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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

Quote[The Dawning: In the beginning of there rested the world tree Ysgadal, and from it's the roots and seeds sprang forth life in many varieties. From the top of it branches light shone forth and spread renewal to all things.  At Ysgadals roots rose darkness.  From the right side of Ysgadal branchs life was lush and fertile ushering forth many fruits that would one day bring life, on  Ysgadal's left side was cold with unlife. Within the world tree's core ran the hot magic known as mana, were into a mighty river known as Gog it flowed at the base of it roots.
Ysgadal was cared for by a shepherds, known as Eruii (Ear-Rue) the mother of all, and Io (Eye-Oh) the father of Night.

Eruii service was to tend the branches of Ysgadal and what fruit it bore. Io labored the roots of the world tree slowly keeping away the darkness that always apart of it.
 
It would be Eruii that plucked the seeds from Ygadals branches, and bring forth the world known as Chalice, while Io imbued it with mana from the river Gog.

 Eruii along with Io birthed the Foemorii, beings of elemental nature; Eruii and Io named them, Terastian the earth, Areos the sky, Liques the waters, Firmos the flame.
Each Foemor possessed one eye and each settled upon Chalice. In their wake, they began to twist the world with their very steps.
Yet even as Io watched his children he was not pleased at what he saw. He looked at his children as usurpers to the fragile balance of Ysgadal.

Io went to Eruii, and showed her the future of how the Foemorii would use their power, not to create a world worthy of them, but to show her their destruction by their own children hands. Eruii loved her children, as any mother might, and before Io could kill them she swept them away to a private place upon the branches of Ysgadal.
The Foemorii gathered knowing full well their father hunted them, and decided that the only way to survive was to kill their father.

Eruii learning of this begged for Io's life. Hearing their mothers plight the Foemorii enacted a plan, to imprison their father deep in the bowls of Ysgadal. Thus they crafted manacles of pure mana, and as Io came forth, they wrestled Io to the ground. The battle was long, yet they managed to chain him. From the drops of Io's blood sprang forth the Linorms the first of dragon kind, as well as dragons. Quickly they chased after the Foemorii as they dragged Io deep underneath the roots of Ysgadal, and chained him upon a root and allowed a single drop of poisoned sap to fall upon his brow forever as punishment.

Io cursed Eruii who he thought betrayed him. He cursed her to ever be at odds with her children, and to watch them always battle with his own and never find rest.

Eruii wept, and from her tears, sprang forth beings of immense light and beauty. The first was Helios the eyeless for he was blind for one eye yet could tell the future, the second was Gylen the earth mother, Talros the jester and god of luck and trickery was third, forth came Nystrial the goddess of magic, Eruii tear had fallen into Gog the mana river and she came forth with all it's power and mysteries, the fifth was Lughi the holder of the sun, the seventh was Danube wife of Lughi and shaper of the winds, the eight was Horem the hunter, and the last was Marduke lord of war.

Eruii was pleased at her new children and blessed them, bidding them take flight and wander the world of Chalice.

Unknown to Eruii, Io poison worked its magic well, for the Foemorii were not pleased by their new brothers and sisters and hatred swelled in their heart, they coveted Chalice and believed that the world was their own precious treasure.

Quickly they traveled to the twisted form of Io and released their father. Io in his rage and hate began to gnaw and gnash at the roots of Ysgadal killing the world tree. The darkness of the roots had twisted Io into an evil thing, and he sent his children forth to do the same.

Eruii concerned as she saw the life of Ysgadal slowly perish, flew to her children the Foemorii and asked why they had done such a thing as to release their sire. She begged them to return him to his prison, yet they shrugged and laughed, for they said it was Eruii folly that had caused this to transpire, and that she should call upon her other children to help her, for she would find no help from them.

Thus she fled to the home of the gods in branches of the Ysgadal, the seven heavens, and once again she wept.
Helios, went forth to his mother, and told her of the future. He knew that it was the Fomorii that had caused this pain. So he gathered the divine host, and went forth to the Foemorii, and undo what trouble they had done.
The Foemorii refused, and in there their anger they struck out the gods and the Worldshaper war commenced.  The gods and Foemorii battled upon the fields of the Seven Heavens; the war was long, and the universe quaked with the blows that were given; yet in the end the Foemorii were utterly destroyed, along with Danube and Lughi.  The gods then gathered, the essence and used it to create seas, winds, and fire, reshaping the world further.
Eruii pain was deep as she watched her children war with one another. Yet she understood what needed to be done.

The gods intended to slay the great father Io and when the divine host encountered their father they were in awe by his magnificence. Great was his fangs, deep were his scales that offered him protection, his body blotted out the very light from the skies, his claws were mighty and ready to lay open his enemies.

The gods came forth with their divine host and they battled Io and his host to the death.
Many perished as both Daemon, Analar, dragon, and linorms fought.
Io the father of serpents flew about Ysgadal spitting flame, acid, frost, and lightening, which killed the god Horem who readied his great bow to fire. Gylen the earth mother gathered his bow and let loose an arrow, wounding Io greatly.
The wyrm father fell through the branches of Ysgadal and shook the great tree.
Talros the lucky sped forth to bury his dagger deep into Io's heart; yet the young god was not prepared for the swiftness of the wyrm king. Io bit him giving the godling grievous wounds and tainting Talros forever.
Io quickly went to finish the young godling as he fell, but it would be his final mistake, for Solinor the blade of Helios, forged from the very fires of the sun, smote through Io's scales, and essence beneath, thus destroying Io, and ending the War of Io.
Above Ysgadal Eruii looked upon the carnage and wept, her tears would wash away stains of evil, and begin the time of rebirth

Quote Pre Anem Y.S. The Gods gathered and decided to repopulate Chalice. With the aid of Krag the god of smithing; they go about bringing about the Aesir, (human) Nesir (dwarves) Flasir (elves), as well as Tooks (halflings). These would be the main four races of the world.






QuoteEpoch of Silence Pre Anem Y.S. First dwarven clans of Dain appear. The elves struck with wanderlust walk the world learning about their new home. Humans still in infancy are barely able to hunt, and create fire.

Quote]Epoch of challenges Pre Anem Y.S. First Elven Community appears in northern Aerbor. Dwarves create Durhorad first dwarven hold. Dain the second rules.
Elves begin to craft Dilevunel Illuvenel the first Elven capital. Elves register three distinct elf traits, parts of Narasidien(starlight elves), Skyrasidien(Dawn Elves), and the Dimmarandien(dusk elves)

Quote]Epoch of Dilevunel Illuvenel: Dilevunel Illuvenel, elf city flourishes, as does Dwarven city
Durhorad, each trade amongst each other and other races. Human begin first communities, Helios god of the sky gives them the power of fire and steel and to the mortal Aros Findalin. For the next several years Findalin begins teaching his people the words of Helios.

QuoteEpoch of the Sword: Stone war out breaks between human and dwarf.  This is  due to the love of the elf maid Terreslene. It is the first splinter amongest the goodly races begins.  The cause is the love of both Aros Findalin, and Hegrin Stonestar. Even though the elf princess Terreslene loves Aros, she marries Hegrin.  It is Hegrin who acknowledges the love the elf maid bares towards Aros and allows them to marry which in turn forges a deep bound of friendship and ending the conflict.

QuoteEpoch of the Necromancer: First elven wizard appears named Maelgathin.
Creating the Cembrils, the gems of power, Maelgathin secretly wishes the elf maid Terreslene to be his wife. The Cembrils are to be his wedding gift to her. Before he can do this he knows that he must do away with Terreslene's Husband the human known as Aros Findalin.
With a poisned arrow he attempts to kill Aros Findalin, but fails, slaying instead Hegrin the dwarf and companion to Aros. The elves name Maelgathin the necromancer, for the use of his dark magic.
In a fear Maelgathin races toward his tower known Bael N'felween (tower of no friend) and is besieged by dwarf, human and elf. For forty moons and struggle continues.
In the End Aros slays Baerastan sworgan(orc) general of Maelgathin armies he himself is struck down by a worg. Hurt and heart broken Terreslene dies shattered, it would be many years later that Maelgathin would find Terreslene spirit and bind it to him in a form known as a Banshee.
The dwarves and humans armies destroy Maelgathin forces, but the necromancer escapes.
The dwarves head westward create Durrowhallow grandest of halls.

QuoteEpoch of the fallen: Dilevunel Illuvenel falls, to hordes of sworgan, as well Cembrils of fire, Ifril. Dwarves the aid of the Elves; first known allies, defeating the necromancer. three Cembrils disappear. Necromancer escapes.

QuoteANEM Y.S.'"5094 YEAR WAKING DREAM: the human kingdom Palidaris, Is besieged by a flight Dragons of led by the wyrm known as Fiercestrike, and sinks into the sea.

