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Messages - Spirit Hawkfellow

#1
WARMANTLE-LORD HERON. 

Character design for, Warmantle.
#2
I like the whole Asian flavor of this setting,  You can use all types of sources from various materials.  Personally I love the runrun shaw flicks, like 36 chambers, the superninja or five deadly venoms. You can use tons of stuff like that to give ita unique flavor. There also Avatar, with element bending that would be cool with this setting. 

So far the setting is intriguing and cool.  Can't wait to see more.
#3
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.
#4
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.
Quote
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."
#5
@ 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.



#6
THE BLISTER BEAST
SETTING-THE GRAND REALM
CREATED BY SPIRIT HAWKFELLOW

QuoteBlister Beast   Level 4
Medium Beast (Beast )   XP 175

Initiative +3
Attacks +3   Senses Perception +3
Spd-+2  Spd Factor_0

HP 32; Bloodied 16
AC 13; Fortitude 1, Reflex 1, Will 1
Vulnerable +5 vs FIre
Speed 8
Action Points 1
Trait-Scent/+4
Feat-Monster Multiattack (Standard)
The Blister beast can attack with targets within 5' feet of its threatened area with all it attacks.
Technique-Bite (Move)
On a move action the Blister beast attacks with a furious bite, The Blister beats can do this at will
Combat- Multiple claw (Standard)
The Blister Beast attacks all in it field of attack, striking out with all of it multiple attacks.
a Spell-Blister Blast (recharge 456)
The Blister Beast can unleashes a freezing torrent of sleet from its maw freezing it prey.

QuoteAlignment Unaligned   Languages

Skills STEALTH +4
Str 15 (+3)   Dex 14 (+2)   Wis 9 (-1)
Con 12 (+1)   Int 9 (-1)   Cha 9 (-1)
Equipment Natural
QuoteBlister Beast Lore
A character knows the following information with a successful [Skill] check.
DC 15: The Blister Beast is a cunning snow hunter that can be found near the wild Tundra's of Winter Heart or Baelfrost, they are hairy creature nad resemble a badger with four black intellect reflecting eyes, four large wooly legs ending in hook claws, and a down coat of white fur.  Dagger like teeth descend from it muzzle, ready to rend it nearest prey.  The beast is a trickster when it come to hunting it prey, lying in wait, using it course white coat to obscure it form vision until it pounce from the snow with jaws, claws and freezing breath.
DC 20: The Blister Beast has variety of abilities that make it an ardent foe.
   The Blister Beast has a natural ability to hide in its environment, gaining a +2 bonus to its stealth proficiencies. 
   Trait-The Blister Beast has a highly functional olfactory gland that gives it an increased scent range.  +4 perception checks
   Feat Monster multi-attack.
   Technique-Bite
   Combat-Mulitclaw Rend
   Spell (Recharge) Blister Blast
#7
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.

#8
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)

#9
Promo Poster for Elfseed the novel by R.R.Ryder. The Kickstarter campaign begins, early October 2012.
#10
Setting The Grand Realm
PALADINO-THE ENTARI OF FAR SIGHT.

By Spirit Hawkfellow

"The Imortalis sent down upon the world the Entari, beings of divine fire and sprite to aid the cause of the children of the Imortalis. 
The Entari or heralds as they would later be known as fell to the firmament from the heavens.  Upon chalice they took the form of the children.  Some took the form of Elf, others Dwarf, many took the form of Man.  The greatest of their host whose name is now lost to the wind was called Paladino.  Paladino arrived as the apex of night, when the Dawnfire was brightest, during the Age of Shadows Y.S.3654 (yearly season).    The recordings of what the herald did when he first came upon Chalice have been lost.  It seem Paladino, next appearance, was several years later, before the fall of the Great Kingdoms of the north.

Paladino at this time, was in his full powers.  In all ways he was mortal as any of the children of the Imortalis.  He could grow tired and hungry: he could be hurt and wounded; in all things he was very much a mortal.  Paladino was still Entari, blessed with the fire of the Imortalis.  The herald became a master of spells and Incalara, the speech of magic.  His mind was strong, compared to the appearance of an old man he took on his arrival on Chalice.  He quickly became a wanderer traveling from place to place, spreading the lore he found, as well as bringing the word of the Imortalis, to the people.  Paladino was looked on as a master Sage, and traveller.  To the Elves he was called Palariir, the Far Seer in Eldeen.  The dwarves named him Okren, the traveler of the depths.  Humans named on Paladino-mag'faier, which meant the Fair Mage in middle mannish.  Tooks called him DienoFarstrider, loving him well for the stories and tall tales he would bring them. 
Paladino fame grew, as he walked he lands of the Chalice doing good where he could.  For the next years he traveled for and wide, making a home in the great gray towers of magic in Melichior, the greatest kingdom of the three kingdoms of the north.  He was instrumental in founding the city along with AlamstianVearenial, the north King.  Through his guidance the kingdoms grew until their fame became legend, and was known throughout the word as gleamingKingdom of knowledge until it fall in the Anel Y.S.3573.

.  Paladino won much reknown for his aid to the kingdom of men in the north, and recorded are some of his feats
•   The Song of the gate:  Paladino using his great arts, slay many demons before they bridge into the Melichior city from the lowerhells.  Through the magic in Incarlara the gate is sealed, but Paladino is sorely wounded.
•   Paladino was one of the authors of the Magistriir Codex.  This book detailed the different avenues of magic, as well as it uses.

#11
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.
#12
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.
#13
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

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.
#14
Updating Info for Warmantle for 2012-2013.  Warmantle will be debuting ssome time next year as part of My Thaco-Game Mastery book.  Thaco is a stand alone game, touching on several version of Dungeons and Dragons.  here a look at some of the new material for the campaign.

