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The Grand Realm (Campaign book and Homebrew)

Started by Spirit Hawkfellow, September 20, 2007, 03:48:05 AM

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Spirit Hawkfellow

'Hail and well met'¦ once more we gather around the table to tell tales and bring forth images of adventure, joy, and companionship.  
   Isn't this the reason why we all play role-playing games; to sift through our dreams and make real what is not?  As well as to leave the stress of every day life for a brief moment, and become something greater.  
   As children we pretend, and as we age our imaginations dim as life spreads before us. Others tell us to leave the trappings of the child behind; to seek out what reality has to offer thus leaving the world of dream and fantasy behind.  
I believe what was once can be again.  What can be lost can be found.  The inner child in all of us tries to break the shackles of reality, and bring forth play and laughter.
I can find no better medium than role-playing games.  Here you are the hero, or villain.  You are the one who must choose the course of your character destiny.  
The mind is a powerful world; a world that must have dreams and visions.  
The Grand Realm is the book you hold in your hands, I hope is that key, the flying carpet that will speed you home to the child like imagination you might have lost and yearn for.  
So my friends when you open the book and gaze upon the pages of mythic lore know that we are all kindred spirits, and like children with a new toy'¦ we smile.'
               Adrian Garcia

'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy.  At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
 Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world.  Chalice is a world of vast beauty, and ugliness.  
  It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.  
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'  
            Elathaan Belafor, Master Herald
            Anem 1445, Epoch of discovery

The Lands of The Grand Realm
   The lands of the world Chalice are many, and far-flung.  The world itself is a pearl in the cosmos. A sister to seven all circling a great sun Academics has christened Helios.  
The great Continents, known as Aerbor, and Ifretus, are the home to many of the great kingdoms that now exists to day.  
To the south lay the cold icy reaches known as Baelfrost, a land cut off from the rest, by it's cursed snow and ice.  To the west Pirates circumvent the seas near what many call the Buccaneers Archipelago.  
Eastward lay the pearl kingdoms of Kathay, and northward; lay Bregan Brol, the strong hold of the Oculains.  Upon the seas of sky, are the floating cities of Lupatia and their masters the Kenku and their consortium or flying ships.  
   The continent of Aerbor plays host to teeming, forests, and great rolling rivers.  Here many large kingdoms such as Varanguard the loinshold, Brindarmour, Equas, Copperbound, Bregan Brol, and Floral'Lanthus, the greatest of community of Elves that exists.
   Ifretus the land of fire boasts equally large kingdoms, with its large deserts, and the one of the eight wonder of Chalice known as the Spears of Obi; huge mountains that seem to stretch to the stars.  
   The continent of Ifretus is home to Coradan the Dog soldier Empire, Alakahazan cities of the Jinn, Castilion land of the five roses, Isle of Capri (shell Island)  where the flames steeds run, and the Steppes of Kwun and its hearty nomads.  

Varanguard the Loinshold:
   Population: (900,000) Human, Dwarf, Minuians, Satyr, Elf, Oculian.
   Government: Representative Monarchy
   Major Cities: Diadem, Eneroth, and Graymalkin
 Varanguard was founded in Anem Y.S -957 Epoch of Salamaster.  After the fall of the great kingdom of the north Malchior in Anem '"3568, the remnants of warrior and survivors headed south.  
   Led by Eldoon Loinsblade, knight captain of Aslhern, they fought their way south with foul creatures bred by a Daemon released from the lower hells that had destroyed the city of white behind them.  
   Through the woods of Aerboriduim, and toward the great Anvilweld mountains the men of Malchior fled.  Finally tired of being chased and hounded, the warriors gathered themselves, upon the grounds of Varanguard (meaning in old tongue the last guard) and did battle with the forces of the Daemon.  
   To this day, the minstrels and bards sing of the Daemons last day.  
   Upon the battlefield known as Hawkings down, the host of the enemy and Eldoon Loinsblade met.  
   In a bone chattering charge the two armies met, and many died on both sides.  It is said upon the snowcaps of the greatest mountain Ourmin Theradain (Mountain Thain) That the Daemon and Eldoon, did battle.  The mighty knight- captain hewed his foes, with mighty strikes of his great dwarven war hammer, Foedanner.  
   But the Daemon traded blows in return, striking with whips of fire and a blade of storm.  From below the fighting had stopped, and the warriors on both sides gazed in rapture at the battle, all stood in awe at the mighty conflict.  
   Battered and woozy from his many wounds, Eldoon, lifted his hammer to Queleth the foe striker, and raised his voice in song.  Great was the light of his Valor and all men of Malchior shook their awe and slew the monsters that had hounded them for so long.  
   The Daemon squealed in hatred and charged forward, his sword slashing down in a brilliant arc of power.  
   Eldoon swung his hammer and let fly even as the Daemons' blade cut deep into his body hewing him in half.  But the last killing stroke would be Eldoons', for his beloved war-hammer shattered the Daemon's skull to many pieces, killing the creature, and launching off the mountain and into ground below.  
   Great was the impact a creator was formed, and to this day many can hear the death wail of the creature.  
   Led by the Aurmer Lionsblade the son of Eldoon, they collected their king and laid him with the weapons of his enemy upon a briar, and sent his ashes upon the winds.
   Aurmer founded Varanguard that very year, a testament to the power of the men of Malchior.
 
   
   Current Varanguard is a powerful kingdom that takes up much of the Southern part of Aerbor.  
   Erien Lionsblade is now the king of Varanguard as well as High King of Aerbor.  Varanguard is a kingdom ruled by both king, and a council of Barons known as the council of lords.  Both work to pass laws and protect the kingdom from any harm.  
   Varanguard itself stretches from the Anvilweld mountain in the north to the Shattered sea to the south.  To the West lay the Shield Wall Mountains, and the frontier, and to the east lay Gilistry and the kingdom of Copperbound, and the Thorn Krags.  
   The kingdom is broken up into to seven Baronies known as Lion- hold.  Each hold governs a section of the Varanguard with the King permission and in his name.  
   Each Baron, and noble has a say and every Thordal they gather, in a forum called the Pride.  
   Here they take their grievances to the king, and work out the laws of the land with their sire.  Though Varanguard is a monarchy, there is a representative government at work.  
   Varanguard has three great cities Caer Eneroth, Diadem, and Leodore.  Every seven years, the king shifts his court in order to survey his kingdom and make sure all is well aboard.  
   Story Arcs: As of the Epoch of Discovery, Varanguard has been attacked by foul legions of goblins and giants.  
   Eneroth city has been engulfed in a magical black sphere, which magic cannot penetrate.
   An unknown force is besieging the dwarves of Anvilweld mansion.  There is a rumor upon the wind that the evil known as the Necromancer has returned to seek vengeance upon the king, for what reason remains a mystery.

Races of the Grand Realm
Humans, Aesier, asierween:
Florian Elves, Flasir, Eliath (Narasidien-moon, Skyrasidien-dawn, Dimmerandien-dusk
Elf Blooded, Eliath Kindelthin-half elf
Elf kin:
Nieblung Dwarves: Doradun:
Bane Elves: Balsair, Maliath Felor
Hybream:
Oculain:  
Minuin: Halfling, Macair, Melwee
Starfolk, Unosis, Starians
Dhrow, Dael Felween.

The Imortalis (The gods)
 
'The power of faith is unlike anything else. When the touch of your god is placed upon your soul'¦ It reminds you are not alone in the world, and that you actually make difference in the eyes of the gods'                                 
            Thorin Highsteel, Helrian cleric
            Anem 1443, Epoch of Discovery  

   'Mans' scheme of the universe, is often thought as small and inconsequential, compared to the greater powers that dwell in the seven heavens above and the lower hells below.
   The race of Chalice are as diverse as the gods they worship, they shape the very fiber of the world and the destiny, of even the gods they worship, When I say human I mean every race that exists on Chalice'¦Many might take offense, to that thought, but it is true.  Humanity is shared by all and is the major reason, why the universe is so large.'
            Hadrien Scrolbinder, 8th Acadian of Etena
            Anem 300, Epoch of sleep



   Many have tried to track Humanity accent from the dawn of time... to investigate the wonder of what was and what has been lost through the ages.  
Scholars, Sages and Wizards alike have argued about the beginning of humanity. Even the thought of every race of chalice falling under this large sub-position has come under constant debate, most coined the term for the youngest of races, and also the most dominant on Chalice. Of course there are older.  The Elven races for example, as well as the Dwarven races are considered the first to step forth upon the world.   Yet the human race is the most prosperous and well documented, thus the term of humanity was coined.  

   But with humanity, comes a greater need to figure out the ways and means of its' people.  I can't tell you how many nights I have watched priest, clerics, journey-men, and wizards discuss, in heated terms the main concept of myth, legend, and lore, and of course the conception of the Races of Chalice.

   The gods'¦ The powerful beings that defy the five sense, and  manifested themselves on the land changing the way of everyman.  I once heard a cleric call upon his god, and watch in awe as the power from his god  flowed through the man, to destroy foul creatures risen from the grave.  To believe that the gods are just legends or lore is foolhardy at the least.  
   
               Hadrien Scrolbinder, 8th Acadian of Eten
               Anem 300, Epoch of sleep


Helia Crowngold:
Portfolio: Birth, change
Holy symbol: Sun with a crown and light shooting forth, twin of Sol Diadem.
Favored Weapon: +8 Morning Star of holy Smiting. (Dawn's Awakening) Credo: 'Change and birth are the, ways the world continues to change and evolve.'

Sol Diadem:
Portfolio: Justice, honor
Holy symbol: Scales and balances held by a winged woman, twin of Helia Crowngold.
Favored Weapon: +8 Sun Sword (Light of Justice)
Credo: 'Law is the rule that governs the cosmos and the world, and Justice is the result of those rules manifested.'
Gylen:

Portfolio: nature, hunting
Holy symbol: a naked woman riding a unicorn through woods.  
Favored Weapon: + 7 Bow of Archery (Hearth heart)
Credo: 'The wilds of the world are the willsprings from which life forever flows.'