QuoteAnem Y.S.'"4043 Epoch Raising of Phoenix: kingdom and magi,and Kar'Mageus, kingdom Sorcerers are founded. The magical kingdoms prepare for war. The Sashes of power are created
Anem Y.S. '"3843 Epochs of The war of the magi.

Phoenix Kingdom of Hysoril and Sorcerer kings of Kar'Mageus wage war. Oculair created as well as the Warforge. Ishue of Coradan is founded on the continent of Ifretus.

QuoteAnem Y.S-3773: Epoch of Shattered time: Sorcerers capture and kill phoenix to power their Temporal Trigger scepter. Sorcerers are sabotaged as they begin to chant final spell.
The spell backfires horribly destroying Kar'Mageus, as well as Hysoril.

One of the floating islands of Kar'Mageus plummets to the sea and creates Baelfrost. Time and magic are is sundered as Nystrail the goddess of time is destroyed when her avatar the phoenix is destroyed. Temporal distortions and gates in time space appear. Parts of Hysoril are sucked into such a gate. It takes an epoch for time to return normally, and Nystrial to reconstitute himself and from this Promvis the god of destiny is is reborn.

[note]Note this is a Revision of the prior writing of what happened due to the effects of the Temporal Trigger backlash-the above statement if the latest writing on what took place and should be seen as canon.[/note]

The necromancer is seen and searches for the Cembrils.
Melichior the northern kingdom of men is founded with the great cities of Heldorn, Aslhorn. Lyoness founded to the south west or Aerbor.

The Questing Dreamers led by the king Nath Argo leave Hysoril and head east pass what will later become Castillion and Escavalion. Hesperion the mage king follows after seeking to destroy Nath Argo and his band.

QuoteAnem Y.S-3763: Nath Argo and the Questing Dreamers Settle on the shores of Cerulean sea and found Nath Aqualendi. Erect the pillars of arms, large 60 story forts constructed in the image of warriors.

QuoteANEM Y.S.-3753 The Questing Dreamers once more leave their homes as Hesperions horde gives chase. The Questing Dreamer Take sail across the Cerulean sea.

QuoteANEM Y.S.-3745 last battle between Questing Dreamers and Hesperions hordes at seas, The two armies battle at a ring of Volcanos called the fire barrens. Hesperions is slain, his horde destroyed. Nath Argo is mortally wounded. The god Auter Worldwalker comes to him in dreams and bid him tell his wizards, clerics, and sorcerers to give voice to their magic. With the help of the god the Argonathian islets are raised from the seas.

QuoteANEM Y.S.-3675 EPOCH OF THE DAEMONS WRAITH.
The elves hunt down their traitorous folk the Maelthan (abyssal elves) and Dael (dhrow) the Dawn War begins with the sacrificing of Shelastar Starwind the elf queen to Daemons of the lower hells.
Anem Y.S.'"3573: Melichior the northern kingdom falls. Galen Pallados The first knight perishs in a Duel against the Daemon General.  Heldorn falls, as the Daemon Prince Orcist appears through an opened gate by a foolish wizards apprentice seeking powers of the lost magi.

QuoteAnem Y.S. '"3568: Aslhern falls, to the Daemon leading armies of sworgs (orcs), gyrm (Gnolls), and red caps( Poweries). The Hero's fight Valiantly but most fall. Legendary hero, Helwin Braide one of the last knights of the sash, falls protecting the city with Callendor, the valoric blade. After Aslhern falls Callendor is lost.

QuoteAnem Y.S. -957 Epoch of Salamaster: the shadow mage creates seven of his fables shadow rings, endowing most of his essence into them. Salamaster launches attack against the city of Lyoness, with dragons and a horde of evil creatures. He falls in battle against Nycronis Naelis in a spell duel. Both wizards seemingly perish in the fall of Lyoness, as she sinks into the sea.

Castilian is founded, as is Penticost, and Varanguard.

QuoteAnem Y.S.'"807 Epoch of Sand: First Coradani and Varanguard Confrontations. Elves create realm in Terion to the north of the Anvilweld mountains. Dwarves leave Durrowhallow, as Sworgan(orcs) and Gyrm (gnolls)invade. Last of the order of the Sash slain.

QuoteAnem Y.S. -507 Epoch of Sojurn: Elves leave Aerboriduim there beloved kingdom Terion destroyed by the necromancer, and the great black dragon Velscepterivem.  The Elves fleeing begin their journey east to what will become Floranthus.
Dwarves create mansion greatest dwarf-hold north.
Varanguard spreads power, founds Vanis Island, to protect incursion from Coradan.
QuoteAnem Y.S. -707 Temperal Distortion occurs unleashing Interloper beings onto Chalice.  These beings  are formed from the essences of the Formorii on another parallax world.  They name themselves Titans and along with their minions battle the gods in the godwar.  Helios One-eye is slain while trying to close the temporal rift creating Helia Crowngold, and her twin Sol Diadem. For the first time mortals take up the vestments of the gods.  Several new gods are created or ascended to deity hood.  At the end of the battle the Titans and Gods are locked away on their planes.  It is said the Titans minions head west over the Oceanus sea, to found a new kingdom. After this man trust in gods and magic wanes, and the for the first time an Age where epochs and the role of years is no more

QuoteAge of Shadows-Anem ????

QuoteAnem Y.S. 1 Epoch Warforge: Legendary armors from kingdoms of sorcery is sort out for their wealth.  a Plot to kidnap an Coradani princess, is discovered and the newly formed society of the Iron Gauntlet is revealed to be th ones repsonible of what is transpiring upon the Island.
The plot is defeated by adventures and the Coradani princess is saved. The adventures discover where  Dilevunel Illuvenel is located,  as well the Forgevault of Kar'mageus and activate them.  The Warforge once again walk the lands.
land Copperbound near the Varanguard is founded.

The Gilistry is founded.

QuoteAnem of Y.S. 107 Epoch of Cembrils: The necromancer reappears to the north it is know known that he is elf bane prophesied in elf lore.  He causes their migration from the elven wood. Aquilair is founded by elves of the Lake of Storms.
The necromancer encounters powerful warriors, and is almost destroyed; he flees. The Frontier is founded and the settlement war begins, at the same time the Iron war erupts between Cast ill ion and Lothfloral.
The Temporal Trigger is discovered, having survived the mage war 3000 years prior. The heroes of time, battle to destroy the item, and in Anem 1012 they succeed but are lost in time for the efforts. Settlement war ends with Dimmarandien elves retreating to their mountain holds. The Iron war concludes when a powerful glamour is put on the forest, of Lothfloral, and Floral'lanthus. Most Elves escape with in.

QuoteAnem Y.S. 1440 Epoch of Discovery: Kenneth Lions blade king of Varanguard falls sick to the night plague and dies.
Thomas Loins blade is to succeed his father but disappears looking for the lost city of Maelengroth. Prince

Erien Lionsblade, and adventures encounter and physically destroys the necromancer, and in the process losses both Cembrils.

Anem Y.S. 1441 Epoch of Discovery: Erien Loinsblade is declared king of Varanguard. Prince Ethen Brindarmour destroys Alagarick Daemon of the lower hells. Gwyneth Brindarmour captive for a hundred years by Alagarick the daemon prince is returned and is installed as queens. Ethen recovers eye of fate and controls the power of the dead god Helios and becomes a Aeon.

Anem Y.S. 1442: Epoch of Discovery:Ethen quells treason in Illustial. The Second Coradani war, between Varanguard and Coradan begins. Erien named high king of all northern Aerbor as Trinity treaty is completed with Equas and Brindarmour.

Anem 1445 Y.S. Epoch of Discovery: current year

Spirit Hawkfellow

The Grand Realm-The Ninth Citadel, and the Questing Dreamers

Nath Argovessoen the ninth citadel upon the Cerulean sea lies upon the continent of Argonath named thus by their descendent of Nath Argo the Questing Dreamers. The continent did not exist during the time of the Phoenix wars between Hysoril and Kar'magues, but came later as refugees of that devastating war spread far and wide from the constant spell battles and duels.

One such refugee Nath Argo wished to end the constant battling, and sued for peace between the two kingdoms.  This meeting became known As Argo's Lament for the treaty lasted all but five days.  It is said that the wizard king Hesperion secretly wished for no peace and ended the treaty be launching a devastating attack upon the Kar'Mageus city known as Duael.  That attacked leveled the floating city killing all that dwelled there.  

Nath Argo was no simple diplomat but a warrior or great renown and loyalty that had served Hysoril well.  Seeing the truth and guessing the future, Nath Argo called forth all who would listen , Elves, Dwaves, Tooks and Oculains and beckoned them to flee away with him.  