THE FAITH OF WARMANTLE- THE BEGINNING

As the morn war raged across the universe, the gods and the progenitors  battled each other for supremacy of the cosmos.

The world of Chalice was one such place.   Of all the bodies of the heavens of all the besieged worlds in the universe the gods loved Chalice best and it was here the war threatened to ravage the pearl of the universe. As the progenitors sought to destroy the world the gods fearing the progenitors victory fashioned a pocket of time and space where the memory of Chalice would remain.

Three gods where chosen to be the caretakers of this new plane and close the pocket dimensions from the view of the progenitors.

As the final battle of the imortalis gods and the progenitors raged.  The imortalis gods Ishtari mistress of knowledge and light, Mitra lord of good, valour and war,and  Mordansan the lord of evil tyranny sealed the plane forever.

Once the planes was sealed the three gods used their celestrial powers to fill the world. The three merged their powers and from their will came forth the laws of the universe.  From the peices of chalice that were taken, the gods forged new lands of gray and brown wet deep seas of cold and green and the brightly lit skies of lapis blue and white clouds.

Upon the firmament life grew as their power washed over the sphere.  The imortalis gods created seven helpers of divine power. These immortals did the will of the gods seeding the world and nurishing it powers.

The god having wrought the world with spiritual Hammer and divine fire turned to their greatest creations yet. Unlike the immortals that were fashioned from the
minds divine magic of the gods. These new creations would be of the gods very essence.

First amongst the new races was man, fashioned in the fires of divine spirit.

Next were the elves who where formed from the gods breath.

From the blood of the divine the Dwarves were created
To be the life blood of the earth.

And from the tears of the gods joys came forth the Tooks knowing both laughter and sorrow.

From the word of the imortalis gods came forth then Kirin the walkers of knowledge.

The gods continued on fashioning the world until they were spent and needed to rest.  They charged the immortals to watch the world as they rested to
Care for the races as they had been tasked by their own brothers.

They themselves flew into the heavens and transformed into the three orbs in the skies.

Ishtari begat the sun firey across the east and west

Mitra by her side became the dawn moon that rode by her side from dawn to dusk and Mordansan became known as the lord of night, the pale rider,
for his moon rode the night skies seperate from the others.

The immortalis know charged with protecting the newly formed races, enslaved them instead. During the time of waking, they had grown jealous and spiteful.
The immortals had all the attributes of the gods including evil from Mordensanan.

with out knowing they had the power of free will and choose evil by enslaving the races.  

For thousand years the immortals enslaved he peoples until the humans cried out to their gods whose names still burned bright in their minds.
They called forth to ishtari, Mitra,and Mordensanan for release.

From their slumber the gods heard their pleas and from the five races they choose hearlds to represent them he gods forged thirteen rings of divine power and gave them to their emmissaries

Thirteen ring hearlds were created to battle the immortals. The seven quailed before the might of the hearlds and

their power broken by the their might.
The seven immortals fled into the shadows their power weakened never to return.

Under the ring heralds the world charkam thrived. More untold ages the races of charkram thrived until the ring hearld of peace was turned by the immortal of lust
Shariss to be come the ring hearld of darkness.

The ring herald sought the other thirteen ring slaying their owners and gathering them up for himself, until five remained to challenge him. Sol diadem the herald of strength and five of the remaining ring heralds challenged he ring herald and smote
the land and himself brining about the Herald Cataclysim.

The rings were all lost and for a time the races dwelled in a new world of peace, yet unfufilled was their faith and they turned to dark powers.

In place of the herald great beast god became the religion of man. Magic both dark and menacing know walked the world. The evil that Mordensanan had blessed
the world with had taken shape.

The creature of the lower hells heard the call of races and found a footfall and took the shape of these beast lords becoming immortal unto itself.  
It would be the beastlords that forged and fashioned the one horned orcs of the world and the green skinned goblins that hunted the forest.

The beast lords like those before where shattered when a ring hearld appeared. Endoverien Galdrin came forth and smashed their power to shambles leaving only their
cults to survive. Once again the herald was lost as was his ring.

Ages shifted and turned to memory and ages returned
As did the the hearld of darkness. Who spread his evil upon the world. He sought once more to gain the thirteen rings.

Heroes emerged to challenge him and recovered the divine rings, and once more his will was shattered and he was smote from the lands, locked in the ancient halls of the lower hells. His power was taken and he could never return. The thirteen healds had returned and took up the mantle of aspects. Through pacts thy would honor their oaths to the gods and watch over the  races yet not interefer with them.

They would be aspects of the gods and lend faith to them with their divine power the aspect and the rings ascended the heavens
and became the stars in the night sky where they glitter their today.

QuoteThe races worship the thirteen aspects as well as the Imortalis gods ishtari,mitra,mordensnan

Horoscope and names of months

Aqurin-water- january


Capriservus-change-febuary

Aradi-fire -july

Tarune- earth-march

Gemvius-air-june

Cantherus-moon-august

Leonid-savagery- september

Liberionus-balance-october

Verguin-renewal-november

Dracronis -betrayal december

Unicreius- Speed- may

Sargentus-strength- march

Magisora-Magic -april.

Aspects

Bel-thievery

Asura-war

Nergal-darkness

Canthos-hunting wilderness

Nyke- victory.

Althamus- knowledge

Falis- judgement

Dagon- water.

Hythantis- medicine.

Vaidar- murder.  

Pan- trickery.

Ekadi-storms

Isis-love
#15
Join us @Thegrandrealm on twitter and under take the adventure.

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

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

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