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November Contest: The Island

Started by Ishmayl-Retired, November 10, 2006, 07:55:48 PM

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Ishmayl-Retired

It does need to use a D&D ruleset, but it doesn't have to be standard D&D by any means.  Just keep in mind, if you're using homebrew races, classes, etc, you need to describe said rules in your article.

I've received an article via PM; you are welcome to go ahead and post them here.  I don't think anyone should have to worry about plagiarism or anything.
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Epic Meepo

I don't think plagarism will be a problem, but if the winning entry that will appear in the Guide also appears on a thread before it appears in the Guide, won't that take away one of the incentives that people might have for reading the Guide?
The Unfinished World campaign setting
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Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Darkxarth

But what about all of the entries that don't win?  There's very little chance that they'd ever get read after the winner has already been annonuced.
[spoiler=Sigariffic!]
[spoiler=Links]Wal-Mart: Post Apocalypse

All hail the wisdom of the Red Mage[/spoiler]
[spoiler=Cookie]Fortune Cookie!
 [fortune] [/spoiler]
[spoiler=Quotes]"No violence, gentlemen -- no violence, I beg of you! Consider the furniture!"
- Sherlock Holmes

" 'Hey, you're that one guy!'
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"That's cooler than Nuclear Fission in a bag!"
- Me

"There's no problem that can't be solved by throwing a lot of Ninjas at it."
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[spoiler=The Welcoming Song]Welcome new member,
Hope you like it here,
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Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
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If ever you're bored,
Just show up online,
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In absolutely no time.[/spoiler]
[spoiler=Unofficial CBG Holiday Tagline]"It's like christmas, only instead of presents, Santa brought universes!"- Eclipse[/spoiler]
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[spoiler=Scouring the old threads...]
I found a great number of old banners and the like and have decided to add them to my sig, just for fun.
[spoiler=Han Solo vs MacGyver]
[/spoiler]
[spoiler=TRON vs Enzo]
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[spoiler=Vegeta vs Prince]
 [/spoiler]
[/spoiler][/spoiler]
-DX

blinks

[spoiler=The Hunchback]
The Hunchback
(This entry uses the port city and ruins drawn into the original map.  The central area of the island is assumed desert.)

Thousands of years ago, a group of dwarves were exiled from the mainland for a crime that none now remember.  They landed on the southern beach and made their way north, along the banks of the eastern river to the mountains.  Delving deep into them, they built a fortress that should have lasted for ages.  Less than a hundred years ago, pirates found this island while looking for a place to escape the government of the mainland (this is why it doesn't appear on any maps).  They built a port on the eastern river and opened it to any traveler with questionable allegiance to the continent.  When explorers from the port traveled upriver to the mountains, they found the dwarven city in ruins.  Today, most inhabitants avoid these ruins.  Reasons range from lack of curiosity to fear of the unknown.

The island is called the Hunchback, due to the northern mountain range.

The port city was originally just called "Port," but now that a group has started settling the western river, they have split into "Westport" and "Eastport."  Eastport is a rather large city, with a very organized criminal underground that has been formalized.  Different guilds exist to protect their members, but there is no official government.  However, several laws and punishments have arisen de facto:  Any supernatural/magical ability used to read minds is punished by death if the use is discovered (a city of criminals has a lot of secrets).  Ships in port will not be harmed (bad for business).  If a ship is destroyed in port, it is replaced by the group that destroyed it.  The replacement ship must be of equal or greater value.  If a group cannot replace it, all the possessions in the group are given to the shipowner, who then gets to decide their punishment.

The city consists of the docks (partitioned into guild-controlled areas), the commercial district (about 1/6 taverns, 1/6 magic items, 1/3 weapons and armor, and 1/3 ship-related businesses), and the residental district (partitioned into guild-controlled areas).

Points of interest:
The Docks -- no waterfront property in the city exists without a dock in front of it.  These docks are all owned by inhabitants of the city, who charge varying amounts of payment for their use.  A ship is expected to make payment before docking, or be considered an attacker (and not be protected).

The Sword and Sail -- a tavern in the commercial district, just past the docks.  This is the largest tavern in town, and most likely the first one a character will see (or hear of) when they arrive.  Because of this, it is also one of the safest places to be.  Tensions here are mainly focused on the mainland, and people are friendly.

NPCs:
Jonas Grouscribe -- an explorer on the original expedition upriver.  He owns a set of docks on the east bank, and gives a discount to any travelers planning on continuing inland.  

Anna Grey -- the keeper of The Sword and Sail.  Arrived here with the first group of pirates and wanted to stay for a while.  She's a good fighter (as are most island inhabitants), but generally forgiving.  Violence in her tavern is met with swift retribution, however.

Adventure Site:
The Ruins -- while the initial team of explorers found nothing on the surface, the fortress is still inhabited.  The dwarves delved continually deeper, and the ruins grow newer as an explorer goes deeper.  Of course, the deeper one gets into the city, the more dangerous the creatures become.  The original inhabitants found a way to pull sustenance from the stone, and so have left the surface completely.  Unfortunately, their defenses still exist -- protecting the surviving dwarves from the outside.  An average adventure into the ruins will meet with traps and general dungeon creatures.  No other intelligent beings exist in the depths besides the dwarves, but there are other creatures (molds, slimes, swarms of rats, bats, etc) that might pose a problem for the party.  If adventurers push deep enough, they might have to contend with the dwarves themselves.  While mostly good, the underground city hasn't seen foreigners in so long that they might have to be convinced that the party isn't attacking.

Secret/Plot Device
Aside from the fact that dwarves still exist under the mountain, another plot device is the mainland infiltration of the city:  the continent wants their share of commerce on the island, and would also like to fortify it as an outpost against invaders from the east.  Spies have been arriving on the island for some time now, so three interesting adventure ideas have the party either working for a guild, working for the government, or attempting to explore upriver and getting caught in the fight.

Power Groups
The three main guilds in the city consist of the merchants (landowners looking for profit), the sailors (some landowners, but mostly transient, looking for safety and a good drink), and the exiles (landowners looking to start a new nation).  The mainland government's spies form another group, and the dwarves could also exert some authority on the island as a whole.

Racial Composition
The port accepts all races (though it is suspicious of magic users and psionics), but is mostly human (97%).  The dwarven fortress is 100% dwarf.
[/spoiler]

Edited by Ishmayl to include the spoiler blocks

snakefing

I'm all in favor of posting them here, but I'd suggest spoiler blocks so that people who are considering writing something won't be distracted by previous entries.

Just saying.
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And no, I don't understand it.

Ninja D!

I want to do this...I just don't know if I'll have time.  I will give it a shot.  Maybe consider it my return gift to you all if I finish it on time.

Ishmayl-Retired

blinks, I put your article in spoiler blocks as snakefing suggested; I think it's a good idea.  What way, anyone can read it if they want, but if someone doesn't want to (such as if they're entering the contest, and don't want to draw unintentional inspiration from it), they won't have to.

Very well done, by the way.  An excellent first entry.  Awaiting more!
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Numinous

Melcana
The Isle of Chains[/b]
[spoiler=Melcana]
The Basics: Melcana is an island surrounded to the north and west by a large collection of dangerous shoals.  This, combined with rough waters on the ocean and a rugged coastline have prevented any humans from the mainland from reaching the island until recently, when new ship models have enabled boats to come all the way around the isle from the East and reach Greenport.

[spoiler=Racial Distributions]The island is inhabited by halflings, goblins, elves, and dwarves.  Humans are not native to the land, but have recently begun moving into the port cities due to business oppurtunities.

The Elves live in a highly "cultured" and rich society located at the base of the northern mountain range on the south side.  In the valleys they grow crops for both sustenance and to distill into a variety of liquors, which they trade down the river(s).

The Dwarves are skilled seamen who live mainly along the central southern coast in trade colonies.  Subsisting mainly by virtue of fishing and the prosperous slave trade, they commonly raid the lands to the east and west, while plundering those ships that they feel are easy pickings to supplement their profits.