Rising the pennant of the Sun ringed sword, Nath Ago struck east. Hesperion hearing what befell grew furious at this information and saw this as a personal slight.  He gathered an army and gave chase after the Questing Dreamers.  Thus was Hesperion saved when a year later Hysoril split into the sea creating the shattered sea and Kar'mageus floating islands fell from the sky crashing upon the earth in plumes of fire and ash.  

Nath Argo continued on his quest with what his band had called themselves; the Questing Dreamers.  They passed what would later become the city of Caste, and Ilion, and later would be one kingdom.  Many times the Questing Dreams battled the forces of Hesperion.  In all it would take the dreamers five years to reach the sea.  Here they created Nath Aquelendi the city by the sea and the questing dreamers rested for ten more years until the armies of Hesperion found them and came forth.  

To slow them Nath Argo constructed the Pillars of Arm a Large series of forts constructed in the image of giant warriors sixty stories high to defend the people against Hesperion's Horde.  
This held the army at bay another ten years.  

At the age of sixty five winters Nath Argo seeing that they would never be free from war once more called the questing dreamers to his side.  They loved Nath Argo dearly and would follow him to the ends of the earth.  In his honor they bestowed upon him the honor of King and would be forever more known as the Questing King.   Thus the races combined to create a great fleet of ships that would send them on their way across the great eastern sea.  Hesperion would not be so defeated, and he whipped his hordes into creating ships of their own to follow and crush Nath Argo underneath their boots.  These ships upon the lips of legend would be known as the Black Sails of the Mage King.

Battle of the fire Barrens.  The Questing Dreamers and the Black Sails engaged in an epic battle, which saw most of Hesperion's fleet sink into the depths of the Cerulean Sea.  It would be during this battle that Hesperion would be killed and Nath Argo Mortally wounded.
The fire Barrens erupt and create an impassable mountain chain of Volcanoes.  These fire pits release a deathly poisonous that scars all who come into pass with it.

Upon Nath Argo death bed the good Auter Worldwalker come to him and bids him to summon his clerics, mages and sorcerers, to commit a summoning in the name of the Imortalis, in which they will create a new world to live on.  
Thus the Questing Dreamers begin the Terrnosta Summoning, in which they are blessed by the Imortalis.  After days of chanting several land masses arise from the very ocean, and create a large Continent in which the Questing Dreamers call Argonath in honor of the questing king.  

After the summoning, it is said that Nath Argo slips into the sleep that never ends, he never awakens.

Nine great city states make up realm of Nath Argovessoen
Quintos -the home of the elves
Haeldion-home of the pleasure city Avarice eye
Emberstone-home of the dwarves
Aquilus-home of the ruling council of nine
Remus-Home of the trading guilds
Magestos-The city of Scrolls and Runes Home to most mages
Layes- the city of the Sceptora Colliegium
Shadreth- the darkened fortress.
Argus-the burial city of Nath Argus.  Monument city.

Heroes and Villians of Antiquity are usually have attained higher levels, and are high level characters.

QuoteHero
The Questing King-Nath Argo, Male Human Ftr10/Warmg8: CR 18; Medium Humanoid ; HD 10d10+20(Fighter) , 8d6+16(Warmage) ; hp 184; Init +5; Spd 20; AC:24 (Flatfooted:23 Touch:11); Atk +17/12/7 base melee, +15/10/5 base ranged; +15/10/5 (1d10+6, +1 Sword, bastard); +12/7/2 (1d10+1, +1 Crossbow, heavy); +18/13/8 (1d10+9, +4 Mithral Sword, bastard); AL CG; SV Fort +11, Ref +6, Will +10; STR 17, DEX 13, CON 14, INT 12, WIS 12, CHA 8.
Skills: Climb +4, Concentration +8, Craft (Alchemy) +4, Handle Animal +6, Intimidate +6, Jump -3, Ride +9, Spellcraft +9, Swim -3.

Feats: Arcane Disciple, Arcane Strike, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Combat Casting, Dodge, Great Cleave, Greater Weapon Focus, Improved Critical: Sword, bastard, Improved Initiative, Improved Sunder, Mobility, Power Attack, Shield Proficiency, Shield Proficiency, Simple Weapon Proficiency, Simple Weapon Proficiency, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard.

Spells Known (Warmg 6/6/6/5/3): 0 -- Acid Splash, Disrupt Undead, Light, Ray of Frost; 1st -- Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orb of Acid, Lesser, Orb of Cold, Lesser, Orb of Fire, Lesser, Shocking Grasp, True Strike; 2nd -- Continual Flame, Fire Trap, Flaming Sphere, Ice Knife, Melf`s Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade; 3rd -- Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud; 4th -- Blast of Flame, Contagion, Evard`s Black Tentacles, Orb of Acid, Orb of Cold, Orb of Fire, Orb of Force, Phantasmal Killer, Shout, Wall of Fire.
Spells Prepared (Warmg 6/6/6/5/3): .

Possessions:
Weapons: +1 Sword, bastard (2,335 gp); +1 Crossbow, heavy (2,350 gp); +4 Mithral Sword, bastard: Brilliant Energy (131,335 gp).
Armor: +2 Full plate (5,650 gp); +2 Full plate: Spell Resistance (SR13) (17,650 gp).
Shields: +1 Shield, heavy steel (1,170 gp).
Goods: Coin: gp (5500) (5,500 gp).
Magic: Rod: Celestial Might (110,600 gp).

QuoteVillian

Hesperion , The Mage King Male Human Wiz20: CR 20; Medium Humanoid ; HD 20d4+20(Wizard) ; hp 72; Init +3; Spd 30; AC:22 (Flatfooted:19 Touch:15); Atk +10/5 base melee, +13/8 base ranged; +10/5 (1d8, Crossbow, light, Masterwork); +9/4 (1d6+1, +1 Quarterstaff); AL LG; SV Fort +7, Ref +9, Will +13; STR 10, DEX 16, CON 13, INT 26, WIS 12, CHA 8.

Skills: Concentration +24, Decipher Script +31, Knowledge (Arcana) +31, Knowledge (Architecture and Engineering) +12, Knowledge (History) +31, Knowledge (The Planes) +31, Spellcraft +33.

Feats: Combat Casting, Empower Spell, Enlarge Spell, Eschew Materials, Extend Spell, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Focus: Evocation, Spell Focus: Necromancy, Spell Mastery(1), Tattoo Focus.

Spells Known (Wiz 4/6/6/6/6/5/5/5/5/4): 0 -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Ghost, Detect Magic, Detect Poison, Disrupt Ectoplasm, Disrupt Undead, Electric Jolt, Flare, Ghost Sound, Horizikaul`s Cough, Launch Bolt, Light, Mage Hand, Mending, Message, No Light, Open/Close, Preserve Ectoplasm, Preserve Organ, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Repair Minor Damage, Resistance, Silent Portal, Slash Tongue, Stick, Touch of Fatigue, Unnerving Gaze; 1st -- Burning Hands, Comprehend Languages, Detect Secret Doors, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Identify, Jump, Mage Armor, Magic Missile, Magic Weapon, Ray of Enfeeblement; 2nd -- Darkvision, Hypnotic Pattern, Knock, Spectral Hand; 3rd -- Gentle Repose, Hold Person, Invisibility Sphere, Lightning Bolt; 4th -- Animate Dead, Invisibility, Greater, Scrying, Solid Fog; 5th -- Feeblemind, Magic Jar, Summon Monster V, Symbol of Pain; 6th -- Circle of Death, Disintegrate, Eyebite, Otiluke`s Freezing Sphere; 7th -- Finger of Death, Reverse Gravity, Symbol of Stunning, Teleport, Greater; 8th -- Clone, Create Greater Undead, Polar Ray, Power Word, Stun; 9th -- Power Word, Kill, Refuge, Shades, Summon Monster IX, Teleportation Circle, Time Stop, Wail of the Banshee, Wish.

Spells Prepared (Wiz 4/6/6/6/6/5/5/5/5/4): 0 - Dancing Lights, Detect Magic, Disrupt Undead, Ray of Frost, Touch of Fatigue (s); 1st - Burning Hands, Detect Secret Doors, Feather Fall x2, Magic Missile x2, Ray of Enfeeblement (s); 2nd - Hypnotic Pattern x2, Knock x2, Spectral Hand (s), Spectral Hand x2; 3rd - Gentle Repose (s), Gentle Repose, Invisibility Sphere x2, Lightning Bolt x3; 4th - Animate Dead (s), Animate Dead, Invisibility, Greater x3, Scrying, Solid Fog; 5th - Feeblemind, Magic Jar (s), Summon Monster V, Symbol of Pain x3; 6th -- Circle of Death, Disintegrate, Eyebite (s), Eyebite, Otiluke`s Freezing Sphere; 7th - Finger of Death (s), Finger of Death, Reverse Gravity x2, Teleport, Greater x2; 8th - Clone, Create Greater Undead (s), Create Greater Undead x2, Polar Ray, Power Word, Stun; 9th - Power Word, Kill x2, Summon Monster IX, Time Stop, Wail of the Banshee (s).

