a world that is constantly trying to make your something else is the greatest accomplishment.QuoteI actually have to admit, Seraphine, you're talking points as you see them, seem clear and concise. You talk about me being less involved in the community which as moderator is your right. I take nothing away from any campaign in this group and community, there are fantastic campaigns all worth reading, and being a part of the cbg for five years I've been a part of this group. If memory serves I did share ideas, about other campaigns monster and such. Again sue me for working, having a family and, plus dealing with real life in that I can't be as active as I once was or as polished as some other settings. Or as I was trying to be recently by entering the monthly contests.
QuoteWhen I first joined, The CBG it was a place to share ideas, a few in the group gave great advice and asked great questions about my campaign, and I always welcome the advice and always thought to make the game better. Never once did I think that I was just writing my campaign for just myself. What I was trying to do was show a window into the world and game which I had been running as a DM for a long time. I wanted to showcase this world like so many others do.
You think I'm being self indulgent by just writing about my world, then again there is a motto out there that says write what you know. Sure I can write something for someone else campaign, but I believe many of our peers on this site have a great handle on what they want their world to be, or how they wish to communicate that world to me or you. I'm along for the ride reading and enjoying what they are creating. If I felt I had something to add, I would be more than happy to be involved and share. If they wished me to write something for their campaign, I would be more than happy to add or write something.
Again we see thing differently, I don't begrudge you your opinion but I also didn't join The CBG to be told about spelling, punctuation, or the way the material is being presented for you, this isn't high school, and I finished college ages ago. If you were an Editor, and I was publishing a piece and getting paid you would have every right to come across and bitch and moan about it. That why we all have our own sections in the forum to produce our work. You don't see me coming over and telling you about your layout.
By the way, I have been using some of the tags most recently, again sorry if I'm slow in catching up, and how I place my text make your head explode. Would it have been murder for you to just give me time as I was getting reacquainted with what you have here. Perhaps I'm not as fast as some other people when comes to this Interface yet.
QuoteI told you before the work here is unfiltered, right off the presses. This is something I do for fun. Yes I understand sometime it is difficult to sift through because of the formatting, but ask yourself this... not all art is nice and pretty.... Not all writing is nice pretty, or tidy... I'm putting my ideas out for our peers to come back with real questions and real advice.
It not that I can't take criticism, I'm artist as well as a writer, I've been grilled by some who would make you piss in your pants. What your criticizing, is not about the material, its the format. It always been the format, and to me that seems like your nit picking. Your need to run over the way the material looks, shows you don't have the patience to really read the material as presented to make a better Critique. I would never not have picked up Dracula, Jack Kerouac, or T.H.White just because of their formatting type. That like saying I can't read macbeth becasue he writes in a stilted medieval style and poetic language. Not every piece of material will be presented for you and for your taste. You said yourself you just skim over some of it.
A critique I can get with is if somebody is talking about the crunch of some posted material. Perhaps a dagger is a little high powered, or this kingdom should be larger, or a question like how many soldiers does this keep have.
Your only critique is that the world is self-indulgent and pretentious, and cliché. Have you really looked at the games people are playing out there. RPG in their nature are clichéd due to the length of time fantasy has been around. We are all working under the umbrella of the fantasy writers before us. Tolkien, Howard, Jordan, and Pratchet to name a few. Elves, dwarves, dark elves, all cliché, It doesn't mean people like them any less. Is the Forgotten Realms, really any different than Ebberon, or Greyhawk. Superficial yes but really pretty much the same in terms of how you are going to run your game.
You use a sample of my writing to illustrate that how weird a small paragraph was written.
Quote(I believe I was skimming , I saw a mention of how weird this makes Belfor sound, which is a valid point but for me it is drowned out by the fact that the point he is trying to make to a interplanetary visitor is obviously bullshit from the point of view of anyone who has seen at least one other fantasy setting)
Excuse me! Pretty presumptuous to assume everybody know what a campaign setting is. It was an introduction; it might fail between those who know what a campaign is. But is succeeds in filling in this new traveler who has come to the world about the world. It was more of an advertisement, when I was selling my D20 book under Legendary Arcanum. Advertisement does this every time . That interplanetary person could be a new player who has never seen a fantasy roleplaying game or even played one. I don't know how young you are, but I remember back in the days, reading Dungeons and Dragons Ads inthe back of marvel comics that were simliar. So I'm not that off. Could the copy have been better, of course, but I was letting who to write for a RPG on the spot.
QuoteAgain you took this small passage was from very early in the campaign in 2005 when I was just getting my legs under the writing and feeling out writing the text. I don't write text books which campaigns books are very much akin to. Now it 2012, and I've listened to the advise that was given in 07, and I have dialed it back from writing exposition of this type of nature. If you ever read a caption block from a comic, the writing from 2005 was very similar to it.