The Halflings are a primitive culture which inhabits the western peninsula south of the swamps, where they hide amongst the tall plains grasses and hunt the grazing animals for survival.  With only primitve technology of their own, they are unable to resist the dwarven slave raids which cull their numbers to serve amongst the elven courts.

The Goblins are a wonder of nature, surviving as they have for so long amongst the mountains of the South-East.  With little to eat, they run along the steep slopes eating the tiny bits of grasses which grow among the spires of rock.  Only an incredibly high birth-rate explains their survival, as their corpses litter the bottom of the canyons below their domain in great numbers.  Fortunately, a short life-span accompanies this high rate of reproduction, so dwarven slavers always find goblin-hunting a profitable business.

Human merchants and ambassadors have begun immigrating into this fresh new land, spreading like a plague across the land.  Their arrival has caused much upheaval, as the elves and dwarves have yet to come to a consensus as whether their enslavement is ethical or not.  However, they flood in oblivious to their peril, taking dangerous jobs and claiming land for their progeny regardless of the previous tenants.[/spoiler]
[spoiler=Greenport]
Greenport: A bustling trade-city positioned on the best harbor of the whole island(illustrated town), the town takes it's name from the vibrant green moss that covers the piers and rocks of the port.  Not for the weak-of-heart, the city is the main trade location for slaves and other less than savory goods.  Here, the various intoxicants of the elves upriver are traded for domestic servants and manual laborers, be they working of their own free will or not.

- The Auction is an open yard in from the ports by a good walk.  Here slaves are sold to the highest bidder, and placed on a barge to their buyer up-the-river.  Great warehouses surrounding it on 3 sides serve to hold the captured slaves, in conditions barely hospitable for life, but by no means approaching comfortable.  Here, you can find a buyer for your catches or even might even be found on the block yourself!

- The Mossy Anchor is the largest, but not necessarily the richest inn in the city.  Of a rather  decrepit appearance, it's leaning roof and slick green steps mark it from afar.  Caering most often to slavers and sailors, those with more "cultured" tastes might be advised to take their meals somewhere else.  Fights are common, but usually brief due to the proprietor Blackhammer's intense desire for his tavern to stand until tomorrow.  For a cheap drink and some cheap hands for work, this is the place to look.

- Kalasnikov Blackhammer: The proprietor of the Mossy Anchor, Big Kal, as he is called, was a skileld slaver in his day.  Now of course, he runs the tavern he bught with his earnings, and protects it with the skills he learned on the job.  Respect is all he recieves from those in the port districts, and those who dn't pay him his dues might find themselves "inconvenienced" in their business.

- The Embassy is stationed on a small hill overlooking the muddy hole that is Greenport, it's glistening white columns and verdant gardens just seem at home above the common folk below.  The ambassadors, merchants, and ship-captains of the elven folk up the river stay here while on business.  Dancing in their spacious ballroom and enjoying the fine orchestra, luxury can be found even here, if you can get an invitation.  Only the wealthiest of the slavers can enter the Embassy, and only with a personal invitation from Arelin, current Minister of Commerce and Lord of the Manor.

- Arelin Cariad: The Minister of Commerce from the great elven city and ambassador of the Aristocracy, he represents the will and interests of the elven people in Greenport.  Born into riches and luxury, he is skilled with words, and possess a few choice magic items which enhance his persuasive talents.  Although extremely influential, he is lacking in combat abilities, and so relies on the estate's security to protect him from the riff-raff of the city he is visiting.[/spoiler]
[spoiler=Adventure Site]The Old City is a set of abandoned ruins to the west of the elvish lands, inhabited by hobgoblins.  Once forced to serve as laborers for the elves, they learned from their captors and led a successful uprising against their masters.  Now they have fortified the ruins and intend to launch an invasion to deal their vengeance to their old captors.

- Monsters: Mainly hobgoblins inhabit the old city, but in an effort to successfully crush their old and powerful enemies, they have recruited aid from other sources.  Besides their well-trained strike teams, they have bribed 3 ogres for their services in combat.  A pack of gnolls has been offered all carcasses of those slain in battle for their fighting services, and due to food shortages in their hunting territory due to the current drought, they have agreed.  A Hill Giant is their secret weapon, found chained as a curiosity in the dungeon of a nobleman's mansion.  His only payment is justice for the atrocities done to him by the heartless elves.  Along with the Giant, several Owlbears and bullettes were found bound, and the hobgoblins have decided to tactically release them during the coming battle.

- Hooks: Adventurers might seek out the Old City for a variety of reasons, including rumors of the riches left behind after the revolt, a paying job from the elven aristocracy to investigate rumors of a massing army, or a genuine interest in negotiating aid for the hobgoblins though a forced treaty.[/spoiler]
[spoiler=Secret/Plot Device]The observant eye might notice something amiss in the magnificent elven city.  Troops are deployed to the northeast under cover of darkness, arms and armor have been produced in great number lately, and a tension floats in the air as though the whole city were collectively holding it's breath.

A whole iron mine in the foothills to the northeast has been successfully captured and fortified by the miners, and rumors abound of a hobgoblin agent playing a role in inciting the riot.  While they attempt to destroy the rebellion, crushing the hope of other revolt-minded slaves is a high priority, and so watch-men and officials of "justice" in the city have become noticably more harsh in enforcing their duties as of late.  Adventurers might finds themselves employed by sympathetic elves as carriers of rations to the besieged goblin miners, or targeted to be silenced by the arictocracy if they learn too much about what is discussed behind closed doors.[/spoiler]
[spoiler=Power Groups]The Aristocracy: A collective of wealthy and influential elves in their city, their power extends over the entire island, and their presence is felt eveywhere inside the ring of shoals.  Whether powerful archmages, public heroes from the massacre at Old City, or merchant lords whose wealth paved the way to power, they force their will upon all the residents of the island, whether they know it or not.

The Navy: The Imperial Navy was commissioned by the elven aristocracy, and sponsored by the wealthiest of slavers.  Serving to defend honest traders, and serving to discourage the most blatant of piracy, most inhabitants of Melcana find them almost superficial by means of the security they provide, seeing as they are largely ineffectual, long ago corrupted by bribes and easy living.  The truth is, however, that the Navy serves not to protect the island from itself, but from the outside.  Navy members have explicit orders to sink any foreign ships, as interference from the mainland might change the island's way of life in an unpredictable way.

Unfortunately, as they grew lax in their duties from years of decadence, a ship slipped by.  Now, they are under scrutiny by foreign governments, and their orders have been denied by their taskmasters.  Left with little to do, these frustrated sailors have taken to violent means of passing the time, often attacking ships for no visible reason at all.  It migth be the safest course of action to flee from a navy ship, unless you have the money to buy the boat and it's services to spare.[/spoiler][/spoiler]
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

minion

Words and Stuff

[spoiler=The Island]
The Island - giant loathsome aberrations from the deep dark places of the ocean come here every few decades to fight for a mate until the surrounding sea runs black with their blood, the victors then crawl ashore to spawn. The coast is all thousand foot tall wave wracked cliffs except for a single mist shrouded cove that has an old city at the mouth of a river and is used as a base by pirates made up of chadozee swashbucklers, hobgoblin warblades and outcast human ninjas. They do not go inland often, the plains are crawling with hungry little compsognathi and their bigger deinonychus cousins, guards posted during the darkest nights report hearing maniacal screaming in the distance. After the aberration spawning battles despicable merchants make black sea salt and pickled aberration eggs (yummy aberration caviar).

The ancient city of Ull was built of huge green blocks of limestone when the island first rose from the sea by an elder race of lizardfolk, the cuetzpalin.
Population-15,000 (30% human, 20% cuetzpalin, 10% chadozee (Stormwrack), 10% hobgoblin, 30% other).

Suppossedly ruled by a huge half toad/half lizard demi-god and his clerics who use an ancient draconian tongue called Nurian, the pirates actually run the city. The priesthood is only concerned with greeting the rising sun, appeasing their god and is open to any race. No clerics of other religions are allowed in the city and huge, lazy lizards from the Poison Marsh are the beasts of burden.