Possessions:
Weapons: Crossbow, light, Masterwork (335 gp); +1 Quarterstaff (2,600 gp).
Goods: Coin: gp (31950) (31,950 gp).
Magic: Wondrous: Gloves of Dexterity (+2) (4,000 gp); Wondrous: Bracers of Armor (+5) (25,000 gp); Ring: Protection +2 (8,000 gp); Wondrous: Headband of Intellect (+6) (36,000 gp); Wondrous: Amulet of Natural Armor (+2) (8,000 gp); Ring: Counterspells (4,000 gp); Ring: Force Shield (8,500 gp); Staff: The Diabolical, Greater (Charges: 50) (78,750 gp); Wondrous: Cloak of Blackflame (11,800 gp).

QuoteFeat[/b][/i][/u]
Power Surge
Prerequisites- +4 attack bonus/power attack/30 foot move base
This feat allows a warrior to rush across more than 30 feet away to swiftly attack his foe.  This give the warriors a +4 attack bonus to his roll and a +2 to his damage roll from the increase force of his surge.  The surge also creates a defensive hole in the warriors attack.  This -2 affects the warrior AC.  

Spirit Hawkfellow

Monster Menagerie


'Chalice is known for its legends, lore, and mysteries. But it is also known for its creatures, fair and foul, as well as varied and unique.
To adventures not aware and those that seek fame you might contend with beasts of flame, fang and metal.
These creatures hunt the darkest dungeons, as well as the most lit ways. So beware treasure seekers, for the chest that you open could be the same exact chest that devours you.'


Ignasious Stormbanner Sage of Baulder Bridge
Epoch of Discovery Anem 1445

QuoteDulahurn:
(Undead) Huge Undead (Evil)
Hit dice: HD 2d12+4; hp 17
Init: + 2
Spd: 30
AC 16
Attack: + 2 base melee, + 1 base ranged; +2/-3 (1d8+3, Arm; 1d6+1, Bite ); -2 ( 2d6+3, Greatsword );

Special Attack: Smite good (Su);
Special Qualities: Half damage from piercing (Ex) undead traits
Saving throws: Fort + 4, Ref+2, Will-2;
Abilities: STR 17, DEX 14, CON 15, INT 1, WIS 1, CHA 11.
Feats: Essence of Command, Great Fortitude.
Possesions:Weapons:Greatsword. Armor: breastplate
Challenge Rating 3
Organization: Solitary
Alignement: Chaotic evil
Description
This towering undead is crafted from the ancient lore of the mages during the epoch of the phoenix. Larger than any known man, it stand over seven feet tall and garbed in solid tarnished black plate-mail armor.
What make this creature a truly horrifying site, is the lack of what would be a human head. Floating obove the creature body is a skull wreathed in flames and decaying flesh; that gives off a aroma of burning flesh.
Combat:
The creature is a devastating a foe to all those who encounter it. A deep frying stench is wreathed about the creature, all P.C. must make fortitude check, or be considered prone for one round as those affected are sickened and dizzied.
Those who are not affected, see the horrifying creature bare down at them with fluid grace.
The Dulahurn prefers to attack with its great sword, to cleave the life of its prey.
If by chance the great sword is lost; the Dulahurn can strike out do 1d8 points of damage with its arms. Piercing weapons because of natural immunity does not daunt the Dulahurn; this doesn't not apply to blunted weapons, such as maces or hammers.
The Dulahurn at any time can send its head into battle. Those hit by the flaming skull take 1d4 points of damage, plus additional d6 for flame damage no save. In combat the Dulahurn is a fearsome creature to behold in battle.

QuoteVulturesteed
CR 3; Huge Beast (Air);
HD 3d10+6 (Beast);
Hp 36;
Init + 2;
Spd Fly, Good 40;
AC 14;
Atk + 3 base melee, + 2 base ranged; +3/+1 ( 2d6+3, Claws; 3d4+1, Bite );
AL N;
SV Fort + 5, Ref + 5, Will + 1;
STR 16, DEX 15, CON 15, INT 11, WIS --, CHA 13.Skills: Balance + 7, Move Silently + 7. Feats: Multiattack.

Description:
The Vulture Steed is a horrific creature that is thirty feet long from neck to hind feathers, with a wingspan of over ninety feet. It is is covered with oily dark fine feathers that shimmer faintly in light. It's bald and wrinkled head is connected to its body by a long snake like neck that ends in a gibbet of red much like a turkey. Long dagger like fangs, row the side of the razor sharp beak. Dead Black eyes can be seen in the bald head.

The Vulture steed was once used during the days of the phoenix empire of magic users; they could travel great distances and were loyal steeds. Wild vulture steeds can be found in mountain areas about Northern Aerbor.
In combat the Vulture Steed can be a powerful foe.  It attacks with a it's great wings, flashing rending beak, and two claws that can pick men easily. Its first attack will be its knock down attack. All P.C. Must make a reflex save or be knocked down prone. Those who fail add a +4 penalty to their actions and cannot attack unless; they stand up the following round. For those that succeed, the creature next attack will be with claws, going for a grab attack. If he succeeds he is held, P.C. Must make a successful strength check to break the grip of the creature. If not the following round, P.c. Will take damage from the grip and the creature will attempt the bite said. P.c. The third Round the Nightmare Vulture will fly up and flap his wings making every person roll reflex or be knocked prone again. The Vulture steed will continue doing this pattern until all foes are defeated.

QuoteMemorandi Rem:Sand Man
Male Sandman Wiz4; Medium Humanoid (Evil);
HD 4d8 (Wizard);
Hp 32;
Init + 3;
Spd
AC 17;
Atk + 2 base melee, + 3 base ranged; +3 (1d6+3, Quarterstaff, Masterwork);
SA: Charm person (Sp);
SQ: Uncanny dodge
AL CE; SV Fort + 1, Ref + 5, Will + 5;
STR 15, DEX 16, CON 11, INT 17, WIS 13, CHA 15.

Possessions:Weapons: Quarterstaff, Masterwork.Armor: Hide, Masterwork.Magic: Wondrous: Dreamsender.

Skills: Alchemy + 6, Concentration + 14, Knowledge (arcana) + 6, Machinesmithing + 6, Move Silently + 3, Scry + 7, Spellcraft + 7.

Feats: Combat Casting, Craft Wondrous Item, Extend Spell, Quicken Spell-Like Ability, and Scribe Scroll. Spells Known (Wiz 4/4/3): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Change Self, Color Spray, Mage Armor, Magic Missile, Nystul's Magic Aura, Nystul's Undetectable Aura, Silent Image, Ventriloquism; 2nd - Blur, Invisibility, Mirror Image, Misdirection.Spells Prepared (Wiz 4/4/3): 0 - Ray of Frost; 1st - Mage Armor, Magic Missile x3; 2nd - Blur, Invisibility, Mirror Image.

Profile:
Memorandi Rem was once a powerful mage of the Hysoril Empire. He specialty was dreams and illusions. He was a ruthless man, using his slaves as magical experiments, and to test his theories of dreams and nightmares upon them.
During his time the Phoenix Empire, began their battle with the sorcerers of Kar'Mageus, he was one of the mages that refused to enter the conflict with his brethren.
To his folly it was a mistake, for he could not call upon aid when a group of adventures sort his life. Barely able to escape he opened a door way to a pocket dimensions of dreams, his entire tower disappeared along with all within.

Memorandi killed his attackers, but he knew that he was trapped in his pocket dimension, but he also knew from his research he could manifest himself once per day upon the prime material plane, only through windows.
So it was thus for years that he did this stealing people for their beds, and live as he sort away out of his prison.

People in fear called this specter the Sandman due to the special wand he hold known as Dreamsender.
In combat the Sandman will usually attack with Dreamsender putting the intended victim to sleep. The magical dust that comes forth from Dreamsender acts much like a sleep spell and those who are affected must make a will save or be knocked out. If his first attack fails, he will begin to cast his offensive spells, or resort to his Masterwork quarterstaff.
Dreamsender: specialty blowgun. +1 to attack
Dreamdust acts like the spell sleep. Victim must make will save or fall asleep.

QuoteMoonsteed
CR 3; Large Animal; HD 2d8+4 (Animal)
HP 18; Init + 3;
Spd 40;
AC 14;
Atk + 2 base melee, + 3 base ranged; +2/-3 (1d6+2, 2 Hooves; 1d4+1, Bite );
SA: Charge (Ex);
AL LG;
SV Fort + 5, Ref + 7, Will + 1;
STR 14, DEX 17, CON 15, INT 15, WIS 12, CHA 17.