Talronan:
Portfolio: Evil, lies.
Holy symbol: Snakes moving in a circle in the middle a web with red eyes.  
Favored Weapon: +8 Halbard of Wounding (Nightsender).
Credo: 'The only pure light is the darkeness of evil, and only if you give into the light will you see, oblivion.'  
Nystrial:

Portfolio: Magic, illusion.
Holy symbol: A magic wand that showers five swirling balls of magic.
Favored Weapon: Staff of Magi (Nystrial Favor).
Credo:  'Only through magic, and research will you attain the mastery of the uknown.'

Memshal:
Portfolio: Healing, safety.
Holy symbol: A hand radiating beams of light over a sickly child.
Favored weapon:  +9 quarterstaff of healing (Healing heart)
Credo: 'Purity of the soul must come from the healing, and saftety of ones life.'

Charion:
Portfolio: Death, discourse.
Holy symbol: A hand skeletal hand bursting forth from the ground.  
Favored Weapon: + 9 Vorpal Scyth (Dark Descendance).
Credo: 'Death is simply the extention of life, and at the end there is another journey.'
Nieblung Krag:

Portfolio: Smithing, creation
Holy symbol: Man holding in his two hands the races of the world.  
Favored Weapon: Hammer of thunderbolt (Creator's Breath)
Credo:  'Through creation can one find happiness and fortune.'

Tithtania
Portfolio: Nature, home
Holy symbol: A dove within a circle of leaves
Favored Weapon: +11 sickle of haste, (Nature's watcher)
Credo: 'the wood is the foundation of the timber of the home.'

Silani Althan:
Portfolio: love, affection, lust and moon.
Holy symbol: Two lovers intertwined yet facing opposite directions
Favored Weapon: +8 dagger of everstrike. (Silent touch)
Credo: 'love is all encomapassing, it can be soft, but has a edge as sharp as any blade'

(Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice.  They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars.  Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane.  These mortals are called (Aeon)
Heroes of The Grand Realms

Blis Windswept
Profile: Blis is a young ranger of high regard who travels the lands of Aerbor, and is known as Green knight, due to the green sash about his arm.  
He is also apart of the society of the sash, and now wears that badge handed down to him by his father.  
He is constantly on the move and is usually surrounded with is companions, the elf princess Starisess (Star) Fulmonis, Ren Pyro the thief, magic user, warrior, and their good friend, Hellstone Cleftfoot the, Minstral Saytr.  
   Blis is a courages fighter, and is known to champion any cause t   hat he considers vital, and just.
 Those who would seek to dispoil the land he protects are for warned, for with Valarian his Valaric weapon at hand, and his sash of power Blis is a powerful foe.
Blis windswpet Male Human Rgr11 Knight of Sash;
Medium Humanoid;
HD 11d10+22 (Ranger);
hp 100; Init + 2; Spd 30; AC 20; Atk + 16 base melee, + 13 base ranged; +17 ( 1d8+5, Longsword, +19 ( 1d8+8, Valarian ); Masterwork); AL N; SV Fort + 9, Ref + 5, Will + 5; STR 20, DEX 14, CON 15, INT 13, WIS 14, CHA 13.
Possessions:
Weapons: Longsword, Masterwork.
Armor: Mithral Shirt.
Goods: Backpack; Case, map or scroll; Grappling hook; Flint and steel; Flask; Mirror, small steel; Rations, trail (per day); Rope, hemp (50 ft.); Waterskin (full); Torch.
Magic: Ring: Protection +4; Wondrous: Sash of Power.

Skills:
Animal Empathy + 8, Climb + 9, Concentration + 5, Handle Animal + 4, Heal + 6, Hide + 20, Knowledge (nature) + 7, Move Silently + 10, Profession (Weaponsmith) + 3, Seafaring + 9, Spot + 7, Swim + 12, Wilderness Lore + 12.
Feats:
Cleave, Combat Reflexes, Essence of Command, Improved Critical: Greatsword, Power Attack, Track.

Spells Known (Rgr --/2/2):; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II.

Spells Prepared (Rgr --/2/2):; 1st - Pass without Trace, Resist Elements; 2nd - Cure Light Wounds, Detect Evil.

Monster Menagerie

Cackling Doll
Small Construct (Evil);
HD 4d10 (Construct) hp 40; Init + 2;
Spd 35; AC 15;
Attack: + 8 base melee, + 6 base ranged; +8 (1d6+6, Bite); +8 (1d4+4, Dagger);
SQ: Construct, See in darkness (Su);
Alignment: Chaotic Evil;
Saves: Fort + 1, Ref + 3, Will + 1;
Abilites: STR 19, DEX 14, CON --, INT 14, WIS --, CHA --.
Possessions:
Weapons: +1 Serrated Dagger
Skills: Hide + 6. Move silently +4
Feats: Power Attack, improved bull rush
Challenge Rating: 4
Combat
To most observers this simple and ordinary children's plaything is at first the most adorable thing that has ever been seen.  To the unaware, the Cackling doll is a horror of the foulest evil.
The doll resembles and feels like any other children's toy.  Curly red hair sprouts from the tips of its head and a pearly alabaster faces crafted by the finest toy master stares back with emerald eyes, along with dimples, and a small pout mouth. The doll is dressed in a miniature set of human clothing.  The doll is dappled in a white shirt, black trousers, and a set of knobby black shoes.  The female version wears a blue, white frock of chiffon and a red bow toy over its head.
Once awakened the same cute doll becomes engine of doom, seeking to destroy all life around it.  What was once a calm serene face twist into a swirling visage of hate and malice?  Those same small pout lips open to reveal dagger like teeth, and a set of malevolent green eyes.  
The most terrifying feature of this hated construct is its cackle, that spring forth from its maw as it dispatches its prey.
Combat:  The Cackling doll in combat is a fearsome foe.  Most are caugth unaware by its great strength speed and small stature.
 The Cackling Doll has the ability to bull rush, as if it contained the feat.  It will Rush first knocking down it's opponent, then from beneath it's cloths will come forth a miniture dagger that does 1d6 points of damage.  If that fails, the Doll will attack with its bite that does 1d 4+6 damage as it gnaw away at its opponent. Final weapon is its Cackle; the Cackle acts as if the spell Tasha's Uncontrolable Heidious Laughter has been cast.
Those who live through the tale, never again mistake the innocence of the child doll.[tr

A Brief History
ANEM Y.S.  YEAR OF THE WAKING DREAM:  
Anem Y.S. '"4043 Epoch of Spells: Raising of Phoenix kingdom Hysoril magi, and Vanderbros, kingdom of Sorcerers.
Anem y.s. '"3943 Epoch of Rods: Valoric Blades of Selvibrim are created twelve in all, Callendor being one of them.  The Sashes of power are created.
Anem Y.S '"3843 Epochs of Phoenix: The Phoenix war of the magi. Phoenix Kingdom Hysoril and Sorceror kings of Vandarbros wage war. Oculair created, the cyclops race being one of the new races to be fashioned in the need for new warriors Halflings are tainted by mages creating evil versions of the good loving folk . Ishue of Coradon is founded in the contient of Ifruitus.
Anem Y.S-3773: Epoch of Shattered Time: Bane elves created.  Sorcerers capture and kill phoenix to power their Chronem Trigger scepter.  Sorcerers are sabotaged as they begin to chant final spell.  The spell backfires horribly destroying Vanderbros, as well as Hysoril.  One of the floating islands of Vanderbros plummets to the sea and creates Baelfrost.  Magic erupts into leylines as Nystrial godly essence creates magical paths through the world.  Eruii returns Nystrial, to her former state and bids her watch over the leylines.
   The Necromancer is seen and searches for the Cembrils.
Melichior the northern kingdom of men is founded with the great cities of Heldorn, Aslhorn
ANEM Y.S.-3675 YEAR OF THE SERPENTS FANG.
The Elves hunt down their traitorous folk the Maelthan (Bane Elves) and Dael (Dhrow) the blood kin war begins.
Anem Y.S. '"3573: Melichior the northern kingdom fall.  Heldorn falls, to a Daemon opened up by a foolish wizards apprentice seeking powers of the lost magi.  Aslhern falls Anem Y.S. '"3568, to the scourge of the Daemon, leading armies of orc gobins and reppers.  Hero's fight valiantly but most falls.  Legendary hero, Helwin Braide one of the last knights of the sash, falls protecting the city with Callendor, the valoric blade.  After Aslhern falls Callendor is lost.

Well I hope you have enjoyed a in depth look at The Grand Realm, this is only the begining there will be much more in the coming months...
"Helan Selwithas" (fare thee well)



Spirit Hawkfellow

News From the New Thorn Gazette

Population Explosion
increases Thorns trade..
.


[/size]
'Since I've made my home here, I've never seen the amount of trade that has expanded through the region,a
good stream of goods from every part of Chalice seems to be arriving here along with a stream of and merchants seeking to gather them up. Being a Dwarf nowadays is a good thing....'Shelet Stonesteel


Thorn, the Cradled Citadel...
Thornweld ( most explorers and adventures call it Thorn)
Population: 7,000, 70% human, 10 % dwarven 10% elven
Defense rating: 9.
City-State
Military: Militia, Blade of the Sacred Petal. The Illuminated Society. The Watchful daggers.
The Harlequins
Enemies: Brotherhood of the Black Blade, Pale Dwarves of Kullath
Kanion, Mountain Giants clans of Shinshargth.

History:
Thornweld is a logistical ally to Castillion,
since it was the land of the roses that fashioned the beginnings of the growing city.
Built within the bowl of a mountain range. It was here Castillion
crafted the ancient Castil (castle) of the Hidden Rose. Even though now abandoned, the
castle is used for seige war-fare and for outlying people to hide away when raiders and other bandits attempted to sack the town.

Thorn is situated inside the bowl of a mountain, and it protected on three sides, with only one opening in or out. The Thornites have usedthis to their advantage, fortifying the surrounding areas, while clearing out the nests of powries, mountain trolls, and giants that roam the area.

Thorn has become a trading outpost to the kingdoms of the west such as  Gilistry and Varanguard,
and the kingdoms of the east such as Castillion. Many travelers trek to Thorn as they travel either east or west, it is a popular rest stationfor traders and adventurers.

As recently as 1446 Y.S. the pneumatic rails have have opened that have shortened the traveling distances
from Castillion to Thorn, word has spread from the west that established rail system are being constructed that will connect the west and the east as never before.