Their lizardfolk cousins from the Poison Marsh come to town to trade crocodile hides, rare plants and captives for better weapons, the safest way to get to the city is by boat.

Rottenwood and the Far Realm Fae - The twisted trees in the encroaching corrupted jungle across the river to the east of the city resemble a cross of wet mottled purple fungus and wood, they grow unnaturally fast and when cut, slowly writhe for a few moments leaking sickly yellow sap and releasing spores that leave irritating red whelps. Fae creatures burst into masses of writhing tentacles when attacked and the dark sidhe brew an addictive golden lotus wine that causes vivid dreams and nightmares slowly eating away the addicts sanity.

The ruined city of Disnath is a dark, under populated soot-covered industrial city, the population of the ruined temple district were turned into shadows and necropolitans (Libris Mortis) long ago and cannibalistic skulks (Races of Destiny) and packs of ghouls now prowl the streets at night, a Master of Flies (Savage Species prestige class) and his awakened giant spiders spin webs in dark alleys and abandoned buildings selling silk and the urchins they don't eat to slavers, in the undercity rat swarms carry the Zombie Plague and duergar forges belch black smoke into the city above as tireless golems hammer away in unison beneath the streets, giving the city a pulse.

Powerful merchant guilds run the city and vie for control of the weapon, spider silk, graft and slave trade, prophets of a mad dreaming god and cults of Pazuzu and Dagon are rampant among the poor, the city's nobles are decandent vampire spawn who idle away the night hours in an unending sanguinary grand ball. Those who no longer openly serve one of the merchant guilds like the ronin half flesh golems, renegade swordsages (Book of Nine Swords) and outlaw shadowdancers make a living snatching the best craftsmen for rival guildlords, rounding up jungle abberations, zombies and ghouls for the fleshwarper (Lords of Madness) shops and smuggling golden lotus wine into the city.

Disnath is composed of many races (dran, hobgoblins, duergar, half-ogres (Savage Species), humans, necropolitans (Libris Mortis), mongrelfolk (Races of Destiny). Adventurers from Disnath are not looked highly upon by the populace of Ull and are not allowed into the city.

Darkwood lies to the southeast of Disnath and although heavily used in the past it is making a comeback and the treants who dwell here fiercely guard it. Also living here are a few small family bands of forest ogres, wood woads, firbolgs, forest gnomes, high elves and needlefolk.

Poison Marsh is covered in a perpetual mist and home to the Cottonmouth Clan of Lizardfolk, they are led by a Spirit Naga named Ma Saran. All lizardfolk encountered here use viper poison on their javelins (DC 10 initial and secondary damage of 1d6 Con) and are immune to viper venom, they also carry a tiny viper with them in a pouch or wrapped around their neck or arm.

8% chance of an encounter each hour while traveling through Poison Marsh

1 Snake, Tiny Viper EL 1/3
2 Snake, Small Viper EL 1/2
3 Snake, Medium Viper EL 1
4 Snake, Large Viper EL 2
5 An Allip chasing two lizardfolk (level 1 warriors) through the undergrowth EL 3
6 Amidst the tangled undergrowth lies an Assassin Vine EL 3
7 A deep bog hiding a Lizardfolk gang (3 level 1 warriors) EL 3
8 A colony of Small Monstrous Spiders scurry from out of the undergrowth EL 3
9 Shallow bog
10 Snake, Huge Viper EL 3
11 Deep bog
12 Quicksand
13 A shallow bog inhabited by a hungry Giant Constrictor Snake EL 5
14 Lying in a shallow bog lurks an Ochre Jelly EL 5
15 A hungry Tendriculos EL 6
16 A mud hut decorated with skulls on a small island surrounded by deep bog inhabited by a Green Hag alchemist called Auntie by the Lizardfolk and her 12 pet Snakes (Tiny Vipers) EL 6
17 Shambling Mound EL 6
18 A deep bog and a pair of Chuul ambushers EL 9
19 Quicksand and a string of Will-Oâ,¬,,¢-Wisps EL 10
20 Ma Saran the Spirit Naga and a pair of Lizardfolk (level 3 bards with 14 charisma) EL 10

While camping it drops to 4% chance per hour of an encounter
1-7 A gang of Lizardfolk (3 level 1 warriors) tracking the PCs with their pet Snake (Large Viper) EL 4
8-10 A Giant Constrictor Snake on the prowl for its next meal EL 5

Ok, so I was thinking the encounter with Ma Saran and the bards would go sort of like this...
The party hears a stringed instrument nearby then another one playing the same thing, then the first one again but a little longer and faster, then the second one again, then they both break out with a fast paced musical medley.

When the party enters the clearing Ma Saran casts Displacement on herself followed by Fireball while the bards play on, both casting Summon Monster I (Fiendish Snake, Small Viper of course), they then inspire courage on the naga and save one spell each for Cure Light Wounds and Expeditious Retreat if Ma Saran is defeated. If one or both bards escape they flee to Auntie the Green Hags hut and plot revenge.

Sleeping Mountains Other than a few mixed settlements of mountain dwarves and fireblood dwarves (Dragon Magic) and a couple of scattered troglodyte tribes, the main inhabitants of the the Sleeping Mountains are hundreds of tribes of grimlocks deep below the surface. The grimlocks pour out of the mountains on mindless rampages across the island on certain moonless nights.

Other Stuff - The cuetzpalin are actually worshipping Dagon and are allied with a tribe of kuo-toa. Outwardly they seem to ignore the pirates who have set up shop in their city but they work with their kuo-toan allies to sink a ship and kidnap lone drunken pirates on occasion for their rituals.

[spoiler=races]Dark Sidhe - Elves with half fey and pseudo natural templates sacrifice intruders to an awakened fiendish dire ape they worship as a god, they start life as shark toothed Petals for a 100 or so years then form a red veined, black pulsing oozing cocoon, the vile ooze is one of the ingredients in the golden lotus wine.

Dran - A slave race created by mind flayers for their superior tasting brains, side effect was that they are smart, too smart for all of them to remain subjugated forever. Bred from the descendants of the tastiest drow, human and halfling victims, physically they resemble half-drow, maybe a little shorter. As far as stats they have +2 to dex and int and a -2 to con and str, 30' darkvision and favored class: any.

The reclusive Forest Ogre is not as aggressive as your typical ogre, but just as hungry, also there is a strong sexual dimorphism, the females are medium sized, not as stupid and are sometimes confused with elven females. The sneaky young forest ogre maidens occasionally fall in love with a hunter or woodsman or traveler and the male offspring is a half-ogre, female children resemble normal half-elves if the dad was a human, if dad was an elf the female offspring resemble their mom (i.e. wood elf stats).

Forest Ogre males use standard ogre stats and the environment for them is of course temperate forest instead of temperate hills, females use wood elf stats. And both are usually Chaotic Neutral instead of CE or CG.

Cuetzpalin

Size/Type: Large Giant (Reptilian)
Hit Dice: 4d8+12 (30 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 18 (-1 size, -1 Dex, +7 natural, +3 hide armor), touch 8, flat-footed 18
Base Attack/Grapple: +3/+12
Attack: Claw +10 melee (1d8+6) or +9 bite (1d8+6)
Full Attack: 2 Claws +10 melee (1d8+6) and +7 bite (1d8+6)
Space/Reach: 10 ft./10 ft.

Special Q: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 23, Dex 8, Con 17, Int 6, Wis 12, Cha 7
Skills: Climb +5, Listen +2, Spot +2
Feats: Multiattack, Weapon Focus (claw)

Environment: Warm hills
Organization: Solitary, pair, clutch (3-4), or band (5-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +4

Adult cuetzpalin stand 9 to 10 feet tall with mottled gray and brown scales and weigh 600 to 650 pounds and its tail is used for balance and is 6 to 8 feet long. They live to be 1,000 years old and most cuetzpalin have gained a few levels of expert or adept in their lifetime.