Skills: Listen + 3, Spot + 3. Move silently +4, Hide +4 (in the moonlight only)

Feats: Alertness.
Combat:

Moonsteeds, or Elf steeds as they are known are the mounts of the Floral Elves, and the blessed gift of their goddess, Tithtania. The moonsteed stands 8 Cubits, or 8 feet, and is powerful horse, with rippling muscles well toned for the run. Most Moonsteeds have a coat of snow white or a coat of pure black.

They are swift and have been known to carry their elven master for leagues at a time. Loyal they will die for their master; they tend to bond with their rider. In combat you could have no other mount or companion than a moonsteed, due to the fact they suffer from no fear, and cannot be charmed; they are much like their owners the elf in thei respect.

If attacked the elf steed will, charge into battle, and try to knock their opponents down. If this fails, it will rear brandishing it's front hooves high, and bringing them down in a crashing  show of force causing 1D6 points of damage. If that should fail they also deliver a bite that does 1D4 points of damage. The Moonsteeds have proved that they are an Elf best weapon and friend.

QuoteHydrodile: CR 3; Large Beast (Reptilian)
HD 4d10+1 (Beast);
HP 41; Init + 2;
Spd Swim 50;
AC 14;
Atk + 1 base melee, + 1 base ranged; +1 (3d6+3, Bite) x2;
SA: Constrict (Ex),
SQ: Amphibious (Ex),
Blindsight (Ex);
AL N; SV Fort + 5, Ref + 4, Will + 0;
STR 15, DEX 14, CON 13, INT 9, WIS --, CHA --.

Feats: Multiattack.

Description
No one truly knows from whence the hydodile came, many academics believe they are the creations of the Society of the Serpents, or many speculate some mad wizard bent on experimentation had created them. Whatever the case, no one should meet a Hydrodile in person. The creature is at least ten feet wide, with a large reptilian body that can wrap around prey. Green scales shimmers off its body as it slowly rises from the murk. But what makes the beast so horrifying, is its two reptilian like heads both fashioned with razor teeth, and powerful snapping jaws that could tare the arm off any man. Real or myth the Hydrodile is a true horror of chalice.

The Hydrodile is carnivorous creature that that makes its lair deep beneath large cities sewers. This great lizard resembles a crocodile with two heads. It only mission is to eat, and birth young. If attacked and the creature will attack with it's two head, unleashing a devastating bite. The bite is so powerful that it can crunch bone and sinew dealing forth 3d6 points of damage for both heads. If the bite should fail the creature will try to constrict, wrapping its deadly body about the victim, and submerging deep below the sewer waters, drowing it's prey. The Hydrodiles amphibious, and can attack with out seeing using its deep sight to find its food.


QuoteKobrani Soldier, Male Kobrani Ftr5: CR 6; Medium Humanoid (Evil,Reptilian)[/i]; HD 5d10+15(Fighter) ; hp 49; Init +8; Spd 30; AC:18 (Flatfooted:14 Touch:14); Atk +8 base melee, +9 base ranged; +8 (1d6, ); +6 (1d10+3, Sword, bastard, Masterwork); +5 (1d10, Crossbow, heavy); SQ: Darkvision (Ex): 0 ft. AL CE; SV Fort +7, Ref +5, Will +3; STR 17, DEX 19, CON 16, INT 17, WIS 15, CHA 11.
Skills: Climb +4, Handle Animal +4, Intimidate +4, Jump +4, Ride +8, Swim +1.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Dodge, Great Cleave, Improved Initiative, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus: Sword, bastard.

Possessions:
Weapons: Sword, bastard, Masterwork (335 gp); Crossbow, heavy (50 gp).
Armor: Leather scale (35 gp).
Shields: Shield, light steel (9 gp).
Goods: Coin: gp (10476) (10,476 gp).

Special Attack (Sa)-Corrosive Spittle- As a full action the Kobrani has the ability to launch a stream of  corrosive venom at it enemy.  The venom does 2d6 points of damage. A P.C. can make reflex save for half damage.
(SA) Bite Attack-The Kobrani can bite for 1d4 points of damage.  The Kobrani's bite injects a virulent poison that attack a P.C. constitution score.  The secondary damage of the posion is 3d6, which the P.C. can make a fort save for half.  The attribute damage can only be repaired by a restoration spell.

The Cobrani are the offspring of Tiamat the prismatic queen, for the sole purpose of being foot soldiers for her eternal struggle with her bother that Bahamut the Radiant King.  These creature sole reason for being are to follow the rule of their queen and bring swift death to those who would deny her wants.  The Cobrani one thought is who to sow as much chaos and destruction as they can.

TACTICS
The Kobrani will attack anything in site.  
1.   Round one the Kobrani as a full round action will spit, it corrosive spittle at it attackers.
2.   Round two the Kobrani will then attack using it martial weapons.
 



Spirit Hawkfellow

QuoteThe Grand Realm Races

[blockquote]
The Lyrion

HD 1d8+2 (Humanoid) ; hp 6;
Init +3; Spd 40;
AC:13 (Flatfooted:10 Touch:13);
Atk +3 base melee, +3 base ranged; +3/-2 (1d4+3, Claw; 1d6+1, Bite);
RF: Lions Roar ;
AL LN;
SV Fort +4, Ref +7, Will +1; STR 16, DEX 16, CON 14, INT 12, WIS 12, CHA 10.

Feats: Simple Weapon Proficiency, Track.  

Description: Lyrion are the the distant cousins of the Rakasta of Kar'mageus. The lyrion began to make their presence known during the year of the Epoch of the Arcanaissance with the coming of the great sojourn in which the great tribes began to travel the world in search of new homes.

Ecology- Lyrions often prefer the grass plains to the bussel of the big city, which fits with their profound love of nature and life.

Sociology- Lyrions mate for life and often give birth to a litter of 2-4 cubs, a year. They are often a loving family that seek to protect their young and all that gather in a pride, each pride consist of smaller families know as claws. Both Males and Female often leave their prides in search of the Sojourn, a spiritual manifestation of there need to travel and see the world. The Sojourn is the ultimate test and is seen as the fist step to acceptance of the pride.

Kitmar Longtooth Cleric of Sol Diadem, Male Lyrion Clr8: CR 9; Medium Humanoid ; HD 8d8+32(Cleric) ; hp 96; Init +6; Spd 30; AC:23 (Flatfooted:22 Touch:11); Atk +10/5 base melee, +8/3 base ranged; +10/+5 (1d4+4, Claw; 1d6+2, Bite); RF: Lions Roar ; AL LG; SV Fort +10, Ref +6, Will +10; STR 19, DEX 14, CON 18, INT 12, WIS 19, CHA 12.
Skills: Concentration +15, Diplomacy +8, Heal +8, Knowledge (Religion) +12.

Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Martial Weapon Proficiency: Flail, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Flail.
Spells Known (Clr 6/5/4/4/3): 0 -- Create Water, Cure Minor Wounds, Detect Ghost, Detect Magic, Detect Poison, Disrupt Ectoplasm, Guidance, Inflict Minor Wounds, Light, Mending, No Light, Preserve Organ, Purify Food and Drink, Read Magic, Resistance, Slash Tongue, Virtue; 1st -- Anarchic Water, Angry Ache, Axiomatic Water, Bane, Bless, Bless Water, Burial Blessing, Cause Fear, Command, Comprehend Languages, Create Ectoplasm, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Drug Resistance, Endure Elements, Enlarge Person, Entropic Shield, Extract Drug, Faith Healing, Handfire, Heartache, Hide from Undead, Inflict Light Wounds, Light of Lunia, Magic Stone, Magic Weapon, Nimbus of Light, Obscuring Mist, Omen of Peril, Painless Death, Pleasant Visage, Portal Beacon, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Protection from Possession, Ray of Hope, Regenerate Light Wounds, Remove Fear, Resist Planar Alignment, Resurgence, Rosemantle, Sacrificial Skill, Sanctuary, Scholar`s Touch, Seething Eyebane, Shield of Faith, Slow Consumption, Sorrow, Spell Flower, Spider Hand, Spittle Spray, Stupor, Summon Monster I, Summon Undead I, Suspend Disease, Tongue of Baalzebul, Vigor, Lesser, Vision of Glory, Wieldskill; 2nd -- Addiction, Aid, Align Weapon, Augury, Aura against Flame, Avoid Planar Effects, Bear`s Endurance, Black Lungs, Black Talon, Blood Wind, Body Blades, Boneblast, Brambles, Bull`s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Curse of Ill Fortune, Dance of Ruin, Darkbolt, Darkness, Death Knell, Deific Vengeance, Delay Manifestation, Delay Poison, Desecrate, Devil`s Tongue, Divine Flame, Divine Zephyr, Eagle`s Splendor, Ease Pain, Elation, Enthrall, Eyes of the Zombie, Fangs of the Vampire King, Filter, Find Traps, Fins to Feet, Fox`s Cunning, Gaze Screen, Gentle Repose, Ghost Lock, Ghost Touch Armor, Hand of Divinity, Healing Lorecall, Hold Person, Inflict Moderate Wounds, Inky Cloud, Insignia of Alarm, Iron Silence, Knife Spray, Lahm`s Finger Darts, Light of Mercuria, Locate Touchstone, Major Resistance, Make Whole, Mark of the Outcast, Owl`s Wisdom, Rapid Burrowing, Remove Paralysis, Resist Energy, Restoration, Lesser, Sap Strength, Shatter, Shield Other, Silence, Sound Burst, Spectral Stag, Spell Shield, Spider Legs, Spiritual Weapon, Spores of the Vrock, Status, Stone Bones, Summon Elysian Thrush, Summon Monster II, Summon Undead II, Undetectable Alignment, Warning, Wave of Grief, Wings of the Sea, Wither Limb, Zone of Truth; 3rd -- Absorb Mind, Air Breathing, Amanuensis, Anarchic Storm, Animate Dead, Anyspell, Attune Form, Augment Object, Axiomatic Storm, Bestow Curse, Bladebane, Blessed Aim, Blessing of the Snake Mother, Blindness/Deafness, Blindsight, Boneblade, Briar Web, Bridge of Sound, Burrow, Chain of Eyes, Circle Dance, Circle of Nausea, Cloak of Bravery, Clutch of Orcus, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Curse of the Brute, Dark Way, Darkfire, Daylight, Death Lock, Deeper Darkness, Delay Death, Detect Metal and Minerals, Devil Blight, Devil`s Eye, Dispel Magic, Flame of Faith, Flesh Ripper, Forced Incorporeality, Forced Manifestation, Forceward, Fuse Arm, Girallon`s Blessing, Glyph of Turning, Glyph of Warding, Hamatual Barbs, Handfang, Helping Hand, Hold Person or Ghost, Holy Storm, Inflict Serious Wounds, Insignia of Blessing, Insignia of Healing, Insignia of Warding, Interplanar Message, Invisibility Purge, Laogzed`s Breath, Locate Node, Locate Object, Love`s Pain, Mace of Odo, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Magic Vestment, Mantle of Chaos, Mantle of Evil, Mantle of Good, Mantle of Law, Masochism, Mass Resist Elements, Meld into Stone, Mold Touch, Moon Blade, Mystic Lash, Obscure Object, Phantom Plow, Plague Carrier, Positive Energy Protection, Possess Animal, Prayer, Protection from Energy, Protection from Negative Energy, Protection from Positive Energy, Red Fester, Refreshment, Regenerate Moderate Wounds, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Resist Energy, Mass, Ring of Blades, Rotting Curse of Urfestra, Sadism, Safety, Searing Light, Serpents of Theggeron, Shriveling, Skull Watch, Sonorous Hum, Sound Lance, Speak with Dead, Spikes, Stone Shape, Summon Monster III, Summon Undead III, Sunrise, Sweet Water, Sword Stream, Telepathic Bond, Lesser, Touch of Juiblex, Understand Device, Unholy Storm, Unliving Weapon, Vigor, Vigor, Mass Lesser, Vile Lance, Visage of the Deity, Lesser [Evil], Visage of the Deity, Lesser [Good], Water Breathing, Water Walk, Weapon of Impact, Wind Wall, Wrack, Zone of Respite, Zone of Revelation; 4th -- Absorb Strength, Abyssal Might, Aerial Summoning Dance, Air Walk, Astral Hospice, Balor Nimbus, Beast Claws, Blindsight, Briartangle, Castigate, Claws of the Savage, Control Water, Cure Critical Wounds, Damning Darkness, Death Ward, Demon Dirge, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Divine Storm, Doomtide, Dread Blast, Earth Reaver, Energy Vortex, Ether Blast, Evil Glare, Extend Tentacles, Favor of Ilmater, Focus Touchstone Energy, Freedom of Movement, Ghost Bane Weapon, Giant Vermin, Glory of the Martyr, Hand of Torm, Harrier, Hell`s Power, Identify Transgressor, Imbue with Spell Ability, Infernal Wounds, Inflict Critical Wounds, Iron Bones, Know Vulnerabilities, Magic Weapon, Greater, Make Manifest, Nchaser`s Glowing Orb, Negative Energy Aura, Neutralize Poison, Night`s Mantle, Pact of Martyrdom, Planar Ally, Lesser, Planar Exchange, Lesser, Planar Tolerance, Poison, Positive Energy Aura, Proper State, Psychic Poison, Raise Ghost, Recitation, Repel Vermin, Restoration, Resurgence, Mass, Revenance, Sending, Shadowblast, Shape Metal, Skull of Secrets, Spell Immunity, Spell Vulnerability, Stone Metamorphosis, Stop Heart, Strength of the Beast, Summon Bearded Devil, Summon Hound Archon, Summon Monster IV, Summon Undead IV, Sword and Hammer, Thorn Spray, Tongues, Undead Bane Weapon, Unfailing Endurance, Wall of Chaos, Wall of Evil, Wall of Good, Wall of Law, Wall of Moonlight, Wall of Sand, Weapon of Energy, Weapon of the Deity, Weather Eye.
Spells Prepared (Clr 6/5/4/4/3): 0 - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending; 1st - Bless, Comprehend Languages, Detect Evil, Magic Weapon (d), Shield of Faith, Summon Monster I; 2nd - Consecrate, Hold Person, Restoration, Lesser, Silence, Spiritual Weapon (d); 3rd - Continual Flame, Dispel Magic, Magic Vestment (d), Magic Vestment, Searing Light; 4th - Divination, Restoration, Spell Immunity (d).
Possessions:
Weapons: Flail, Masterwork (308 gp); Crossbow, light (35 gp); Bolts, crossbow (10) (1 gp); Bolts, crossbow (10) (1 gp).
Armor: +1 Full plate (2,650 gp).
Shields: +1 Shield, heavy steel (1,170 gp).
Goods: Coin: gp (27000) (NaN gp).


Lionair Ring[/i]

Descriptions- these rings are worn by the soldiers of Varanguard.  There are four types of rings each fashioned in the shape of a lion, and each bestowing a magical aura of protection.

Copper-Lion grunt +1
Silver-Lion commander +2
Gold- Lion Captain +3
Platinum- Lion Lord +4[/blockquote]

QuoteThe Blood Horde[/i]

In 1442 the Epoch of Discovery a Horde of creature are led by the Aberrations known as the Cuthalan (Mindflayers) which had appeared to reclaim their ancient kingdom of Hysoril.

QuoteThe Cuthalan Kings of Hysoril[/22][/i]

The former lords of Hysoril had escaped into the unknown plane known only as Cthul.  It was here for the first time that they met the one god that was chained there and left forgotten.  In order to survive in this plane they made a pact with that god in order for survival and became the servants fo Cthul which then transformed the mages into (mindflayers).  Through his power and his minions the Cuthalan could return to Chalice and begin their quest for domination.

QuoteCthul(Ka-thul)

Cthul-The Forgotten One

Portfolio-madness and despair

Greater God

Ethos-From the rage of madness intellect is forgotten.

Alignment-Chaotic Evil

Symbol-Cthul is depicted as a large eye with four eyes about the larger one.

Favored Weapon- A many tentacled Whip

History-
Cthul was the former god of intellect being born from the Tears of Eruii.  He governed over all things that revolved about mentality.  Cthul was Helios brother and also his must trusted adviser.  It was during the Io wars that Cthul and Helios One Eye conspired against their father Io.  It was Cthul ingenious plan to steal away several of Io children the dragon eggs, to aid in the their war.  These eggs would later become the goodly dragons of the world.  Io vengeance would return to the gods and Cthul.  When the trickster god was tainted by Io becoming Talronan, it was through that the tainting of the luck god that he would gain his revenge. Talronan poisoned Cthul mind and intellect, sending the god into madness and forcing the god to strike out against his brother.  Helios and Cthul battled, and the one eyed god proved victorious.  Helios loving his brother deeply took pity on his sibling and locked the god away in the domains what is known as the sea of night for eternity.  Even chained the god twisted deeper into madness and plots to return to the world.

QuotePlanes of Exsistance
Phobeian-The eternal plane of light- The gods Sol Diadem and Helia Crowngold make their homes in this plane.

Volcanum-Plane of the fiery forge-This volcanic plane is the home of Neiblung Krag and his sons Vesesuvian and Frohelm.  