Thorn like most Cities established by Castillion sports a five ward design, in honor of the sacred petal.

Merchant ward: the market, and seller of clothing,
arms, equipment,
and many shops.
Litigators ward: Heldons' note market, Draconis Litgators, and the
House of law.
Hostel Ward: Gildren's Rest( inn) Brindila's Boduear ( house of illrepute) Velacrob's safeway
( inn)
Arcane Ward: Tower of Kelonana Esware, Gripper Grome Gnome repair,
Telwin Alechmy Shop.
Blade Ward: Various Explores Societies, and Militia both Private and
Thorn.

[Death from a black blade...

Johan never stood a chance, looking down on him I can see the terror etched in his face as his killer must have approached him. It's a face you can never get rid of. A face one makes when he's just been killed by a black blader....'
Constable Gerald Highborn
First Sargent Thorn Militia
 ...


Enemies:

Brotherhood of the Black Blade: This rouge-assassins guild, works vary hard to accumulate wealth and power at any cost. The brotherhood has had no problems about kidnapping a city official, or taking out a local city guard who would not deal their way. They are a powerful brotherhood which is beginning to flexing their muscles. Arrayed with a bounty of cutthroats, sneakpicks, street toughs, of late the brotherhood has instilled fear in the population. Their web of evil has spread deep into the illegal human slave trade and its connections to the Buccaneer Archipelagos,
as well as the note/lending trading house found in Litigators ward.

A Black Blader as the people know them can be marked by a special blade, forged out of black obsidian, and a scabbard crafted of golden filigree.

Black Blade of Acid: This masterwork +3 Blade, is the favorite of the Brotherhood. Twice per day the wielder can call upon it's power to spew off a deadly form of poison, that does instant death. the wielder is unaffected by the poison. This poison is highly leathal, taken from the Shadowvaults spider pits. A character that is struck with this weapon must make a fortitude save versus death. Should the player make his roll, the player take 4d6 points of constitution damage, from the poison. Should the player not make it the poison kills instantly. The Brotherhood of the Black Blade, seem secure in their power, and even now do not see that their name and fame have spread far. Far enough to catch the ears of the vigilant group known as the Harlequins, and it seems that both groups are destined to meet for an epic battle.

[Explosion rocks oredeep Pale Dwarves to blame....

'I swear to Janus I couldn't run any faster than I did. All I know is I placed my shovel down to catch a sip of water, digging ore is a hard job, and I saw Setson the gnome foreman running full steam screaming, he was yelling something about Pale dwarves in the tunnels, then all I can tell you, I  was running too. Then bang I was in the air as the caves exploded, I was the lucky one. Setson didn't make it, Damn Pale Dwarfs need to get what coming to them....
Cranis Valum,
Hard Hat miners guild


The Pale Dwarves


Pale Dwarves of Kullath Kanion: The Pale dwarves reside in Shadowvault several hundred miles deep below Thorn. The Pale Dwarves mine the mountains about Thorn, and consider all the land on which Thorn resides their own. When the city was young the dwarves attacked and sacked it. Yet that did not deter the humans that were loath to leave their new home. for many years they fought, yet finally
with the influx of explorers and adventures the tide turned against the Pale Dwarves, forcing the
evil creatures into their hole of Broxsus Dolgrath. It has been many years since the Pale Dwarves have openly attacked. They keep a watchful eye over the mines that have crept up over the years
and often attack and try to destroy the mines. But to their anger, this has not deterred their foes.

The Pale Dwarves will not rest until Thorn has been wiped away, and now fear eats at their hurt as the rumors fly that a new pnumatic rail is to be constructed by Dwarves of Anvilweld. It is now only a matter of time before they raise their axes and swords to put down the humans once for all.

Oculain Warrior opens up new weapon and items shop in the Merhcant ward....
[/u]

'I have to admit since arriving to Thorn I've found to many ways to sell my goods. I was war master in Bregan Bol, but here I'm starting from the beginning. So be it, I'll just have to work myself up. But this time I'll be working on my trading skills...'
Esterwise Bladestrike


Weapons: Retracting blade stave: this metallic baton '˜Billy club' can be extended from its four foot height to a stave equaling six feet. A hidden blade will pop up from the top to stab at any foes.
Damage: baton does 1d6+ str, 19-20 blade stave, 1d10 20

Retracting wires batons: This gnomish devise came about when a gnome thief wished to do away with a grappling hook and rope, thus he concocted a baton with a magical alchemic formula that resulted in a power wire cord. When activated the wire '˜o' baton will eject a wire 50 feet in length to attach to any surface. At the end of the wire is a diamond tipped barb that can pierce stone and flesh. The wire can also be used to subdue people, 25 DC to strength checks to break the wire. The wire is retractable, pulling back by a servo within the baton.
Damage diamond barb: 1d4+1 19-20 double

Hook bill War hammer: This war hammer is crafted with a sharp metal beak at the end. The head is flat and round to absorb impact, while the beak can pry plate-mail or mailed shirt.
Damage: Hammerhead: 1d8 19-20, hook bill, 18-20

Charkram: exotic weapon, Damage 1d8, threaten range natural 20. The Charkram is a disk with edges finely sharpened to cut into flesh when thrown. This disk after slicing through it intended victim will return to its owner hands, much like a Boomerang. Note the owner of the disc must wear special made gloves in order to use this weapon, he can not use it bare handed, and suffers a '"6 to his attack roll if he does not have the right protective hand gear. The blade does 1d4 damage to the palms without gloves

Chirugeons salve: 2d6 points of healing after being applied to a wound
Gnome Flash oil: 2d6+2 points of damage save vs. reflex; blindness for 1d6 rounds.

Dwarven fire salve: 3d6 points of explosive damage, to any unlucky to set it off, highly volatile.

Castillion Burn oil: 4d4 points of damage. This oil quickly covered the flesh and erupts in a blaze, if water is used it only helps make the oil burn hotter adding a additional round of d4 damage.

Mangrel thief found guilty of murder and put to death

When I saw the miserable creature I knew he had done the deed. He had killed the man in cold blood, left him on the street, just because the man laughed at his features. He was a Mangrel after all not even a full fledged human,
what right did he have to take this man life. Yeah I thought he was guilty....
Beckett Lassborn
Habadasher


Mangrel, the missing link

The Mangrel (half men) were created with what was left of the clay of life. These men came forth twisted and bent unlike the rest of their brothers. The Mangrels are jealous and have became the bane of men to this day. They seek to supplant mans dominion on Chalice.

The Long Lived Ones
Abilities of the Imordien ( the long lived)
+1 to con
+2 to intiative
- 1 to st rength
-1 to dex
Sa. Mist of memory. The Imordien has the ability
to remember and sense place, information, and things from the years gone by. He gains a +4 to his knowledge checks dealing with ancient languages and ancient history.
gains bonus 2 languages. They also gain, ancient Floral, and Malchoiric
Sa. Shield of the Imortalis: gains a +4 fort bonus against poisons.
has the regular abilities, skills, and feats of humans
detailed in Legendary Arcanum player handbook.

Sworg Slayers- +1 magical longsword. These, magical longswords were forged, during the the Sworgan Wars between Brindarmour, and the Sworgan Confederacy. The dwarves aiding
Brindarmour crafted the weapons to help mens struggle. Sworg Slayers give a +1 bonus to attack and damage against Sworgs. They are enchanted with a dweomer which glows when ever a Sworg approaches. Any Sworg that attempts to touch the sword suffer 2d4 points of damage, from it's touch.

Elf bane blades- These swords are crafted by the finest Abyssal iron, during their wars with the Dawn Elves. These blades have a magical glamor of +1-+5 against elves depending, upon it's craftmanship and glow with a fierce red and purple hue denoting it's lower hell origins
(note, D.M. choice). Any elf who attempts to touch, the blade is seared for 2d6 points of damage. Any elf touched by the blade contracts iron sickness.

Loinblades- These fabled blades of the Loins of Varanguard, and are forged by the Loinairs of Varanguard when they past into the knight-pride. These +1 blades are said to only be able to be shattered, only if the Loinair dies or is killed, due to the blood bond between sword and master. It is said that the Lionair actually uses his own blood within the crafting process adding some of his essence to the blade.

Loinblade +1 magical blade. Warns of danger,when a intruder of evil intent enter within twenty feet of the user. The blade due to it's masterwork creation has a glamour that is considered everbright, the blade always glows unless the Loinair forsakes his pride and honor. In the hands of an evil person the sword loses all its magical abilities and will not function, reverting to a regular long sword. Note there are greater and shorter sword versions of the Loinblade even though they are rare.

The Elf Lord Nelvin Bright breeze holds a disscussion on elf history...


The elves were the second of the prime races that were birthed on Chalice. The Imortalis (Gods) created the elves out of the clay that rested at the foot of Ysgadal, as well as the seeds that grew forth from its universal branches.
The Florian high elves were created thus, and there are three groups.
Lunari-changed to Narasidien
The Narasidien (Nara-as-i-Deen); the elves of starlight
were birthed to the darkness and starlit skies of Chalice. They were awestruck by the celestrial dome they saw over head, and quickly fell in love with the very night they were birthed into. Narasidien
elves or (Starlight elves as men call them) Have all the typical stats of the Lunari from the main book. the Narasidien skin color tend to be slightly tanned and tinged with light blue sheen upon their skin. In the Narasidien family one out of ten children
are dark skinned.
Sulari- changed to Skyrasidien

The Skyrasidien (Sky-Ras-i-deen) were the second of the Elven race to awaken. These elves gazed upon the dawn as the rays of the sun first broke against the blue skies of Chalice.
Instantly the sun warmed their flesh and gave the elves the bronze hued color they posses to this day. Humans have named these elves the Dawn Elves. The Dawn Elves are known for their love of the seas as well, they are the best ship builders besides the Quill in all Chalice. The Dawn elves have all the abilites noted in the L.A. handbook, under the Sulari elves.

Dimmarandien (Dim-ma-ran-deen) are the last of the elves, that came into life as the sun slowly descended into the sky and arrival of the moon had yet to come forth. These elves, men would call them the Twilight Elves. For it is said that their birth came upon that twilight
time between worlds when the sun gave up his throne to the moon. The Twilight elves have all the special abilities that are shown in the main hand book under the Grindari. They have a pale white appearance which is almost ghostly. It is said once per day they can make their bodies incorporable like a ghost; they see this as a blessing that is said to have been given to them by the Imortalis.