[/spoiler][/spoiler]


Ishmayl-Retired

Everyone lookin good so far!  Hope to see more!
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Endless_Helix

Jareth's Eye

[spoiler= Jareth's Eye]

Jareth's Eye has gone by many names and many places over the centuries, drifting in and out of mythologies. Some have said that has even visited other worlds. There are numerous tales surrounding the place, often with dangerous and eerie overtones. However, the place has dropped off the maps for almost five centuries. Some ancient elves may know where it was last seen, but the knowledge has since disappeared for most other races.

History

Jareth was a man from a darker age than this. Before remembered history, there was one kingdom that united the world under it's might. A king had recently died, and his eldest son would have been crowned, but for his suffering a similar fate at the crowning ceremony. The relatives were pulled in, and Geneology discussed, deals made, etc. etc. However, there were rumors of a bastard child. This man was Jareth. Jareth was born out of wedlock to a servant girl a full four years earlier than the eldest. He wasn't particularly kingly or even smart. He was just a fairly normal person who worked as a miller. Somehow his link was discovered, and whatever killed the king  went after his only surviving child. He died, and sparked off a bloody war of succession. After that very little is known, however, there were six sides and the kingdom was riven into dozens of smaller countries. But vestiges of the past still roam this island, fighting old fights, attempting old plans and attempting to finish what was started all those years ago.

The island seems to operate outside the normal timestream in some fashion, and acts as a repository for those who would have power but could not keep it. Various personages throughout history have disappeared only to end up on Jareth's Eye. Mostly from the Elder Age, but there are a few newer people.

[spoiler=Memory]
Population 5000 (30% human, 25% Dwarf, 19% Elf, 10% Gnome, 5% Halfling, 5% Half-Elf, 2% Outsider, 4% other}

Memory is a clash of buildings, with hundreds of archetectual styles and a thousand different kinds of stone. The reason for this is that it seems to grab the places and times when those who live here existed and mash it all up, adding something from each time, or even combining things on occasion. Most of the buildings appear fairly new, despite their archaic styles. The city is much larger than it's meager population requires, and consequently much of it is unused. It seems built around a mountain, like a rising stack of concentric circles. The inhabitants once lived on the mainland, but once their fondest desire destroyed them, they found refuge in this mystic prison. Many of them are kings, princes, and other royalty. It seems idiosyncratic that all the normal people have pedigrees beyond what the noblest king could wish for in the modern age.

The city is a thinking entity whose purpose is to keep the souls of the half-damned til the Forsaken Throne be taken. The Forest is it's natural enemy, and although both have warred in the past, they currently are abiding by the Jalewater. No Forest creature may cross the Jalewater, and no fire or metal may cross into the Forest.
Power Groups
The Dreadknights
The Dreadknights are terrifying black armored soldiers that act as guardians to Memory. Half again as tall as a man, they wield fell blades infused with the very stuff of shadow. They've horrfying speed and no moral compunctions. One they were the King's Guard, but Lucamere shattered their souls and used the resulting power to turn them into machines of death under her control. They cannot die, only be destroyed. There are precisely 111 of them. Use the stat block of the Karrnathi Skeleton from page 232 of the Eberron Core Sourcebook, except give it a +4 Enhancement bonus to strength replace their feats with Power Attack and Improved Initiative, and replace their attacks with Greatsword +6 2d6+6 19-20/x2.

The Seven Kings

The Seven kings are a group of ancient kings that house themselves in the Crossing of Paths, detailed below. They each held vast kingdoms in their times, but have since been exiled to spend eternity on this doomed isle. They all wished for a power they could not have, but only for the purest intentions. The power they got destroyed them, despite their best wishes. King Ujal wished for riches, Podrom for a woman's hand though she scorned him, Jiliard for Understanding beyond mortal knowledge, Cym for a friend's death, Agrath for an artifact of immense power, Yrdra for Empathy, and Selegorna for Immortality. They have no agenda as they believe their own judgement to be too faulty to impose on others. They will listen to your probems and help how they can, by telling stories of times long since passed. They act as a balancing factor to Lucamere's umbral prescence, and stand against her machinations.

Lucamere's Coven

Lucamere has been on the isle since before the first of the Seven Kings arrived. She appears as a tall, albino woman, save for the eyes, which are golden. Her ghostly beauty hides a forceful personality and a hatred for her prison. She is one of the Six, mortals who traded their souls for power beyond imagining, in the dawning of time. It is widely believed that she was the daughter of the fallen king, who believed that she was fit to rule. She gathered an army and helped to incite the terrible war that was the birth of Jareth's Eye. She tells several other stories, one in which she was a powerful enchantress  that was trapped here by a demon and another where she was a princess who followed her lover to this place, and is still seeking him. She always tells one of those stories, and perhaps all or none of them are true; the Six tend to be vague about their pasts, as though they can't quite remember them.

She lives in the central castle of Memory, sending her coven out to do her bidding. She trains them in mystic arts that they may be better tools. They crave this power that they may get off the island and back to their lives, which they often believe they can get back to, or they seek power purely for its own sake. Lucamere is a manipulator at heart, and has no stomach for open battle. When she must, she can call upon the might of the Dreadknights to protect herself.

Lucamere also has a hold on the Storm, another of the Six. She controls the shadow of the Cloak and the Swords, Furnin and Jalaes. Her right handmaidens are in fact the living embodyments of those swords, in this guise they are known as Morthalanue and Jale.


Sites

The Crossing of Paths
The Crossng of Paths goes by a few names, like the Teahouse and the Petty Throne, but basically serves higher class food and drinks. It is first and formost an inn, and it's owner Siran Burhar is immensely proud of his facilities. He was a general of immense renown in his time, but wished to take the kingship from his elder brother. He conspired with demons to take the throne, but his deal was used against him and he was banished to this island. Soon after arriving, he won the Crossing of Paths from Jehosa, the last to fall in a game of cards. Siran has found a degree of tranquility on Jareth's Eye which he never had in life. He houses the Seven Kings in Direct defiance to Lucamere, primarly as vengence for her hand in his banishment.

The Ephemeral Gardens
The Ephemeral Gardens ring Memory  and act as its first line of defense. It is the dream of the city and is both protection and the means of binding the half-damned. It takes the hopes and dreams of those entrapped in Memory and keeps them on the island. It is said that when the Forsaken throne is taken, the Ephemeral Gardens will be broken and all the Half-damned be rendered unto judgement, but since none of those capable of taking the throne will, the rumor is untested. You can find any monster in the garden, provided it has been part of the aspirations and dreams of the inhabitants of Memory, the Forest, The Bridesmoor, or Fourthpeak. Most common are any dragon, fey, angel or demon. Also Krakens can be found in bottomless portals to other points on the island called the Liquid Paths. Some elementals  can be found as well as chaos beasts and gibbering mouthers. The landscape is everchanging, but a few landmarks exist, like the Wurmtree, Uliel, the Stoneroad, and the Gorgon's eye.

The Lighthouse
No-one knows from whence this building came from, and it serves little purpose this far inland. Those who've been inside claim that it is abandoned, and with good reason. No-one except for one of the Six can  survive the night, anyone who left the entry room at midnight never returned. During the day it is harmless, although there is little to be found. There is a small library full of ancient maps and nautical texts that are of little use to those trapped on the island.
Undine Morningstar comes down to this misplaced nautical marker once every new moon, at the dead of midnight. He always exits in the morning with one jagged line of blood beneath his blind eye. No-one except Undine and the others of the Six know why he does this.