Mandros-The plane of death.  This the plane Charion transports mortals to after their death

Erosnos-The blessed plane.  Silani Althan make her home in the realm of love

Avalos- The Plane of Eternal life.  Highest plane located upon the top of Ysgadal.

Myinnguard (My-inn-gard) The plane of heroes and heroic valor.

LordVreeg

What kind of origin does the Dulahern have?  How is it created, as it is obviously a 'created' undead and not a 'occuring' undead. I guess we'd need the right body first...and then someone to make the armor and weapons.  I love the description.


The Kobrani warrior was a bit of a conundrum.  By the description and tactics, I was thinking very low intelligence, but after reading over it again, I saw the 17 IN, and was a little surprised.  Might want to amend that.

I think we spoke about worship before, but I am wondering what format faith takes?  How does faith and worship affect daily life? Churches and parishes?  how do different theories about the same god, or human flaws in extra-human affairs affect?  What kind oif life does a 'villain' have, since I see that term here? What kind of recent philosophical or religious mood or fashion?


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

Spirit Hawkfellow

QuoteWhat kind of origin does the Dulahern have? How is it created, as it is obviously a 'created' undead and not a 'occuring' undead. I guess we'd need the right body first...and then someone to make the armor and weapons. I love the description.

The Dulahern are undead created usually by clerics worshiping evil gods, or necromatic wizards seeking guardian blade vassels.  The creation of one works on the level close to that of flesh construct, finding the required body parts and armor.  

QuoteThe Kobrani warrior was a bit of a conundrum. By the description and tactics, I was thinking very low intelligence, but after reading over it again, I saw the 17 IN, and was a little surprised. Might want to amend that.

All I have to say the Cobrani are very smart lol.  In many ways they are the top of the lizard food chain  The tactics used are just for the warriors class of Cobrani.  Most serve the Primatic queen as clerics and wizards.

QuoteI think we spoke about worship before, but I am wondering what format faith takes? How does faith and worship affect daily life? Churches and parishes? how do different theories about the same god, or human flaws in extra-human affairs affect? What kind oif life does a 'villain' have, since I see that term here? What kind of recent philosophical or religious mood or fashion?

most people believe in the gods, or believe a spirit or spirits guides there path.  The gods having created the races have instilled bit of themselves when the races where created. Thus it is one of the reasons clerics are able to have a great attunement to their deity.

People on a subconscious level acknowledge within themselves there are beings that watch over them. Briefly this faith was shaken during the shadow age, when the gods during their battle with the promethium titans where locked out from the prime material plain in order to secure Chalice with out sundering her through other worldly battles.  it was during this time the people felt the gods had left them.  In current times that has changed with the arrival of Aeons and the compact of the gods.
 As of the current Anem 1445, the gods have returned to the world using their Aeons.  Even though they remain locked upon there plane.

heroes and villains, where just a description, of those legendary figures.

Spirit Hawkfellow

The Grand Realm Land of Legendary Arcana

Hi everyone, how are things.  Sorry I haven't posted anything new, been doing to many things at one time, lol.  I'm Creating new lore for the game, and doing art for it as well.  Plus redesigning the map of the world, and getting the book I already have ready for the nyc toy show where I'm going to see if I can get some toy action from the characters designs. Working on the Wiki Page as well, all new work will be posted of course, here ground level for my Grand Realms movment.  

Special Shout out for Ish-Thanks a million, may the blessing of the Imortalis be upon you my friend for all your days.

Please feel free to leave me any questions you might have about the setting, and I will get back to you.


Spirit Hawkfellow-Knight of Cormanthor/Floralanthus.

   

Spirit Hawkfellow





I just wanted to Post up The Grand Realms Campaign Book inset pages are going to look.  I'm wokring on it in Indesign and I should have the Game Book up before christmas at lulu.com

There will be a soft cover that will be about 20 dollars, and a hard cover about 35 dollars.  At zazzle I will have shirts and poster with art, and stuff so look out for updates.  The PdF will probably sell for less about 10-15 dollars so you cna getthe book that way

The expansion I would love to have everybody input from the cbg, your all talented creators, and it would be cool to put those who help in the credits.  I'm looking for ideas, art, writings, anything that can expand on what i'm working on.  If people need more information about the world I can post more stuff, just let me know

Excelesior

Spirit

PS let me know what you think about the book design =)

Spirit Hawkfellow





Map of the Hammer Hall found deep within the Anvilweld mountains and home to the mountain dwarves of Krag...

Done in Adobe Illustrator

Spirit Hawkfellow



Shidu the Red, Illustrated by Omar Meriwether, Colors by Harry Alverez
All images are the copywrite of Toykitchen Designs...

DRAGONS OF THE GRAND REALMS

 

 

 
The dragons where the third offspring of Io the dark one in his quest to overthrow Eruii.   Io knew that in his war that would soon come he would need able warriors to defeat the gods, and their analar host.

Io believed the dragons with their unbridled might and fury would be able to tip the balance in his favor.  So the world serpent waited to see the fuits of his labor manifest and hatch.

The young gods of Eruii tears were wise in their ways and led by Helios One Eye, the god of wisdom saw the doom that was represented inside Io new creations.  In his wisdom Helios called forth Talros the trickster god and sent the stealthy lord of luck to steal several of Io dragons eggs


 
 
Theft of the Dragons Eggs
 

]To Talros went forth garbed in his shimmering black blue cloth of invisibilty, and decsended into the burrow of Ysgadal and quietly swept into the gloomy halls of Nog the citadel of Io.  So light was his step that not even the great Daemon Princes of Io heard his passing.  The young god when forth through the great feasting halls of Io and sought out the drought known as shadowmead the elixier that the lord of scales embibed from every evening.  Talros in with mirth tainted the drink of Io host and swept away to the shadows, as all fell silent and asleep by the magicla sleeping drought.  Talros stole away to the lowest levels of the Io home and in the Caverns of Nog he found several clutch of Io eggs.  Quickly the godling gathered the several of the eggs and sped forth home to the Seven Heavens

 
The Blessing  

The gods brought forth the eggs to Eruii to be blessed.  The maker of all shrank away from the creations of Io thinking them unclean, she would not have anything to do with them.  It was Helios that beseeched his mother to grant them her blessing, knowing full well the war that was yet to come with Io.  Eruii relented and the tears of her blessing fell upon the eggs.  Thus came into being the goodly dragons of Chalice.  Not all dragons eggs would gain the benefit of Eruii, having had the taint of Io for far to long.  Doing Helios bidding, Talros once more returned to the caverns of Nog returning the eggs, so that Io would not be aware of what had transpired.

In his fury Io had discvoered what the children of Io had done, and seethed.  Io knew he could not strike out at them yet until all his children were ready to come forth. Thus he waited

The Birthing

The first of Io brood hatched into an Abomintation, of such horror, that even the father of wyrms shrank away when he fist gazed on his offspring.  The creature that slithered forth had five heads.  Each head held a different color; red...blue...gree...white...and black, and each head spoke as one. Io even though fearful of his offspring was pleased at his creation and called his daughter, Tiamat(meaning the prismatic queen).  Tiamat was not the only egg to hatch but she was the most powerful of Io brood.  Amongst the Imortalis, their egg hatched, and from it Tiamats brother, Bahamt emerged.  The Imortalis were awe struck as the dragon radient form showered overe the seven heaven.  Helios named the dragon Bahamut the Radient King(meaning the lord of the gleaming sun).  Thus for the first time the mighty dragons know roamed chalice.

The Treachery of Tiamat
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As the battle of Io and the Imortalis raged, it was clear that the elder god would be defeated.  The Imortalis were joined in battle with the Analar(heavenly host), goodly dragons, and the Formori. Seeing that they could not win Tiamat betrayed her father and his army of Linorms, and Daemons, gaining their enmity for all time.  Thus when the great father Io was destroyed Tiamat and her brethren escaped to chalice, and dominated the world with their vast powers.  This time would be known as the Kinslayer Purge, as Tiamat consolidated her power by natting then destroying her mates.

Bahmut seeing the destruction that his sister wrought upon the world, urged the Imortalis to intervene and aid the world.  The gods though were embroiled in the beginnings of a war with Formori and their children the Promethium titans (note the Promethium titans that come later are from a parallel world.  The originals here are destroyed).  Thus Bahumt and his sisters and brothers went to the world and contested Tiamat

The war was bloody with the near extinction of dragon kind, yet Bahmut was able to snatch victory from Tiamat, banishing her to the lower hells.  It was then Bahmut ascended to the seven heavens and was granted godhood by Eruii.  Unknown to Bahmut, Tiamat having the blood of Io within her veins would ascend to godhood as well.