The lesser Elven races came about but from splitting, and constant change that the elven race has under went over the ages.

The Aberoridien elves came forth during the great days of Malchior. They are of Twilight Elf stock but due to the many years of dwelling with humans they have became much like them.

A small map of Varanguard


Spirit Hawkfellow

Please feel free to share your thoughts on the material at hand, I want to create a kick ass setting, and the only way I can do this is with your feed back.  Share with me your thoughts so that I can really flesh out the world as it should be... Spirit

Queenfange

Patience... Write it, and they will come.

My first question- in two or three sentences, how would you describe what makes Chalice unique? It could be a theme, a feel, a world-changing event, the technology level, an unusual system of magic, an in-world philosophical system, how alignment works, or any other number of things (or, most likely, a combination of one or two of those). Such an explanation, while it may seem difficult (how can one possibly condense so much brilliance into a short paragraph?!), is crucial to hooking people, to pointing out up front "This is why you should read my setting, not just any other collection of kingdoms and new elven subraces." I'll be the first to admit I have not done the best such summary for my world (I wrote one on a forum somewhere, and then lost that thread), it's something to begin thinking about.

The Cackling Doll is interesting, even if it does remind me of evil clowns and other such unpleasant things.

The maps are pretty. What software you use?

I'll come back and comment more later when I have more time. Feel free to ignore anything I say here or in future posts, but I hope some of it will help.

Atlantis

Map of Varanguard is AWESOME. i currently have nothing else to say except keep up the good work!  :)
[spoiler][spoiler]
 [spoiler FORTUNE COOKIE!] [fortune] [/spoiler] [/spoiler]

 [spoiler The Welcoming song]Welcome new member,
Hope you like it here,
Just don't let these guys,
Talk off your ear.

When we get annoying,
Which happens quite often,
Be annoying too,
And our hearts will soften.

If ever you're bored,
Just show up online,
We wash away boredom,
In absolutely no time.[/spoiler]


 [spoiler The Ballad of Bilbo Baggins]In the middle of the earth in the land of the Shire
lives a brave little hobbit whom we all admire.
With his long wooden pipe,
fuzzy, woolly toes,
he lives in a hobbit-hole and everybody knows him

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now hobbits are a peace-lovin' folks you know
They don't like to hurry and they take things slow
They don't like to travel away from home
They just want to eat and be left alone
But one day Bilbo was asked to go
on a big adventure to the caves below,
to help some dwarves get back their gold
that was stolen by a dragon in the days of old.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Well he fought with the goblins!
He battled a troll!!
He riddled with Gollum!!!
A magic ring he stole!!!!
He was chased by wolves!!!!!
Lost in the forest!!!!!!
Escaped in a barrel from the elf-king's halls!!!!!!!

Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all

Now he's back in his hole in the land of the Shire,
that brave little hobbit whom we all admire,
just a-sittin' on a treasure of silver and gold
a-puffin' on his pipe in his hobbit-hole.

Bilbo! Bilbo! Bilbo Baggins
He's only three feet tall
Bilbo! Bilbo! Bilbo Baggins
The bravest little hobbit of them all
 CLICK HERE! [/spoiler]

 [spoiler]Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!

fi yuo cna raed tihs, palce it in yuor siantugre.[/spoiler]

 [/spoiler]
 
   

 

Stargate525

Let me the first to say... holy crap and congratulations on having what is probably the largest text to membership time of anyone here.

Now to review this pile. As is customary, I'm writing as I go and not editing, so questions I ask may be answered later on, etc.

onward.

First off, I LOVE the first quote to death. Two small things. I suggest putting it into ic tags, as it'll help set it off more, and remove 'I hope is that key,' as it confused me for a moment. Other than that, all I've got to say is that if your narrative is all this good, where can I buy your books?

Again, more excellent prose from you. Reminds me very much of the narration at the beginning of the first LOTR movie. It made my neck shiver, and that's a good thing.

Small note, you may want to run through the setting and double-check your tenses; I've seen a couple of mistakes which, while not huge, mar the setting. Normally I wouldn't notice, but since yours is so freaking sweet...

your Varangard block seems out of place, I suggest moving it further down. Also, you may want to break the paragraphs, as I find those large blocks of text entirely unreadable.

Races I'm a bit confused on; is each line one race, and the different names that they have, or do you have 25 separate races?

Again, I love your quotes.

Unless some of your gods have dual personalities, a couple of your names are missing. You seem to have a good number of Gods, but as it stands I can't seem to get connected to them as well as I would like. Perhaps if you set down some of the religion's tenants, doctrine, and style, it would help.

I wouldn't put the statblocks where you did. Again, I would move them down. Right now I keep having to shift gears between looking at the grand overarching facets of the setting and looking at relatively minor details. Keeping the two separate would be great.

The Cackling Doll. Is. Evil. Some nitpicking; you need to specify an ability type, and either a /day or recharge rate for the cackle, as currently it's way above a CR 4.

Your map is nice, but I can hardly read the labels. It looks like it needs to be sharpened up.

For the Brotherhood of the Black Blade, I think you mean rogue, not rouge. Unless you meant that they use make-up...

The Black Blade of Acid, depending somewhat on the saves, is INSANE. I'd expect something like that to be near artifact level.

Looking at the comments, I have to agree with Queenfange, the setting does need a hook. But not before that opening narrative, becuase it's just that awesome.

Also, get yourself a badge!

My Setting: Dilandri, The World of Five
Badges:

Lmns Crn

I'm seeing some interesting things here, but I'm not sure why you're presenting them in the order that you are. Reading through the thread feels like flipping channels. I get a little bit of one thing, then a little bit of something else entirely, etc. It's hard to get a handle on your ideas this way, although I'm sure more information will be added later. [note=this is a note tag]Don't be afraid to use our bbcode tricks like {spoiler}, {ic}, {ooc}, {note}, and {quote} tags to help organize your information as it's added.

Used thoughtfully, this can help you guide a reader's attention quite effectively. :)[/note]

I'm going to take a wild guess and say that the Silmarillion is one of your big influences, right? You have the same high-wrought style of narrative in some of your prose, some similar sorts of names, and your three castes of Florian elves are strikingly similar to Tolkien's Vanyar, Noldor, and Teleri-- right down to the use of natural light sources as the distinguishing feature between them. We are all inspired by great writers who precede us, but we also all struggle to differentiate our work, make it distinctly personal. (In other words, there is a line to walk between writing something that is inspired by Tolkien and uses Tolkienesque elements, and writing a restatement of the Silmarillion.)

I love the Gazette, and I love the deliberate mention of a litigators' ward within the city. Modernization of fantasy tropes is a favorite sort of theme of mine, and it looks like you're taking steps in that direction.

I'd like to hear more about the gods. (Unless I'm overlooking something, some of them don't even seem to have names.)

Also, because I am terribly neurotic, there are a few spots in your prose that bother me. Forgive me for pointing them out.
QuoteBattered and woozy from his many wounds, Eldoon, lifted his hammer to Queleth the foe striker, and raised his voice in song.
'The world of Chalice is a large place my friends; A world ripe with adventure, conflict and joy. At every corner, may be a blade at your back, or a hand holding aloft a flagon of ale while sharing a minstrel's tale.
Chalice a world, like no other where noble heroes and dark villains struggle to determine the fate of the world. Chalice is a world of vast beauty, and ugliness.
It is here you will find deep in the mountains the hum of Dwarven hammers that smack against stone; or the fey songs of the Elves of Florian.
Here you will find twisted mockeries of Halfings long tainted by cruel magic, or goblins granted the intelligence of the race of man, making them a greater threat to all that is good.
Yes my friends beware, and be joyful for the wonders of Chalice are many, and the rewards great.'
Elathaan Belafor, Master Herald
Anem 1445, Epoch of discovery
[/quote]The land of Earth is a wondrous place, full of adventure, conflict, peril, and joy! You may find a knife at your back at any moment, or you may find friends and comrades with which to share your epic tales of glory and triumph! Earth is a world like no other, where noble heroes and cruel tyrants struggle to determine the fate of the world!

Yes, here you will find Norwegian bachelor farmers dutifully growing wheat with which to make biscuits that give shy persons the strength to do what needs to be done! And here you will find Peruvian scientists exploring abandoned Incan ruins in search of the terrifying secrets of lost civilizations!

Yes, my friends-- beware and be joyful, for the wonders of Earth are great, and the rewards many.[/quote]You would probably think I was crazy if I went around talking to people like this.

The only people to whom such a speech would be useful would be extraterrestrials, just passing through, trying to decide on a planet to visit for vacation. (How's that for a CBG analogy?) Talking to anyone else, it wouldn't make sense.

I don't know who Elathaan Belafor might be, but I'm already suspicious of him, because he apparently goes around talking like a lunatic.

I talk too much, and I fear I've been too negative. I think what you have here has a great deal of potential, but needs a little cleaning up, and perhaps a little copy editing. I will be watching this project as it unfolds, with great anticipation.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Spirit Hawkfellow

What I call The Grand Realms now a days wasn't always so grand, and it began as just a humble set of stories   I wanted to tell.  Playing D&D in the 90's, I was enjoying the twilight run of AD&D before wizards bought TSR. During this time I was playing my Ranger Spirit Hawkfellow in the forgotten realms,and playing the paladin hero Galin Knightblade in (Copperbound) which was a homebrew set in Greyhawk.  I got the gaming bug pretty quick and eventually D.M. fever had me firm in a grip.  I would look at my friends D.M.ing and wonder how I could ever do that.  I wanted to be a D.M... what a challenge it would be to create your own world and have people playing with you to create this new creative endevour.

I was surprised at first when the people I played with wanted me to run a game.  The hardest thing is knowing what game to run.  Myself I have a thing about all types of settings, if I could split myself into five people I would be running five different campaign worlds.  I asked myself, was I ready to run Greyhawk, or the Forgotten Realms?  [note]I still have a warm spot for the Realms even now, I'm surprised it hasn't faded away, lol[/note]


It would seem though those worlds were not going to be the ones I would use...later maybe but not now.  I had been working on several short stories, that seemed like a good place to start.  This new world would incorporate all those ideas and expand upon them.  At the time I was just having fun coming up with craziness.