Personages

Lucamere
The Second of Six, Lucamere has been on the isle since before the first of the Seven Kings arrived. She appears as a tall, albino woman, save for the eyes, which are golden. Her ghostly beauty hides a forceful personality and a hatred for her prison. She is one of the Six, mortals who traded their souls for power beyond imagining, in the dawning of time. It is widely believed that she was the daughter of the fallen king, who believed that she was fit to rule. She gathered an army and helped to incite the terrible war that was the birth of Jareth's Eye. She tells several other stories, one in which she was a powerful enchantress  that was trapped here by a demon and another where she was a princess who followed her lover to this place, and is still seeking him. She always tells one of those stories, and perhaps all or none of them are true; the Six tend to be vague about their pasts, as though they can't quite remember them.
Lucamere is either a human Warlock 6/ Mindbender 10 or a human Warlock 6/ Mindbender 10/ Fatespinner 5 depending on the level of the party. Morthalanue is a Half Fiend-Human Sorcerer 10, and Jale is a Half-Fiend Hexblade 10.

Yusith, the Dawnswallower
Yusith was once a prince that  believed in his right to rule the Forsaken Throne. He raised a small army and carved himself a minor kingdom in the midst of the conflict, but hungered for more. He went searching to find enough power to turn the tide of battle in his favor, and Lucamere granted his desire. She turned him into her thrall, and then performed horrifying thaumaurgical rituals to give him the form of shadow and the power of a hurricane. Yusith serves Lucamere alongside his brother, The Gatekeeper. In time, he believes that both will be freed from their servitude and granted rulership of the island. He is best represented as an Elder Air Elemental witht the Dark template and an unnamed +3 bonus to all Physical stats.

Prince Uliel of Carmantine
Prince Uliel was a man of impecable virtue that  got in the way of the Storm. He is now a statue in the Ephemeral Gardens, right next to the Wurmtree. He had sworn to avenge his mother's murder at the hand of Undine Mourningstar, another of the Six, and ran into the Storm. She turned his armies to ash and him to stone. His spectre may be invoked on a moonless night by calling out his name infront of his sedimented body. He can provide insight into the past, as he is one of the few beings on the island that has his entire memory to access. To unbind him requires the Storm's final death and Undine Mourningstar to ascend to throne.

The Gatekeeper
The oldest and most powerful of the Dreadknights, The Gatekeeper watches the entryways to Memory. He has never been bested in battle, and keeps the law with a black Iron fist. He rarely enters the field, mostly because he is consumed by his duties. In life, He was Yusith's elder half-brother, but like his brother he became consumed in the need for power. He found it in Lucamere, and gave his loyalty to her. Lucamere broke his soul to pioneer the process that made the Dreadknights. The Gatekeeper retains no memory of this, and has precious little except his fighting skills. His true name is lost to time, even Yusith cannot remember. On treat the Gatekeeper as a Dreadknight with 16 class levels Rogue 2/Pal 4/ Shadowbane Inquisitor 10, even if his current alignment cannot support this class combination. He also has an additional 16 hit die on top of his normal Dreadknight hit die.
[/spoiler]
[spoiler=Fiddler's Green[/spoiler]
The Fiddler's Green
Population 200 (About Evenly mixed between the PHB races)

This forest is well lit and beautiful. Streams burble through vast clearings, with delicate dew lacework. The trees are ancient, often too big for five people to embrace. Wildflowers  are everywhere. The various calls of birds echo through the twisted paths. On occasion you can taste the lilting tune of a fiddler far in the distance. Sometimes you'll hear the tracks of animals, though it is rare to run into any. In fact, except for the plants, the place seems rather empty.

The Forest itself is an entity that wishes nothing except to expand and grow, and consequently is at a cold war with Memory. Jalewater is the treaty that they abide by: No Forest creature may cross the Jalewater, and no fire or metal may cross into the forest.

Sites

The Angel's Tree
A huge willow tree resides on the bank of a small burbling stream. It stand a hearty hundred feet tall, which is still young by the standards of the Forest. Each tree in the Forest is a soul that died in the last battle of the ancient war or a soul of one who died on the island. The Angel's Tree holds the soul known as the Seventh of Six. The Bride visits the tree once every year on the longest night to nourish the tree with her tears. She recalls the past for that one night, and her role in the events that led to the Seventh's death, back in that forgotten age.

Jehosa's Tower
Jehosa's Tower holds one of the Six named Jehosa, the Wandering Giver. He once gave a gift that was not his to give, so the Fiddler laid a curse on him to be forced to live with his own gifts. A tower rose out of the ground, encompassing Jehosa, trapping him within his own dreams. The tower's inside changes with Jehosa's whim, yet he rarely seems to care if he has visitors. There is a room for each wish he granted, icluding a portal to the Crossing of Paths Tavern. Lucamere has been trying to use this connection to transport armed troops accross the Jalewater without violating the treaty, but has failed primarily because the owner has steadfastly refused and blocked her every movement. Anything in one of the dream rooms must stay. Take any of the gifts, and you become subject to Jehosa's Curse as well, living in world of fantasy.

Jalewater
Jalewater is a calm, cool river that separates the Forest and the City from eachother. It isn't very deep, but it is wide. Jalewater is a another entity, a physical representation of the pact between Memory and Fiddler's Grove. It is a kindly force that tries to bring peace to island. It is both the shadow of and shadowed by the Storm. It's waters may not crossed by the Forest creatures, not the normal inhabitants, who can cross when they will, and Fire and Steel may not cross the waters. Any steel will literally pull itself out of carts and off of people if they attempt to cross with it. However, the items will be pulled into the waters, never to be seen again. Drinking from the water has the effect of a calm emotions spell, DC 20, and grants one temporary hitpoint for one hour. If invoked, the River may cleanse the invoker of all afflictions, be it madness or enchantment. To invoke the Jalewater, one must drop a copper coin into the water on a perfectly clear night without moon.

Personages

The Fiddler
The Sixth of Six, the Fiddler is a lanky elf that dances through the Forest, and is this age's Emissary of the wood. He is both named by the Woods and their namesake. Whatever he was in life, he can no longer recall; he has given himself over entirely to the Green. He meets with Lucamere once every year on all Hallows Eve to renew the pact of the Jalewater. The Fiddler has no concerns save living in peace with the Green, and consequently has rarely ever been known to fight. He is the soul of non-violence normally, but when enraged, it is a terrible sight to behold. The very Forest shakes with his wrath and hastens to do his bidding. The Fiddler is an Elven Bard 2/Druid 8, Fochlucan Lyrist 9, no matter the party's level. He holds aliegance to the Six, despite his lack of memory.

Jehosa, the Last to Fall
Jehosa is the fourth of Six, the Wandering Giver. He was a prince, a magician of renown, and a trickster. He would give gifts that broke the reciever's will to live. He gave them their hopes and dreams merely to destroy their lives. He once gave many things to many people, but he was tricked into giving the impossible. This trapped him in a massive stone tower in the Fiddler's Green. It rises above the trees, and houses every dream that Jehosa gave. He must give one true charitable gift to get out, provided the Storm takes the throne. All things for a price said he, and now he'd pay anything to get out. He hates the Fiddler for putting him in this predicament. Treat him as a Warlock 19 with the Djinni's Wish ability as an extra Dark invocation. He may not exit the tower by any means except by breaking the curse.[/spoiler]

[spoiler=Bridesmoor]
The Moor is where all the fears of the island dwell. it is a cesspit of nightmare, and things shamble there that should never exist. It looks bleak and desolate, empty in a vaguely horrible way. Occasionally you'll see something in shadows, or hear a heron's call. The Bridesmoor is a evil place, where everything you wish never existed stalks the land. You can find any monster in existance, but corporeal undead are extremely common. The negative energy the is drawn to the bog feeds them and increases their power inside. All undead act as though in an unhallow effect.

The Moor grows with each passing year, refusing to make any pact with the City.

You can find most kinds of corporeal undead there. Skeletons, Ghouls, and Zombies make great low-level encounters, and Vampires and Advanced Ghasts make excellent midlevel, for high levels take some of the undead found on the negative energy plane and the shadow plane and put them in the swamp.