QuoteI also don't write this world just as a written down set of information. The Grand Realm, is a living Campaign, one that is constantly being played and is in constants change. The writing material, the lore, definitely heads toward epic fantasy, but the game itself is classic Dungeons and Dragons, and the short stories and finished novel are sword and sorcery, so its a mix of several genres in it's different presentation.
QuoteI could go on all day about this, but I won't. We are simply at different spectrum of this argument. You are welcome to your opinion, and as a moderator I would hope you had greater flexibility. I will say this, you lit a fire under my ass lol. You got the blood up. I was going to leave, but you know what that would be the easy way out. I'm not in this for you. I will find my own way or presenting this campaign in my own way here. I will keep writing in the hopes people enjoy it, and also, my door is open to anyone on the site, that has questions about my campaign, or would like me to write something about their own world. If you have valid opinions and advice, just let me know.
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PS to answer you question about the Color of the Blue Jinn. When she appears on Chalice being a elemental from the pocket of air, she took on a blue color, thus she was known as Blue JInn by the people of Alhakazan. her daughter the Cerulean queen was born blue, and Alhakazan is slightly placed within the elemental pocket of air, which composed of the color blue in my world. Adventurers that travel to the elemental pocket of air, see almost everything in blue. This is why the motif, just doesn't relate to just a theme, Alhakazan is a bridge to the elemental pocket of air. My group actually played this.
QuoteAs for the Imortalis Gods are not Omnipotent and can be killed off, besides helping give rise to the races, creatures, and various other life on the planet, they are the guardians against threats that would destroy the world of Chalice. The Gods have their own enemies, that seek a strangle hold upon the world. Their are other beings from other dimensions, multiple parallel worlds, and their on world that constantly stretch them to their limits.
Bill Cosby
"I don't know the Key to success but the key to failure is trying to please everyone."
I'm just gonna pop in here real quick to make a few things clear Spirit because I think they need to be said. Firstly Seraphine isn't a mod so anything he is saying to you he is saying uniquely from his own perspective and he doesn't represent the site. If you want to talk moderators the only person here that comes close to that is me, and I have been blessed with a generally mature and calm group of members so that it isn't often that I have to undertake the duties of that title. Right now I feel is one of those times. Not because you are being unruly (indeed you both are being quite civil) but because I think perhaps there is a misunderstanding of what the nature and atmosphere of The CBG is.
The CBG from the start was more than just a showcase for settings, it has functioned as a collaborative community where the creators of these settings could get feedback on their creations. The CBG was and still is focused on RPG improvement of both the setting and the creators world builder skill set. With this in mind it has always been vital that members not only receive feedback but give it (indeed if everyone only got and never gave there would never be anyone to give in the first place). This is why we always tell people that they shouldn't expect to receive feedback if they don't give it. In your case I have not seen much of any feedback for other people. It also seems that you get defensive to any feedback that is given to you. Having said this you aren't going around demanding feedback (which is good, I'd take much more issue with this if that wasn't the case). The issue though is that you come across as actively avoiding the collaborative feedback process that serves as the core purpose of the community. On a forum where discussion and interaction is paramount it makes you come across as anti-social which in a small tight knit group like this can cause problems.
I would love to have you join the group, interact with other members more when you're on here, critique other stuff, and take advantage of what this site really is. We're here to, through social discussion, improve your skills as a creative thinker and artist in a hobby that we all enjoy. Help us help you so to speak. Obviously I can't make you do this, all I can do is draw your attention to the issue and let you decide what you want to do. However, having made you aware of this if that sort of community isn't what you want for yourself I know there are several others devoted more to what you're trying to do here (showcasing your stuff). You are welcome to showcase like you are now but don't take it the wrong way when others take issue with that as it isn't the focus of the site (and in some cases can run counter to it).
Finally don't take this as an attack, it's not meant to be. What I'm trying to accomplish with this is to help you see something from an outsiders view. I feel that's important as it's hard to get that perspective when you're on the inside. Heck that's the very reason we have critique on here (because a fresh set of eyes might see something you don't). As a fellow member I want to see you (like I want to see everyone else) strive to discuss and critique and step outside your comfort zone. That's how we teach each other and that's how we help each other grow.
Finally I leave you with this, a little quote perhaps to consider.
"It is literally true that you can succeed best and quickest by helping others to succeed."
-Napoleon Hill
This is a map of the Vobream's Berth, The Free Cities and the buccaneer archiplego you can use these map, for you own campaign. I left it sparse for a reason.
You can add or change names if you wish to use it in your own campaigns. Enjoy take care.