This new world at first would be called Baelfrost, and is essentially the first landmass of Aerbor, and the setting The Grand Realm.  Baelfrost was a secluded land of ice, and tundra, where the P.C. characters would have to survive the elements and the freezing enviorment.

[note] Im sure I'm not the first to come up with the idea of a snow land, and it predate wizards frostfell book by at least twelve years lol [/note]

I think Baelfrost proved to be a small success, my player loved it, and it boosted my confidence that I could be a D.M.; they wanted more.  More history, more characters.  After about a dozen adventures in the winterly kingdom college came calling, and I was forced to put the campaign on the back burner.  

[note]I still look on the memory with a smile, it was the first time we used music. The first time a genie had been summoned and the first time my heroes battled goblins in a epic war.  I don't know what I would have done without John Williams's music Raiders of the lost ark blaring to the background and scenes, wow still gives me goosebumps.  To this day every game we play, has a soundtrack[/note]

Even though I was in college my player still wanted to play.  I was able to make a small amount of time to create a D&D club in college, and we played about four hours after class.  At this time the Realms grew large in my readings and such and since I was a player I thought why not take a crack, yet Baelfrost never left my mind.  

Once again while running school time intruded and I was forced to slow down.

In my second year I was feed up and playing resumed.  I left the realms to my friends who is a kick ass D.M.  and yet again I felt I needed a voice and once again Baelfrost returned at the same time Mystara the Known world was being introduced.

I thought wow what a great idea to add Baelfrost to Mystara.  Things often have a strange way of happening even as I began to run Mystara more and more of my own creative juices were taking over the established setting.  Mystara became a template, a incubator to what was I was about to create.  

One piece of Mystara's history always stood out for me.  [note]The destruction of Blackmoore.  At this point I didn't now to much about blackmoore and it origins.[/note]   It was the idea of a great civilization wiped off the map because of some incident that caught my attention.

As Blackmoore begat Mystara, Mystara Begat legendary Arcanum.  [note]Legendary Arcanum is the original name of the Grand Realm [/note]
Now saying that, the Grand Realm is not Mystara, nor is Mystara the original Blackmoore Campaign.  They proved to be incubators to my world.  I mean the idea of a cataclysm by magic is not new and has been done over a thousand times.  But the one thing I have learned, a good story is like good food, you can always return and eat it.  

Soon enough Baelfrost was joined by the continent of Aerbor, Efretus, and Castillion with it's might navy, and very musketeer like setting, think France and  Spain during the years of the three muskeeteers and you have the idea of what that land is like.  Equas and Brindarmour came to life in several short stories.  [note]Which I hope to post here[/note]

Bregon Bol the land of the Oculains came into existence and through all this the Grand Realm was born.

The test bed expanded, the game and the campaign grew a identity; Epic Adventure, Heavy ancient past conflicting with a new future as the races of the world climbed out off a dark age where magic was seen as the woe to the world.

After all this it was time to put this child in it baby cloths and watch it grow.  Me and another friend went about compiling years worth of information just in time For third edition.  D-20 opened up a a new world with the introduction  of mini's and feats, taking a huge step away from AD&D.  yet with every new innovation, I saw hundreds of campaign worlds appear and blink out like stardust in a sea of stars.  The parent in me, slowly hid my child away.

I wondered would I?... could I ever get the game to work?  After playing through a world shattering event in my campaign I felt it could.  

For the first time on Chalice, the Abberations had made their appearance. [note]Abberation war begins in the month of Brail, and introduces Mind flayers for the first time.  The Mind Flayers are the former wizard kings of Hysoril, they are able to open a gate upon the Grand Realm, and begin to bring their war to the Trinity Kingdoms of Equas, Brindarmour, and Varanguard. This campaign was played by my group the Seven Soldiers of Steel which I will be placing their stats here in the future[/note]

Now as forth edition is at our doorstep another window seems to be opening up in which I can share this world with you, and allowing me to tell grander stories, and this time get people interested in helping me nourish this growing child.  

Creating a setting is difficult, and making one from scratch and placing it into a readable bible is not easy.  

I am humbled by the talent that I see in this group of writers and creative voices, and I am honored to be here not just to share but to learn, from every one here.  We all share a common goal, which is the love of role playing games, and I hope everyone enjoys what I'll be shwoing you in the future.

P.S. Thanks everybody for the advice, you all got me juiced, and it keeps me writing.  I'll be responding to your messages in a day or so, the criticim was good I needed it.  It can be hard to see the faults of your work when your right up close.  As for the gods i'll be reposting them the way they should have been lol.  My dummy self pasted wrong lol.  

Take care every one!

Spirit

Spirit Hawkfellow

Greater Gods

Helia Crowngold:
Portfolio: Birth, change
Holy symbol: Sun with a crown and light shooting forth, twin of Sol Diadem.
Favored Weapon: +8 Morning Star of holy Smiting. (Dawn's Awakening) Credo: 'Change and birth are the, ways the world continues to change and evolve.'

When the Goddess known as Helia Crowngold sprang forth from the dead god known as Helios, she became the symbol of rebirth.  Light ignited in the skies over chalice, at her birth.  Garbed in full plate armor, and spear known as Rebirth, all those who witnessed her glory fell to their knees and pledeg loyalty instantly.
Relatively a new god, she holds the power of the greater god that she birthed from.  Her clergy even though small is renowned, as a force of good, change and rebirth.  She is venerated mostly in the lands of the north, such as Varanguard, Equas, and Brindarmour.  It is said when a child is born, as babptism, the child most be held up in the rays of the sun as the sun rises in the east to gain the favor of the goddess.

[note]Moon: Two, Danube and Anuiver, named after dead gods from the world smithing wars.
Sun: Surtur
Anem=Name for year.  Current year 1445
Yearly Season (YS) is another standard of marking the calendar in Chalice, for official records, which are logged in scrolls, and books Anem is used.
Epoch= 100 hundred years.  Most Epoch are attached a name, such as Epoch of Spell, blades, Duels, etc.[/note]

Sol Diadem:
Portfolio: Justice, honor
Holy symbol: Scales and balances held by a winged woman, twin of Helia Crowngold.
Favored Weapon: +8 Sun Sword (Light of Justice)
Credo: 'Law is the rule that governs the cosmos and the world, and Justice is the result of those rules manifested.'      
   
The second of the twins that came forth only minutes after his sister, he is said to be garbed only in fine robes, and a bandage crossing his eyes, yet even with the bandage a strange light peers forth. In his right hand he holds a scale and balance known as law, and in his left a long sword, known as Justice.  Sol Diadem as a greater god is recognized through out Chalice, and unlike his sister he commands a large clergy that spans the world.  Many flock to his cause, being a god of justice, and many a paladin and cleric groups have risen to do battle in his name.

(Dm): Note these two gods are young to the world and universe springing forth fully from the slain body of the god of Justice Helios.  The former god was slain during the Divine Fall war in the Epoch of Discovery.  Each would gather their father's portfolios and more.

[note]etiquette:  Citizens are addressed as 'Good Citizens.' Calling of the first name is a sign of very good Familiarity or disrespect.  Respectable responses are preceded with 'Mistress' or 'Master', and then followed by his or her last name.  Children are preceded with 'Child', then their first name; last name for more respect.
Examples:
Utmost respect: Master Hadrian Scrolbinder
Very respectable: Master Scrolbinder
Good Friend: Hadrien
Neutral statement: Hadrien Scrolbinder
Neutral respect: Sir/Madam/Mistress[/note]

         
Gylen:
Portfolio: nature, hunting
Holy symbol: a naked woman riding a unicorn through woods.  
Favored Weapon: + 7 Bow of Archery (Hearth heart)
Credo: 'The wilds of the world are the well springs from which life forever flows.'   
   
Gylen Swiftbow is the goddess of the earth and the forest.  She is also the goddess of hearth and home.  She is well known through theworld of chalice, and revered by many ranger, fey like creature, druids and beings that love nature.    
   
As the former consort of Helios she works closely with Helia Crowngold, knowing that the new goddess is the child of her beloved Helios.  Gylen is also known as the mistress of the hunt, and has been known to go hunting in the wilds with her enchanted bow that never misses known as hearth heart in search for good prey.  Her clergy is spread though out the known world, and she is revered by the elves, which name her 'Mab Huwalki' the mother hunter.

Talronan:
Portfolio: Evil, lies.
Holy symbol: Snakes moving in a circle in the middle a web with red eyes.  
Favored Weapon: +8 Halbard of Wounding (Nightsender).
Credo: 'The only pure light is the darkeness of evil, and only if you give into the light will you see, oblivion.'  
   
Talronan was once known as the god of luck. Yet with all his luck, he could not forstall the great change that would come over him once Io enemy of the gods bit him.  It was shortly after the Worldshaper war, that Talronan began to change and descend into the black pit of darkeness.  
   
His visage once beautiful and blessed began to take on a scaley texture, and his once jovial persona became dark, and violent, as Io's venem ate away all that was once good in the god.  
   
Finally what was left was a reptilian creature, devoid of feelings, except hate, and the spreading of evil.  
   
Now Talronan resembles a viper, with a tonuge that drips venom of lies, and evil.
   
It is this gods mission in the world to sow evil; along with his halbard of darkness 'Nightsender' Talronan sweeps through Chalice in saerch of new disciples of darkeness.  As the greater god of evil, Talronan is the known to be the single greatest threat to Chalice, as his evil spreads and infects other to his cause.  Many follow his ways, in secrete or in the open and wish to enjoy the kiss of sweet oblivion of evil.  
           
Nystrial:
Portfolio: Magic, illusion.
Holy symbol: A magic wand that showers five swirling balls of magic.
Favored Weapon: Staff of Magi (Nystrial Favor).
Credo:  'Only through magic, and research will you attain the mastery of the uknown.'

Nystrial sprang forth from the rivers of mana that flow at the base of Ysgadal.  She is the incarnation of magic, and all those who wish to master magic or learn the secrete art pray to her for guidence.
Nystrial tends to stay to herself, yet she enjoys creation of anything magical, and marvels at mortals who use her gifts to better the cause of magic.  
   