Personages

The Bride
The Bride is the Fifth of Six and is known as the Unforgiven and the Unfaithful. She brought death to the one she loved and now spends her life repenting for it. Normally, she is locked in mortal combat with the Storm, fighting for some ancient grudge.The Bride's history is unclear, because she refuses to speak of it. She is known to have been married to the Seventh of Six, and something happened involving her to shatter the marriage, culminating in the Seventh's Death. The Seventh had a hold on the throne, and the Bride now holds a claim. She wishes to take the throne in her beloved's Memory. Her grudge with the Storm originates from this event that nearly destroyed her life, although precisely what happened is unknown. She is best represented by An Azurin Fighter 6/Dervish 10/Incandescent Champion 4.

The Storm
The Third of Six, the Storm was a warrior who is said to have sold her soul to the City of Dis for power on the mortal plane. She whirls into combat with her fell swords and her terrifying style, mingling blade and magic. She is a sad individual who pursues that throne for no true reason that those outside the Six are aware of. She seems to be pitied and hated by the others, mostly because it seems that they regard her actions as not her own. Who she was before she assumed the Cloak and the Swords appears to be long gone. The Swords are bound to her handmaidens' souls, providing artifact-level power, and the cloak protects her yet binds her in ways most arcane to her true master, whoever that may be. Only in the bounds of the Ephemeral Garden can she become her true self. Hwoever, she can only visit one night a year, the longest night. She is best represented by Warmage 1/Warblade 5/Jade Phoenix Mage 10/Bloodstorm Blade 4.
[/spoiler]

WARNING SPOILERS! SECRETS (LOTS OF THEM) AND ADVENTURE SITE INSIDE
[spoiler=The Old City]
This is the Eye of the Hurricane per se. The Forsaken Throne is buried in the ruins of the ancient capital, though none have managed to return from the Depths of the Old City alive. The ruins above are infested with traps and constructs  to defend agaist intruders, the Depths are riddled with deadfalls and collapsed tunnels. It is said that the Ghosts of the Past walk the lower halls, still fighting the same battles in the same hallways as in ages past. Somewhere in that mess is the Forsaken Throne.

Encounters in the Over-City
Suggested Monsters: Steel Golems and Stone Golems, Maruts, Zelekhuts, Ankhegs, packs of large zombie wolves, Half Golems. Outsider (good) any, Outsider (evil) any, Outsider (Lawful) any, and Outsider (Chaotic) any

Traps: Poison gas Traps ( Fort DC 20 nausea, stunned if succeed on fort save), Deadfalls, Swinging blades,

Undercity

Suggested Creatures: Shadows, Wraiths, Ghosts, Adamantine Golems (if Epic), Mummies, Steel Golems.

Suggested Traps: Crushers, Pitfalls, swinging blades, Spikestones, firetraps, mazes, Poison Gas Traps.

Important Sites

The Forsaken Throne
This is what the fighting is all about. It's buried somewhere deep beneath the city, hiding with all its treasure. Again, this is another sentient concept it is both the binding that holds the island together, and it is the pact that the Island represents. The Throne can destroy anyone not of royal blood that attempts to sit upon it, so only on of the Six can hope approach. They each wish that the dream that is the island would never end. They are granted their greatest wishes. A purpose, An Enemy, Revenge, Dreams, Loss of Humanity, and Fulfiling of a Vow, each one holds a single member of the six to this Island. The throne represents another throne that has long since crumbled to dust, the one they were originally fighting for.

The House of Justice
The House of Justice was once a place where all the countries went to settle their differences, for there was a magic artifact that could create large-scale physical manifestations of pacts, ensuring that the parties who signed would be bound. This was the instrument of the Island's creation. To capture it would allow for anyone to unravel the isalnd itself, and destroy the prison. It is known as the Ligosomnium, the Binder of Dreams. It looks like a set of scales that one would use to weigh grain, made of old wood. It looks hardly worth picking up, but it holds immense power. It funtions like a Magical contract, once the terms are agreed to, a physical manifestation appears in view, be they mountains or be they rivers or woods. The last time it was brought out by Undine, the Jalewater was made to seal the pact betwixt the Fiddler and Lucamere, the Forest's avatar and the City's avatar respectively.


Personages

Undine Mourningstar
The First of Six, Undine is the one with the strongest grip in the throne, though he never plans to excercise it. He knows what will happen as a result of his actions. He asked for Forsight to help him take the throne. Now he knows the results of his actions before he commits them. He now understands precisely what would occur from his taking the throne. He has the power and the natural leadership ability, but he steadfastly refuses to end the dream that he inhabits, Jareth's Eye. His taking the throne would destroy the balance and cause a massive war which would end the beautiful world he inhabits. He visits the Lighthouse to renew his Forsight with the spirit bound in there. The spirit is his mother, a powerful sorcerer in ancient times.

Undine  was an unbeatable general from the ancient war with Designs on the thrown. He had verything a kning needed, but wished for Knowledge of the Future to aid him in holding the throne. It was not what he expected, and at the final battle, soemthing happened, the island is the condesation of an entire continent. The original Six Claimants to the throne were drawn in to the compact with the Island and the rules set.  He is best represented by a Human Warbade 8/ Calvalier 10/ Purple Dragon Knight 4.  He can be found patroling the edge of the Old City, to prevent any of the Six from entering the city and begining the end.


[/spoiler]



[/spoiler]
I am Brother Nail Gun of Reasoned Discussion! Fear the Unitarian Jihad!

My Campaign Settings
 Orrery
Orrery Brainstorming
 Daerderak, The Infernal Sands

Elven Doritos

Just a reminder to everyone, the contest ends this Saturday!

-ElDo
Oh, how we danced and we swallowed the night
For it was all ripe for dreaming
Oh, how we danced away all of the lights
We've always been out of our minds
-Tom Waits, Rain Dogs

CYMRO

Quote from: Elven DoritosJust a reminder to everyone, the contest ends this Saturday!

-ElDo

Yes, and hopefully before then Ish will pony up with the judging criteria for the judges. HINT, HINT, HINT.

Ishmayl-Retired

Don't forget, everyone, to follow all the criteria in the first post.  I'm really looking forward to seeing all the final products.
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
- Proud Bearer of the Badge of the Jade Stage
- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Ghost

[This will be my entry for this contest. I'll be doing quite a bit of editing to this post as I polish my entry off and add stuff - I plan on including 3 detailed adventure sites, a prestige class, and a modified (possibly colored) map.]

[Edit: Ok - nix on the adventures for now, though i'll definitely develop those sometime in the near future. I've got a map (not colored, though....Paint isn't good for that), all labeled out. Just need to find a way to upload it. Otherwise, I think this will be my final entry.]

[spoiler=Ghelon]

Ghelon
[/u][/b]

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 11 of Xath, Year 998 of the Golden Reign]The voyage has been long, and the crew are feeling the worst of it. Engineer Sanmai was placed in the brig just last week; his frayed nerves are no good in the cramped quarters of the engine room.
 I have hope, however. The island is only a day away, if the gods bless us with a good wind. I can smell the gold on the wind.
[/ic]

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 12 of Xath, Year 998 of the Golden Reign]Today, we have sighted land.  Even though we are still some ways out, I can see the lush trees and sandy beaches from here. The gods have indeed favored us.
 I plan to drop anchor once we get near a beach, and set up camp in the first clearing. We'll need to stock up on supplies, like wood and rations - the crew has not had good meat for most of this voyage - but there is yet more traveling to do; a river was sighted today, along with some smoke in the distance. I pray to the gods that the smoke is of civilized origin and not just a wildfire.
[/ic]

The Island and the People

Across the Strait of Blades lies the island of Ghelon, so named by the people that live there. It is a quite big island, enough for several cities to co-exist peacefully. The island is dominated by one human culture, that of the Sanjori people. Mountains line the northern coast, while swamps and wetlands dominate the south-western peninsula. Grassy plains make up the center of the island, and the land in this area is suitable for growing crops. Large patches of forest are spread throughout the eastern third of the island, and there are a few mountains and large hills in the south-east, south of the forests.