Rarely does Nystrial ever become involved in mortal affairs. Only During the Phoenix war as the Sorcerers of Vandarbros, and the mages of Hysoril did the goddess attempt to intervene.  It was her plan to give her avatar to the true belivers of magic stopping the war, but to her dismay, she was found out, by the mages of Hysoril, which prompted the secrete plan, to destroy her plans.
    The plan failed, and the result the Phoenix her avatar was destroyed, and briefly, magic was destroyed in the world.  From the skies fell the cities of Vandarbros. The continent of Hysoril sank into the sea, creating the Shattered sea.  Eruii the physical manifestation go Ysgadal took pity on the Godling, and reincarnated the goddess.  Magic returned to the world through a net work of magical ley lines that would criss cross the globe.  

Nystrial would never again let a war of such happen again since she would be the guardian of this new lattice of magic.  Nystrial is beloved by wizards of Chalice and her clergy is large perhaps the largest in the world due the great spread of aorcerers and mages that wander the world.  
         
Memshal:
Portfolio: Healing, safety.
Holy symbol: A hand radiating beams of light over a sickly child.
Favored weapon:  +9 quarterstaff of healing (Healing heart)
Credo: 'Purity of the soul must come from the healing, and saftety of ones life.'
   
It is known when one is injured or sick, that they should seek the healing houses of Memshal the Goddess of healing.
Statues that adorn the Chapels of her clergy depict a young woman with flowing hair and, smooth skin with not a blemish upon her.  She looks to be in perfect health, and seems to never age.  This goddess has been known to heal the greatist heroes, to the lowliest common person.  Her generosity is legendary, and her clerics, can be found everywhere throughout the land, laying her-healing touch upon those who need her most.  
   
Memshal is known to have good relations with Gylen the swift and Helia Crowngold, and often aid each other when the cause is needed.  Armed with her rod of healing, known as 'Blessed Safety' she endows all those who seek out health and safety.

Charion:
Portfolio: Death, discourse.
Holy symbol: A hand skeletal hand bursting forth from the ground.  
Favored Weapon: + 9 Vorpal Scyth (Dark Descendance).
Credo: 'Death is simply the extention of life, and at the end there is another journey.'

While Memshal hopes to prelong life, the lord of the dead Charion is the final step of the stage.  It is this god duty to pass judgement on a mortal's life and send them on their appropriate way to the afterlife may it be, either to the lower hells and Hades, or Avalon, the light of the Seven Heavens also known as the House of Eternal peace.  Charion awaits the deceased upon his rowboat of forgotten souls, and awaits payment of some kind, once this tithe is paid; he rows the dead over the river Styx.  
Spirits that happen to fall into the river are never heard of again, as the river absorbs their essence as well as memories.  

Charion holds no pity, nor emotion as he descides to ferry those about.  Most spirits try to flee when they see the God. Charion is often dressed in a frock of torn journey- mans clothing.  He resembles a mortal, except for the skeletal visage, and hanging rotting flesh.  His eyes burn with a slight yellow-red haze, and only flare to life in anger, if a soul tries to cheat his destiny.  It is then that Charion wrath grows, at his hands appears 'Dark Decendance' his scyth, to impale those who would cheat their destiny. Charion cares little for the mortals; he passes judgement and sends them on their way.  That is what he does, and he simply does it.  

His clergy are considered fishers of lost spirits that have been chained to the mortal coil, and have not tranceded to his ferry.  Often then will seek out undead and phantoms to lay them to rest, and send them upon their path to be ferried by their god.  

Nieblung Krag:
Portfolio: Smithing, creation
Holy symbol: Man holding in his two hands the races of the world.  
Favored Weapon: Hammer of thunderbolt (Creator's Breath)
Credo:  'Through creation can one find happiness and fortune.'
   
He is considered the greatest of the gods by Dwarven standards.  It is through this god's hammer that the prime races of Chalice were created, with the help of his son Vesuvian.  The Dwarves revere him as their creator god and call him the king of the undermount, while human craftsman revere his son Vesuvian, the forger.  

He is known as the craftsman, and the metal forger, the seeker of gems and the shaper of jewels.  Krag is often depicted as a dwarf with a fiery red beard, and garbed in golden dwarven chainmail and skullcap.  At his sides are his tongues of pure mythril, and his hammer 'Creator's Breath' which gives life to anything he creates.  It is said along with his sons Frohelm and Vesuvian, in their forge they are surronded by constructs that create all types of weapons items and armor.  Krag is the forger of the gods and strong in the calling.  Even though he is short, he is the consort of the love goddess Silani Althan.   It is said she is the only one that can cool his ire when angered.  During the Divine fall, the mortal known as Saladin the Reaver, with a divine fall weapon, wounded Krag.  The Forger survived, yet was wounded, and his son Frohelm, and the dwarves brought him back to health.
   
Dwarves revere the forger, and many clerics have risen from his example.  This is why the Nieblung dwarves are known through out the land as greatest smiths, and crafteres.

Tithtania
Portfolio: Nature, home
Holy symbol: A dove within a circle of leaves
Favored Weapon: +11 sickle of haste, (Nature's watcher)
Credo: 'the wood is the foundation of the timber of the home.'
   
Tithtania is the Elven diety of the home and nature.  She shares much in common with Gylen, and many believe her to be the same god in essence.  If this is true, it has yet to be seen.  Tithtania is one with nature and is known as the wood mother.  She is said to make court within the fallows of the great forest, along with her fairy kingdom.  The Elves worships her dearly, since it is she that bless their home and the woods they care for.  

Tithtania is said to resemble an elf of pure forest green skin, and dark long hair.  She wears a frock of woodland leaves, and usually rides the Stallion Everion, the king of the unicorns.  At her feet dance many of her fey subjects as she make her way through the wood.

 The Elf queen as she is also known is quick witted and jovial, and enjoys a good laugh.  Any that threaten her forest come in heated conflict with the majesty of the glades.  She perticually hates Growler Steelclaw since it is his orks and Guarm that burn and desecrate elkven forests.
   
She is known to work with the rest of the gods when matters of urgency arise, and she is known to be the friend of Gylen.

Silani Althan:
Portfolio: love, affection, lust and moon.
Holy symbol: Two lovers intertwined yet facing opposite directions
Favored Weapon: +8 dagger of everstrike. (Silent touch)
Credo: 'love is all encomapassing, it can be soft, but has a edge as sharp as any blade'
   
The goddess of love has beguiled many.  She is indeed the very aspect of love, affection.  Often she is depicted as a small, yet roubust women, with silken blond hair, thick red lips and a full waist.  She has been known to bring men and women to the point of ecstacy, and even gods to the there feet.  The elves call her Lumineen, and hold her high in regard, for she is the goddess of the moon and the stars they revere.  Silani Althan has had many lovers and consorts in her long history, and many flock to her clergy.  

[note]Elvish Words: Eliath Felween: Elf Friend
Maliath Felor: Elf bane or, Elf foe
Foe: Felor
Eliath: Another word for Elf
Kindelthin: Kin or relative
Thermon: Thain, or King
Doradun: Dwarf          
Melween: halfling          
Asierleen: Human    
Al: I                                
Alas: you                              
Alan: we
Menel: Go                    
Cu: Are                                
Elor: Love
Eloras: lover                  
Eloran: Loved                    
Helan Selwithas: Fare thee well
Helan Welwithas: Hail met    
Vu: Am                
Celos: City
Belnos: Bright or sunny            
Halathan: Home
[/note]

Spirit Hawkfellow

Hi all I just wanted to thank every one for your support and your thoughts on my campaign.  

I think I found a home here, where I can share some of my idea with like people.  It also gives me a chance to show you more of my world and stuff I'm working on.  I'm also going to respond to many of your thought you thought about int he response.  

For everyone out there.  The grand realm is a world of adventure action and the search for lost lore.  Adventuring parties, merchants, travelers, and bards seek out lost histories and long forgotten civilization and arcane magic.  

It is a world shaped by the sadness and loss of it history, but also a realm that see a new identity for itself.  At time history and the present clash, and it is only those who seek adventure and valor that can balance the two.

Some have asked me about the maps I use.  First since I'm a Illustrator Cartoonist, mostly I will draw the map out by hand.  I will then use a old map program that came with the AD&D character generator.  It a great map creator easy to use and just lay out what you need.  

The only problem is that you can't save in any other format and it can be slightly darker than I want.  I just screen capture it, and try to adjust for light level in good ole Photoshop.  I have about twenty maps, the one I put up was just one part of the Varanguard.

Ah the Cackling doll got it start in my Forgotten Realms Campaigen, it was a monster that kept popping up in my mind, I always had this image of a crazed raggedy ann and andy doll running around trying to cut people.  It was my own version of chucky.

I will have to apologizes about the text when I first put my stuff here, a lot off the info I wrote about and have it placed from my book.  I don't want to make anyone blind for the amount of text I use lol.  I have to work on my tenses or keep aware of them, trying to find a editor lol.

I will also try to put everything in a more organized fashion.  Lore first, game mechanics (stats-monster-heroes)second.

As for the typos and such I'm more of a prose writer so trying to create a sort of text book for the first time was daunting, and I was the editor which I can say I'm not the best at.  

I loved the experience while writing the text and drawing the characters, I was heavily inspired by the Lord of the rings, and Tolkien is a major influence in the work, and thought process when creating the history of Chalice and the grand realm.  I choose his philosophy in creating a world and putting everything to together because I loved the weight it had especially the Simillmarillion.  

I gave great thought to this thought process, with the elves and their creation.  Being a D.M. of the forgotten realms and various games they were difficult to find a difference.  At first glance they might seem Tolkienish in their make and construction, but their large story will take them in another place.  Their history, is about to catch up with them, in a big way.  

[note]the elves in Tolkien's world do not have color difference in reference to their skin.  The term Grey Elf is made more to describe the section of elves that never took the journey to Valinor in the first age light, unlike the Nolder Elves.  There is no mention of skin color to denote the differences between elven races.[/note]


The elves for example-the Narasidien ,Skyrasidien, and Dimmerandien are the three prime races created by the gods, all other types of elves that later sprang forth branched off to become distinct separate cultures.  My thought on this was that no race stays the same. they either branch off or evolve.  When I laid out the races here, I added their Elven language translation, so for the Elves-the elven name for them are the (florian elves,or the Flasir) Which consist of the Narasidien ,Skyrasidien, and Dimmerandien.