To the north-west lies the Strait of Blades, so named for it's rough waters. To the south of that is the calmer Sea of Lords, the main body of water between Ghelon and the Empires. On the north-east is Ukuri, the vast ocean that spans the distance between Ghelon and the Coldlands. Beyond 100 miles from the coast of Ghelon, Ukuri is known to be home to many dangerous creatures, including sharks (ranging from normal size to Colossal), dragon turtles, leviathans, and even dragons roosting on the thousands of jagged spires scattered across the ocean.

The Sanjori are descendents of a group that emigrated from the mainland about 500 years ago. While they still have the same physical features as those from the mainland Empires, their way of life has changed dramatically. They were once a short-tempered, disciplined group, like most of those living in the Empires are. Now, they have become a more patient and free society. They do not bind themselves to an honour code, but to a single dictum: Se hatan, se hatanoeri ('I hate, I am hated'). This refers not to others, but to their gods, who look upon unnecessary hate unfavorably.

Due in part to their gradual change in nature, the arts have become a much bigger part of their lives than before. Dancing is considered to be the best way of communicating an idea or feeling, beyond the ken of normal verbal language. Dances play a part in many parts of one's life, from a simple flourish when saying goodbye, or executing a complex sequence of steps in courtship. Dancing has also been used and modified to create a new style of martial arts that aims to disable the opponent, or at least stun them.

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 22 of Xath, Year 998 of the Golden Reign]The people here are quite different than I expected. They are indeed human, and not the nightmarish elves or brutish halflings our school mentors would mention as inhabiting the far corners of the world. In fact, they seem positively peaceful. I was met by their leader, and personally given a wreath of Gemtree leaves. But what intrigues me the most is that they speak a similar language to us, with only a few exceptions. Lookout Kuma suggested that they once were of the Empires, but I am not convinced...they have none of the discipline and taste a proper Citizen should have. I am to dine with their leader, the Donohunga Iaskapru, tomorrow evening. I expect to learn much more then.[/ic]

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 23 of Xath, Year 998 of the Golden Reign]At the banquet, hosted by the Donohunga Iaskapru, we were treated to the viewing of a match between two masters of different schools. One was apparently quite skilled with fire magics - of the sort to impress even the Array back home. Her lithe body seemed to glow with every acrobatic maneouver; I still remember the scorch marks left wherever her flesh contacted the ground.
 Opposite the master of fire - she is the chief mentor of the Slithering Fire school, Iaskapru mentioned - was a short, bald man, who seemed to radiate calm. His skin had, before the battle began, turned a chilling shade reminiscent of ice; indeed, a layer of ice was starting to build on his exposed skin. This man was able to weather all of his enemy's attacks with the patience rivaled only by the temple golems of Kanmei, back in the Empires. Predictably, his enemy wore down; when she finally stopped attacking, he chanted a few words of an ancient language, and slapped the ground.
 In a matter of seconds, everything inside the battle pit was covered in a layer of ice, including his opponent. He must have been a patriarch of the Strong Glacier school that the crew had talked about.
 It was a thrilling conclusion to an excellent dinner; during it, Iaskapru taught me much about the history of the island - indeed, much to ponder over.[/ic]

[spoiler=Pekaeri]

The main city, Pekaeri, calls itself home to 25,000 people. Most people live in rectangular wooden houses, with wooden or thatched roofs. Preference of lifestyle and furnishings often varies from one house ot the next; a dingy hovel might border on an immaculate haven, and neither homeowner or family will be upset by each other.

Pekaeri sits near the mouth of the mighty Enge River, a river that stretches all the way up to the mountains in the north. The river acts as both a food source, being home to a variety of fish, and as transportation - many of the other villages are built along the Enge banks. The Sanjori boats are not as advanced as the galleons of the Empires, but are large enough to fit several dozen people, and can be powered by oars or wind.

A large majority of the population are farmers or craftmakers; wheat and rice are both grown on the island, and provide a good, varied diet. Most of the farms are located around the villages; often the farmers live in the village and walk to the farmhouse. The farms also raise a small variety of animals, both for food, such as pigs, chickens, and sheep, and for utility, such as oxen and horses.

The various School buildings are clustered together in the city center, adjacent to the Government Houses [which includes not only the administrative buildings, but also the main residence of the Donohunga of Pekaeri and several other key Council members]. Ringing the Schools are the entertainment halls, taverns, and restaurants; these locations are quite important as social gathering places, and as centers of commerce - business deals of all kinds are set up in the taverns and restaurants (stores, save those for highly demanded commodities, are rare). The rest of the city is composed of residences, with the lower-class houses lying further out. Inns may be found along the side of Pekaeri's main roads.

There are several dozen other villages, each with less than 10,000 people. They resemble Pekaeri in most respects, though there is a higher percentage of the population employed in farming, woodworking, or hunting. Most of them are concentrated on the banks of the Enge River, though the villages of Vaturi, Theko, and Iyu lie near the Nikar River, in the west.

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 25 of Xath, Year 998 of the Golden Reign]The Donohunga tells me of the other villages on the island. Most are smaller than this one, Pekaeri, with less than 2 full legions' worth of people. They are even more dependent on farming than the capital. Similar to the countryside towns of the Empires, the people prefer a simpler life, though here...they still manage to keep it free and tolerant. I am also told that the various Schools have a fraction of their influence in the smaller towns.
 The similarities between this land and home seem to grow every day we stay...[/ic]

Pekaeri calls itself home to a dozen different schools of martial arts and philosophy; all are named after a common element of nature or society. Both the combat and meditation techniques echo some trait of the chosen element; Bending Wheat initiates learn the best ways to avoid an opponent's attacks, while students of the Overwhelming Darkness school are taught the effectiveness of feinting and stealth. Almost all graduates of these schools become the defense force of the city, as well as it's policing authority (their number is often supplemented by selected farm workers).

Each school has several Grand Masters, who usually teach new students for a living. However, they may sometimes accompany the younger teachers and students on patrol trips, or even into battle when the situation arises. The personal history of past Grand Masters has been often eccentric; their status, influence, wealth, and magical prowess may have strong effects on their minds and personalities. Some Grand Masters are rumoured to have wealth far beyond expected, stashed away in a secluded place. Rumours also abound of the Grand Masters making covert pacts with mysterious people from far beyond the island, or even with divinities. The truth about them proves forever elusive; despite their being no professional regulation  against it, no Grand Master will divulge information about their personal lives (besides the usual family and teaching matters).

[spoiler=Kemin Nokaga, Grand Master of Overwhelming Darkness] Kemin Nokaga is a devious and manipulative character, though he maintains a polished appearance to disguise his deeds. He shows the greatest support for the Donohunga Iaskapru, while rumours circulated by the other Grand Masters tell of clandestine midnight meetings with spirit-beings, including whispers of 'something coming to an end'. He volunteers at every opportunity to send his pupils out on patrols to combat dangers, especially those of a magical nature, though he never goes out himself.

He is an effective and charming teacher while in the School buildings.  Most people, including his students and staff in the School, cannot see past the neat appearance and cool demeanor he puts on. Should adventurers discover the intent of his plans, and confront him, he is a Rogue 7/Bard 3/Sanjori Channeler 5.[/spoiler]

The Grand Masters are often chosen by the Donohunga to sit on Pekaeri's Advisory Council. The Council is made of 15 (10, in the smaller villages) important and influential people, who provide the Donohunga with a connection to the people.

The Donohunga is the official mayor, monarch, and chief general of his or her village. The Donohunga is appointed by the people in an election cast whenever it becomes necessary (such as the current Donohunga falls ill, or becomes massively unpopular). The Donohunga usually appoints officials to an Advisory Council, which is there to help oversee government and the society.