I also agree with those who feel the black blade of acid, was near artifact level.  Lol they are assassins now there blades should kill instantly, and they would end my D.M. career lol.  this is text against actually play.  Th balance of game mechanics.  I'm currently fixing it and will repost.
 
The gazetteer is my world building on a smaller level.  When I write about cities or town it will be in a kind of reporters eye.

Thanks all Spirit


LordVreeg

I'm commenting ona setting, and also giving props to a reviewer.  LC, I have to say, your comments about the PR talk about earth to the extra-terrestrials was a classic.  Great perspective.

I was very glad you expanded on the gods later, but this...
[blockquote=S.H.](Dm Note) As of the time of the Epoch of Discovery the gods have lost favor with the populas of Chalice. They have locked themselves in the heavens in fear of being destroyed by weapons once forged by the Formorii during the Worldshaper wars. Several humans have already attained godhood by slaying several old gods, for examples (Saladin, and St.Elmos).he Gods still grant spells to the their clerics, and even now make contracts with mortals to wield and represent them upon the prime material plane. These mortals are called (Aeon)[/blockquote]needs a few posts of its own.
Many of the settings we work with have immutable deiocracies, so the fluidity of yours is remarkable in and of itself.  I am also assuming by this post that the Grand Realm and Chalice includes some Epic level play.  Am I right?  You mention some gods are 'of the dwarves' or 'of the elves', but other gods are not racially noted.  Is Charion a god of Final Death for all races?  

Love the damn Doll.  I have setting full of constructs, but this doll is a keeper.  I'm going to leave one in the Shearing family crypt one of my groups is in.  I'll need to downscale it for my setting, but it's a killer idea.  I'll let you know how it goes.

Yeah, that black blade is as tough a magic item as I ever have given out.   If it is appropriate to the power level of the world as you've set the mechanics, great.  Every setting is different.  I run a very low-power setting, so that item is would be artifact-level on my setting.  

[blockquote=S.H.]Creating a setting is difficult, and making one from scratch and placing it into a readable bible is not easy. [/blockquote]
Amen.

[blockquote=S.H.]I still look on the memory with a smile, it was the first time we used music. The first time a genie had been summoned and the first time my heroes battled goblins in a epic war. I don't know what I would have done without John Williams's music Raiders of the lost ark blaring to the background and scenes, wow still gives me goosebumps. To this day every game we play, has a soundtrack[/blockquote]
I use a lot of Williams as well.  Always a good to 'set the mood'.
I'd recomend the 'Band of Brothers' soundtrack by Michael Kamen, as well.  Moody, scary, mythic, and martial in turns, it has something for every gaming mood.  ([note}If you take that, candles, and the monthly attack on my wine cellar, you're getting some idea of my sessions. ) [/note]


VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Lmns Crn

Quotethe elves in Tolkien's world do not have color difference in reference to their skin. The term Grey Elf is made more to describe the section of elves that never took the journey to Valinor in the first age light, unlike the Nolder Elves. There is no mention of skin color to denote the differences between elven races.
need[/i] superpowerful magic knives to kill effectively? D&D mechanics are convoluted and dumb when it comes to this sort of thing, but it seems to me that an elite hitman should be able to kill a man with a plastic picnic knife if he wanted to. The fact that they have to rely on these crazy magic blades makes them seem sort of lame to me.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Spirit Hawkfellow

Thanks LC, you are right about the blades.  They are assassins, and can kill with there hands alone.  They use the blades as a calling card.  When I was working on them, I was reading I Strahd, and they had a group of assassins that used a specialty blade that was feared through the land.  So I wanted the Black Bladers  to have something similar.  

As for the cackling doll lol.  It freaked my players out.  When they opened to the door to the sages room and saw the sage they had befriended, laying in bloody sheets, with his head in looking up but his body facing down, and next to it was a doll with shinning bright button eyes red hair, basking in the full moon of a open window.  Then came the music from Nightmare on elm street.  I lit candles, shut the lights off and terrified them for over the next two hours lol.  To this day they hate that little bastard.

as for epic level character in the grand realms. Yeah there will be epic level.  The Soldier of Steel, my adventuring level are heading there.  Most have reached twelfth level, and are just about to hit the Lower hells.  There will be plenty of epic level play for any one.  Will they dominate the setting like the Forgotten Realms?  My epic level character will probably be from about 19-2Oth level, Even the Aeons will be about that level.  The Aeons template will be ready when i get down writing the expansion I'm working on.
The lesser gods I plan to introduce in the same expansion, and some of them will see light here, as well.  

Take a Look at the Frontier that I will be posting.  It a great place for a starting point campaign.  

Take care.

Spirit Hawkfellow






The Frontier:

Population: (100,000).  Every Race
   

Government: loose confederation of towns
   

Major Cities: Wilderglen, Gem Towns, Port Radiance, Baulder Bridge
   
The Frontier is a large stretch of land that travels from the mountains known as the Shieldwall toward the southern coast of the Shatteredd Sea.  As of Anem 1445 Epoch of Discovery, the frontier is now being colonized, and taken back from various Powrie band, and other creatures.  

The first successful merchant town was Wilderglen and the Glitter towns.  As of now there are more than ten settlements and more are springing up every year.  

The frontier is a vibrant land, which consists of goblins, and twisted version of gnomes known Poweries.  These creatures and befouled left overs from the Phoenix wars.  They are cunning and vicious, being able to fight a dwarf to a stand still.  

Beside those groups that live in the Frontier, there are the Vashue Plainsmen.  To the settlements they are barbarians, and mostly nomads that prey on merchant caravans.  
   
The Vashue: are tribes of plainsmen grouped into one great nation.  They are the oldest known humans to travel about the Frontier plains.  They are a very secluded group of tribes, wary of outsiders and interruptions on their society.  
   
The Vashue are close nit group, each individual offering himself into the group unity.  
The Vashue are natural leaders as well as excellent hunters.
 
They hate those who desecrate and would despoil the land, and often will come into conflict with Poweries, and various humanoids and brigand bands.

They will stay away from human settlements only trading for food and service.  
Beside that they roam and live free off the land.
   
The coming of men and dwarves to the Frontier opened the door for mercenary bands and hired swords.  They will work, for anything, from scouting out new lands to protecting caravans.  These folk see it as a way to make a name for them and add some coin to their wallet.
   
The Frontier Narasidien elves are of the elven clans that headed west from Floral'lanthus. The Narasidien elves reside around the borderlines of the Shield Wall Mountains, and have been there since the journey west, over five centuries ago.  

Even though they are fairly new to the region they have lived in the forest known as the Fallows for many years.  

Upon the encroachment of man they have become more reclusive using the shelter of the forest to mask their presence.  The Settlers claim the forest is bewitched by gray phantoms, but it seems that the phantoms are elves just protective of their homeland.
   
The Frontier Dimmerandian elves are a community of elves that reside upon the mountains and have carved a considerable kingdom from themselves.  Like most Elves the Dimmerandian are reclusive race that tends to dwell amongst themselves and high above in the mountains to forge great and powerful spells.  
   
Like humans the Dimmerandian thought of colonizing the Frontier.  
This proved to be a mistake, for bloodshed reigned upon the folk.  The lands they sought where hotly contested for by the humans, and this brought about the plains war that lasted two years, during the Epoch of iron, Anem 1011.  In the end the elves where forced to retreat to their mountain homes and never to forget the past wrongs thought done to them.
   
Dwarves about the Frontier are few and in between with a few dwarves residing on the plains.  Near the Shieldwall mountains though a small contingent of dwarves have come to seek out a missing dwarven hold, known only to their ancestors of the clan of the Shield Beards.  

 [note]As of Anem 1445 the Kragien dwarves have discovered and retaken their ancestral home Durrowdwelf from the clutches of the Aberrations during the Aberration war[/note]

The current clan of Shield Beards has set up camp in the settlement of Wilderglen.  Here their clan number almost five hundred strong, and are part of the current militia under service of the town.
   
The Shield beards have numerous shops in town and have several winter holds in the mountains were they seek out precious ores and Mythril.
   
Wilderglen Council: the council of Wilderglen is the prototype of many other Settlements.
   
Merchants and various store owners that dwell within the glen, govern it.  The council sits five members in all.  

A man known as Prospero holds first council position and is a well known caravan merchant, who deals in rare items such as dwarven fire wine, and Sempress crystal wine.  
   
Various other merchants except for the fifth take the other spots. The last spot is governed by a mysterious figure known as the Stiletto.

The Night Daggers: are a reoccurring thieves guild that has risen in streets of Wilderglen.  Formed by a master thief and assassin known as bender the half orc, they have begun to take over most of the rackets and grift in Wilderglen.  

As Bender has made the Dagger a profitable business the daggers have come into conflict with the reigning thieves guild known as the Silent Masters.  The Silent Masters have been in exsistence for many years, even a close to the settlements founding.  

Orginally part of the Night Masters of Gwelifer City in the kingdom Varangaurd, they grew too large and a contingent headed to the Frontier to make their wealth.   The leader of the Silent master, is a unknown man, and rumor has it that it might be one of the Twelve council members. This has not been proven.  

[note](GM  Note the Stilleto rules this guild with a iron hand, and is supposedly flanked by two abyssal Elves or Blood Elves of Fifth Level or higher.  They are competent assassins and will often employ masks in their killings)[/note]  

The city as been broken into four sub groupings and four Sub Boss for each section. They are usually called the Night men or day men, depending on what type of day it is.  These lords when they meet are called the Lords of Stealth.