[spoiler=Iaskapru Inike]The current Donohunga, Iaskapru Inike, is a portly and diplomatic character. He is thoroughly grounded in the ways of what he sees as smart governance, and knows when to enforce his rule. However, there is the rare time when his compassionate side emerges, especially when family is involved. In game terms, the Donohunga Iaskapru has 5 levels of Expert, 4 of Aristocrat, and 1 of Marshal.[/spoiler]

 In the rural villages, the government often wields more power, because of the frequent danger of attack, and the necessity of protecting the crops. Strict regulations are enforced, to prevent theft of the crops, and patrols are more frequent. To keep themselves in the good eyes of the villagers, most government officials, such as scribes, tax collectors, and even graduates of the Schools, will volunteer to work (or at least, supervise work) in the fields during times of duress.[/spoiler]

[spoiler=Enemies]

There are indeed enemies to defend the city against. The snake-demons - what are known in the Empires as 'yuan-ti' - of the coastal mountains to the north constantly assault the remote villages and farms. As well, the ancestor spirits of the forests can sometimes manifest in a deadly form - requiring the expertise of the Overwhelming Darkness and Dissipating Smoke masters.

An example of the destruction wrought by the conflicts between the Sanjori and the yuan-ti of the mountains is that of the one that left the village of Reki in ruins. Surviving parchment from the times tell of a midnight ambush; the 'snake-demons' struck with torches, axes, and wickedly sharp swords. They seemed to have no method in their slaughter, no subtlety in their destruction. Despite a brave, but ultimately futile resistance effort by the villagers, the village was razed to the ground. All buildings were burned, save for the resident Donohunga's keep, as well as the stone walls ringing Reki. It is known that the keep was ransacked, and temporarily used by the yuan-ti as a headquarters for their diabolical schemes.

However, recent visitations to Gloomkeep, as it has come to be known, describe a dark, moldering building, inhabited only by the vicious abandoned pets of the yuan-ti, including ankhegs and ssvaklors. There are rumours that the village's storehouse of gold and wheat still lies untouched in the lower levels. Most adventurers who have come back alive mention that they were stopped by one of several Naga gaurding these lower levels.

[Forthcoming: Secrets of Gloomkeep Adventure]

All along the river system of the Nikar & Galanyi rivers, the water is occasionally disturbed by water-spirits. While not necessarily harmful to citizenry, they seem to merely rise up out of the water and walk across land to another segment of the river. In this, the spirits seem mindless, not caring what trees or houses stand under their colossal feet. The Strong Glacier and Dripping Water masters from nearby villages beleive their restlessness is being caused by a divine source, and would benefit from being vanquished, turned back to normal water. They have managed to turn the spirits back, but the water-spirits keep returning every night of the waning moon(s).


Yet, not all of Ghelon's troubles are obvious.

[ic=Log of Captain Amiko Nori of the Sea Fox IV, Day 29 of Xath, Year 998 of the Golden Reign] As I was being escorted back to my lodgings by a diplomat, I had the displeasure of witnessing a crime scene. Members of the current watch were surrounding a slain man, keeping it from public view as much as possible. Officials of a higher rank were examining the body. After talking to one of the guards, my aide came back sullen, disturbed internally. 'This man...he was killed by another's hand.' To this he would say no more, but splayed his hands in the local gesture of asking the gods for forgiveness.
 There is more to these people than I thought...[/ic]
 
The different schools often vie for prestige and influence; public matches are held quite often, and can become a profitable business (the Deceiving Monkey students are suspected of rigging the matches and manipulating bets, but none of these accusations stay for long). As well, the Grand Masters may indeed have plots to gain the Donohunga's favor, in the hopes of an appointment to the Advisory Council, and the status that comes with the position. A Grand Master might even resort to using the eager-to-please students to blackmail influential people.

Some people resort to less subtle methods - rivalries can lead to public fights, sometimes even secretive assaults, or, in the most extreme of cases, assassinations. However, such obvious tactics are rare, as most people stand by the near-official Sanjori creed.

The hags of the western swamps (officially known as the 'Fenlands') are also trouble-causing. They have the power to beguile wanderers and patrolmen from nearby villages, and are rumoured to be able to change form. They will lure men and boys into their grottoes, and trick them into commiting various crimes. No one knows why, but there are reports of some hags worshipping a dark and devious god - whose name even they dare not speak.

The hags are powerful magic users, and most of their power involves manipulation of the environment around them; they are said to be able to send animals into a trance, even to convince them to attack. Heroes and adventurers who have gone to slay a hag often come back (that is, if they come back at all) with stories of how the swamp itself fought against them.

[Forthcoming: Temple of the Evening Shadows Adventure][/spoiler]

[spoiler=Religion]


The Sanjori people do indeed worship gods. However, they consider them to be the 'overseers of the universe', and largely too busy to notice every mortal action. There is a pantheon of gods and goddesses, and each is responsible for one common element of the universe. The list of gods is below:

    * Ipiana, Goddess of All Water (accompanied by sons Kanga Roa, god/embodiment of Ukuri, & Angi, god of rain)
    * Vainai Kumo, God of War
    * Cotoo Vilu, God of Dance & Magic
    * Geva Coru Hatan, God of Hatred
    * Geva Notryu, Goddess of Love
    * Kaminai Reapa, the One Sky
    * Kaminai Goraka, the Eight Earths (These three gods are the divine sentience of the places they represent)
    * Kaminai Fumiru, the Eight Hells*

 Legend has it that Geva Coru, the volatile god of Hatred, and brother of Geva Notryu, the beautiful and wise goddess of love, had a history of battles against his sister. This included creating the Nagas, hate-filled snake demons, just to do battle against the Fox-spirits, messengers of peace and love made by her. When Ipiana created the yuan-ti, she left it to the siblings to decide which should have more influence over the other. Geva Coru won out just slightly, but his sister's influence is still there - the yuan-ti will not love or even tolerate other intelligent species, though when in their own cave-cities, they display a profound love and friendship towards eqach other.
 However, when he started to simply fight against her outright, the other gods decided to banish him to Kaminai Fuchin, the underworld, which is sealed off from the Sky and the Earths. There, Geva Coru lost all divine powers, except of that to infuse the creations of the other gods with a tendency to hate. This is why the Sanjori people try to abide by their slogan when in the city and villages - they beleive they are fighting off evil.

The Sanjori people beleive in 8 different worlds, and a Hell to fit each one. The first is the basic one, the one of the physical plane. The second one is the world of the gods. The third belongs to the Ancestral spirits. The 4th is reserved for those not yet born. The rest are considered to be empty shells, ready should a situation arise where they are needed.

* - Hell, here, is a nebulous term. The Sanjori people beleive 'Hell' to always be a place of abandonment; whether it be seperation from your powers and your family, for the physical plane, or denial of the chance to ever be remembered, in the case of the plane of Ancestral Spirits. On most of the planes, Hell is considered not to have a physical location; indeed, there has been a case where a Sanjori person has gone insane, and the people around her beleived she had been sent to one of the Hells. Beings are not sent to Hell for anything they did wrong, it is beleived, but simply because that is the fate of all beings.

 There is no official church devoted to these gods; although everybody recognizes the basic stories and natures of the gods, people are free to worship at their own discretion. Of course, they are allowed to not worship them at all, though the devotion of so many often encourages others to do so. The Donohunga is almost always a strong beleiver in these gods.
[/spoiler]

[spoiler=Occupations & Classes]

When using Ghelon as an adventure setting, one's character may be from any number of backgrounds - an explorer from the Empires, a courageous patrol officer from Pekaeri, or even a teacher of one of the Schools. All levels of society may have a reason for adventuring.

All classes can be adapted for use in this setting. Traditional Wizards are rare, as the taxing study and writing of spells does not often match with the Sanjori lifestyle. Sorcerers, rogues, and bards would be quite at home here, along with Wu-jen and rangers (for those patrol officers who excel while out in the wilderness). Druids are uncommon among the Sanjori people,  though there are records of those who do show a magical affinity with nature. The other divine casters, such as Clerics, Paladins, and Favored Souls, are quite rare, especially in the city; the Sanjori people may have religious figures, but they do not have the amount of significance as can be found in other cultures.

There are indeed more details on the Sanjori Channeler class. They can be found (here).
[/spoiler]

[/spoiler]
‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

-Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

I've had the honor of helping:
    - Tera