[note]This is a class Is presented for you as it is in for my campaign and my campaign book.  It has been tested out but may not be suitable for you game as it is feel free to change anything that needs to be changed to fit your own setting.[/note]  

The Master Archer
Prestige class
Hit Dice 10
Maximum level 10
Requirements: Base attack +4 ranged, Point blank Shot, Precise shot, weapon focus (bow)
Concentration (+4)
Skill points:2 +intelligence modifier
Class skills: Concentration, search, spot, swim, jump, ride, move silently.
Class Armor and weapon proficiencies: Light and Medium Armor
Simple weapon, martial weapons
Starting Bonus Feat: Rapid Shot

The Master Archer

The Master Archer, at a young age is trained with the Bow and Arrow as his main source of weaponry.  The Master Archer gains respect and love for this weapon through out his days with the weapon, whether it be hunting or in time of war.  The Master Archer will usually receive a small practice bow carved of yew wood by his master, a tenth level Master Archer usually known as an (Archer Lord).  

The Archer Lord prepares the Master Archer in preparing and out fitting his bow and arrow.  By the time he is ready, the Master Archer, undergoes a test flight of the arrow.  This test allows the Archer Lord and ability to gauge if his student is ready.  If the Master Archer passes, he is taken to a grove to find a supple sapling to craft his 100 pound Longbow.  
   
Once the Master Archer has acquired his longbow, the Archer Lord usually bestow upon the Master Archer his title, and the Master Archer is allowed to leave his master to forge his own destiny in the world with his faithful long bow at his side.

Level Based Abilities

Arrow Damage Reduction (SA) at first level the Master Archer due to his experience and handling of archery, gains a +2 reduction bonus on any damage done with bow and arrow.

Arrow Deflection (EA) The Master Archer since being trained in the art of Archery can deflect any arrow being shot at him with his own arrow.  To deflect the opposing arrow attack, the archer must roll an opposing attack roll, to deflect the attack.

Point Blank Shot (Feat) at second level the Master Archer gains the Point Blank Shot, if he does not have it already.

Arrow Damage Reduction (SA) at fourth level the Master Archers arrow damage reduction increase so by fourth level he has a +4 reduction bonus against arrow ranged weapons

Bonus Feat (Feat) at fourth level the Master Archer Gains a Bonus feat

Enchant Arrows (SA) the Master Archer and Sixth level can begin to infuse his arrows with magical abilities.

Arrow Damage Reduction (SA) at eight levels the Master Archer is well protected against ranged bow and arrow attacks due to his Arrow Damage Reduction which by eight levels is at +6.

Rain of Arrows (SA) At tenth level the Master Archer can fire several arrows up to his dexterity modifier in one round, resulting a rain of arrow.  The first arrow flies with its normal base attack modifier, but for each additional one, there is a -1 penalty to hit.

BA           FS      RS      WS
1   +1   +2   +2   +1
2   +2   +3   +2   +1
3   +3   +3   +3   +2
4   +4   +4   +3   +2
5   +5   +4   +3   +2
6   +6   +5   +4   +3
7   +7   +5   +4   +3
8   +8   +6   +4   +4
9   +9   +6   +5   +4
10   +10   +7   +5   +5
 

Spirit Hawkfellow

Months of Chalice
Thordal=January    Felwin= February     Crygust= march    

 Brial= April            Sulthern=may            Vythorn=June    
Calbor=July            Elborn=august            Felsun=September
Alwhin=October    Nimbrel=November   Frigedal=December
   


   Days of the week
   Malthen=Monday        Balthen=Tuesday
   Wothen=Wednesday    Thoreden= Thursday

   Faelthen=Friday
   Rest days:
   Desden: Saturday          Celest: Sunday
   Many people in chalice believe that the divine heavens play a part in the way life takes place.  Upon Chalices many creatures have come to call it home, such as Humans, Elves, Dwarves, Oculains, Tooks , Satyrs, Bane Elves, Starfolk.  All core races are as in the Wizard of the coast books
   From birth to death, many believe that the horoscope sign they are born are shape the way they will lead their lives.  There are twelve Signs for the twelve stars that appear in the sky they are.

The Shinning blade  
the unicorn horn          
The Minatur            
The dragon                
The dark Sorcerer          
The Blind knight    
The Steel shields        
The dreaming maiden    
The silent herald    
The Balanced scales  
The Shattered dagger    
The Waiting love
   
   Travel:
   1 ride= 1 mile     1 run= 10 miles
   2 runs= 20 miles   1 league= 100 miles
   3 leagues=300miles

Upon the world of Chalice money mercantile and trade are rampant, most traders in Aerbor deal in Notes.
   While most people deal in hard coin, those in the mercantile circle deal in these paper substitutes.  Notes represent hard currency when dealing in large trade.
   Coinage:
   1 Silver crown=100 copper crowns
   1 Gold Crown=100 silver Crowns
   1 Gold Sovereign= 100 Gold Crowns

Races of The Grand Realm


Starfolk, Unosis, Starians.

A hundred thousand years ago, before the coming of the Phoenix wars, and after man had attained knowledge, it is known that strange rocks fell from the heavens.

It was during such a time that these shards fell upon the forest that was home to the elves and their lost realm of Terion. When the elves went to investigate they found, the strange rock deep within the earth. They could not get close due to the heat the strange matter gave off.

So the elves waited until the matter cooled, when they went back, they saw strange red crystals embedded within. They were in the shape of eggs, and red in hue. The elves gathered the rock and the eggs and brought what they found to their kingdom. It was several months later, that the elves first witnessed the eggs hatch and strange gray-blue creatures come forth. The elves called these creature Unosis, do to the fact they seem to come from the universe itself.

The elves saw this as a omen and now celebrate Starfall every Vythorn the eighteenth along with the Unosis or Starfolk that live with them to this very day.

The Unosis are a unique race having come from the sky; they have translucent gray-blue flesh, and round oval shape eyes of black. The Unosis usually stand about five foot ten, and lower. Women tend to stand about five foot two inches and have a purplish hue to their skin. Like the elves they have gained an affinity for nature, and an affinity to the stars and sky above. They make good rangers and fighters, as well as clerics, and magic users.

The Unosis Racial Abilities .

Medium size.

base speed is 30 feet.

·Immunity to sleep spells and similar magical effects.
·Low-light Vision: Unosis can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Automatic Languages: king tongue and Elven.

+2 racial bonus in the evening to their entire dexterity

+4 Racial bonus to move silently, hide, bluff.

Innate Feat: Enhanced Listen, give a +4 bonus to listen checks

Star gaze:(SQ) this ability act as if a person is charmed, the affected must make a will save or be charmed for 1d4 round against this power. This ability can be done once per day

Star Aura: (SQ) this special ability give a +4 enchantment bonus against enchantment like spells.

Mind Speech:(SQ) this special ability allow for a Unosis to communicate with up to 1d4 people at one time, she can do this once per day

Oculian

The Oculian race was created during the Phoenix Wars as experiments. The wizards of Hysoril endowed them with great strength, and great intellect. With these abilities they became hardened warriors and magic users.

They turned upon their masters and aided in their inevitable destructions.
Oculians, as they are now called, often roam the world of Chalice seeking adventure using the many skills that they have at their disposal.
Their favorite classs are often fighters and wizards, but it is not strange to see a cleric or rouge.

They get a -4 bonus to all Ranged attacks due to their line of sight limitations. Oculians are also blessed with the gift of foresight, and often have dreams of the future and foreshadowing events. This ability gives them a +2 to all intelligence scores as well as +2 to there spellcraft checks .

All Oculians have great strength and gain a +2 to their strength score. Even the weakest Oculian gains this bonus. They are endowed +2 skill bonus to the following skills, magical device, and knowledge arcana, gather information.

Oculians are a solitary race that prefer to study, and spend their time with in the confines of their towers and studies in the pursuit of lore.

Both male and female often come together, at social functions, and sporting events, since Oculains with their great strength love puzzles and feats of strength. Their favorite sport is wind sailing upon the choppy waters of Bregan Bol their home.

Oculian mate at anytime and offspring usually are birthed sixteen month later.
favored class: Druid, Mage, Rouge, Bard, and Sorcerer fighter,
Oculian Racial Bonuses:

+2 Strength
+2 intelligence
-4 to ranged attacks due to line of sight limitations
+2 skill bonus to use magic device,
Can use magical device skill even with out training, so attuned to magic as they are.
 
Grand Artifacts

Temporal Trigger: Perhaps the greatest magical artifact upon the world of Chalice.
The Sorcerers of Vandarbros crafted the Artifact during the Phoenix War.
In effect the item was crafted to control time. The Sorcerers thought by going back in time before their enemies where created, they could defeat and stop a devastating war from beginning.
Thus they began crafting the powerful arcane wand.
They sought out and destroyed a magical creature, which was known for magical energies, of time a phoenix.

They captured it and waited for it to die, thus taking its ashes as it died. The Sorcerers then fashion a long wand of Mythril with their Frohelmian Dwarven allies.
They then collected Adamas dust and laid it within the wand with the sands of the phoenix.

[note][note]Adamas are nigh indestructible gems, even harder than diamonds.  It is a long a process of in which these gemstones can be crushed and destroyed.  Only the greatest smiths no of it secrete.  In the year of 1445, Adamas mining and use of the stone is all but forgotten.[/note]
Adding five powerful Adamas stones and imbuing magical properties, the wand was finished, except for one last spell of permanency upon the item.

The day would come when the five Sorcerers would cast the last spell.

On this day, Iganasious Fanibar, Belthazor Shaden, Malchoir Sedel founder of the kingdom of Malchior, Fetilvor Hydisil, and Nycronis Estul were ready and began to chant their last spell, each casting a spell of their own, until the last mage Fetilvor began and from behind was killed by an assassins dagger.

The spell disrupted resulting in a magical backlash, killing Fetilvor instantly and opening rifts through time and space.  Unknown the creator the magic backlash created parallel worlds as well, in which they would know be connected by parallax springs.    

[note]Parallel worlds as we know them are world that seem to be like our own but are slightly different.  Mirror images of what might have been, what could be, and what could come.  The Grand Realm is the Terminus Point from which the others resonate from.  The difference between worlds are separated by comic timed vibrations  and the worlds come into cojuction briefly through Parallax Springs.[/note]  
For the others each Sorcerer fell through and was sent to a different part of Chalice and epochs. The

Temporal Trigger itself shattered into three pieces;
The glass of hours, The Staff of seconds, and Stones of minutes, and flew to different parts of the world.

The resulting magical explosion was so great it eventually wiped out all of Vandarbros, leveling the great flying continents and sending them down into the sea, and destroying as well there hated enemies the mages of Hysoril.