The Early Epochs

In the early years of Chalice the dragons were the mightiest force upon the world.  They preyed upon the lesser race much like a cat would a piece of strong. The chromatic dragons ruled with a iron fist,often enslaving those they considered there lessers.  The metalic dragons ofthen sought seculsion instead of warfare leaving the world to their evil brethren.  During this time Tiamat's rise to power was left unchecked.  Bahmut seethed at this affront and brought his misgivings to the Imortalis once more.  The Imortalis having just defeated the Formori and their children descided not to interfere. They beleived that the lesser races were endowed with the power to stem the powers of the dragons that ruled Chalice.  Bahmut disgusted withdrew fromteh seven heavens, snd took it upon himself to thwart Tiamats latest reign of terror.  Thus the second war began.  Scholars name this generational war the conquest of the Prismatic Queen.  Bahmut unleashed his might upon the planes of the ysgadal, and the great tree shook from the Radient Kings war horns.  

Upon Chalice the war came in the form of good dragons finally taking up the claw against there evil brothers and sisters, Bahmut shakign them out of their neutrality.  During those days dragon blood rained from the skies as dragons breathed fire, clawed and slashed at each other.  As they warred with each other, the dragons host never realized that a dark and ancient evil would flower from the memory of Io.  From the darkest pit, the greatest of dragon kind thundered forth.  The First children of Io came forth to deal death.  The linorms had returned.

War of Io Children
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The Linorms memory was great and they considered there brothers and sisters traitors to their father Io.  They held a deep hatred of Tiamat especially for running away from the wars with the Imortalis.  They had given a blood oath to destroy their siblings.  The linorms struck hard beguiling mortals and others to do their bidding and war with the dragons.  It took all of the combined of power of dragonkind to defeat the Linorms.  To their detriment the dragons hold on the world had been shattered, for the lesser races now were angered and no longer afraid of their former masters, and it would be dragonskinds slow descent into weakness that ushered the Servitude of dragon kind beginning, as the mages of Hysoril bent the dragons power to their own during the Epoch of the Phoenix.

The Servitude of Dragonkind
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Dragon Bound.



The Crafting of the crowns of Dragon Kind-
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   The Mage king known as Nargonis was the wizard responsible for crafting the very items that would bind dragon kind to knew masters, and their dark will.  The first of Nargonis's items was the dragon orbs, which when chromatic or metallic orbs were combined would be able to control a group of dragons. Wielding the orbs was only possible when a circle of magic users came together in circle of power.  
   Nargonis was not yet done, he continued crafting new items such as the rings of the wyrrm.  There were ten in all, Five for the chromatics, and five for the metallic, each ring blessed the wearer with magical effects that corresponded with the dragon the ring represented.  Legend say the rings could give the wearer enhanced protection, and durability like a dragon, as well as calling forth the breath weapon of said dragon, as well as allowed the wearer to speak in the dragons tongue and help when it flew upon it.
   Nargonis final and most powerful feat where the creation of the Crowns of Dragon Kind.  There were two, the chromatic crown, and the metallic crown.  Nargonis power grew and hs command of dragons grew, his brother mages used his power to attack their rivals the Sorcerers of Kar'mageus.
   The Sorcerers understood how powerful a weapon their enemies controlled; by themselves dragons were nigh unbeatable, devastating engines of pure destruction, but know aligned with the mages of Hysoril the wizard would be unmatched.
   It fell up[on the great Sorcerer known as Myrrodic Kane, and his company spells blades knonwn as the nine of kane, to destroy the threat of Nargonis who by this time had christened himself the dragon lord.  The nine of Kane wrested the crowns from Nargonis in a a clash of magic and steel, upon the dragonlords keep.  It was said that even the blessings of Tiamat in who Nargonis worship was no aid in the might battle, and eventually he fell, and the crown scattered across the world.  Of the Nine of Kane, legend has it they were all destroyed, as was a Kane himself.  It was Kane and his nine that ended the power of Hysoril control of Dragon Kind, but unleashed there fury.

    
The Burning Rage-
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   Scholars sifted through the ancient text of ancient world and came upon the fact that Hysoril end came about not only by the destruction of the Temporal Trigger, but another event helped it's destruction along.  The burning rage brought about by dragon-kind was horrifying an unrelenting as Hysoril's greatest cities fell beneath fang, tooth, claw and breath.  
   
   
The Waiting Sleep-
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   Having fought through several hundred of years of conflict, the last great dragon still standing decided it was time to retreat from the world and rest.  They would shy from all so that they could heal their wound.  Thus the Compact of Scales, it was decided that all dragons would sleep amongst there hoards or gold and treasure until the time came when they would return to the world.
   
   Epoch of the Arcannisaunce- With the world coming out of the age of darkness that lasted over five hundred Anem, or years Magic long thought lost once more begins to flourish, and time has healed, and changed Chalice in many ways.  The dragons still slept, but several had awakened and under the guise of mortals joined the new humanity that had risen.

   
Current times Epoch of Discovery-
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   Dragons have slowly emerged from there dragon-sleep: the chromatics awakening first, few in number in the beginning but many more have begun to be seen.  The creature people once thought were legends and bad dreams seem very real, and with them their queen Tiamat.  The abberation war having ended, Tiamat and her agents unleashed their might. Her minions established a beach head upon the frontier and the human king weakened by the Cuthalian mages of Hysoril would be no match for her power.  Thus the was of the dragon queen once more erupted upon the world of Chalice.  It is during this time great heroes have come forth to combat the queens reign http://www.thecbg.org/e107_plugins/forum/forum_post.php?edit.40019
the Campaign Builders' Guild: Forums / Homebrews / New Thread

Spirit Hawkfellow

The Wiki for the Grand Realm is up, Come through and take a look.

http://grandrealm.pbwiki.com/

Spirit Hawkfellow



Warriors Digest

 

The Epoch of the Arcanaissance: the Arcanaissance predates the age of discovery by 100 hundred years, and brought about a flowering of learning through out the world of Chalice.  Knowledge since lost during the Epoch of the Pheonix was once again being researched, as well as lost items.  The art of crafting magic and wonders were slowly in the rise.    The most important thing to transpire was the refounding of the codex of magic.  The codex of magic was the early principle of magic and the three categories magic fell into.

 

Codex of Magic:

QuoteTome: Codex of Magic

Prereq: Read magic:

History: Know one know for sure who crafted this magical book of arcane knowledge.  Legend said that the Goddess Nystrial along, with the God Elzahoon lord of the missing page, created the tome, to be the end all be all to the ideas of magic.  Other say that the book hold each on every spell long written upon the world.  The tome represents what magic was and is today.  It is said pages appear and disappear, that the tome is ever changing.  The Codex document three forms of magic from lesser to greater.

 

   1. Lesser: Alchemy- the study of magic through change, mixing, and creating of magic, through runes, binding and crafting.
   2. Intermediate: Sorcery- the power of the magic to be channeled through the body with out prior knowledge or words, chants, or runes.
   3. High: Wizardry- combines all of the disciplines, mastering both Alchemy and Sorcery, and perfecting it to the point, it is not exclusive to the others.  

Each form of magic is not generally exclusive.  An Alchemist can cast a small a allotment of spells albeit differently than the other two.  Alchemy in fact was lost during the Phoenix wars when Nystrial perished, and was known then as the common man's enchantment.

 

The Workings of Alchemy:

In the age of the Arcanaissance, Five great masters unearthed the lesser magic to all men, these men where name Leonias, Micvlando, Dontalles, Raphlaus, and the greatest of their elk was Nastramos Cadamos. They were known as Cabalenarcana.  These men sort out the power of magic, and came to the point of noting that all men could posses the power of magic, since it was inherent in them.  A unknown gift of the gods, thus the power of Divine magic and the inner voice.  Man could tap into the wellspring of arcana that lay deep within them.  They had recently discovered old forgotten tomes, of the lesser magic and went about mastering them.

 

Equivelent exchange:  The principle used.  In order to have something, something must be given in return.  Thus to use the magic within an exhcange had to be given. They studied this simple idea, in order to create, or cast a spell the body would have to be given.  Through experimentation they found that the use of Alchemy quickened the age of mortals and tired him greatly. And indeed he needed rest like all others. Thus the more magic cast the weaker the caster would become. Except if he cast from an item or rune.

Rune Bindings:  Thus the Cabalarcana developed the power of Rune bindings.  For each body part could be a Rune or item either imprinted or drawn upon it, which could activate the magic of the soul. Of course runes could be drawn on anything to unleash the magic.  

Spell Bindings: Alchemy had also the unknown side of effect of binding two spells the create one.  It could only be done with a lesser spell of the same domain and the greater spell domain in order to work.

The Conduit: in many ways even though the Alchemist of could not cast spell like the other two forms of magic it was indeed very adaptive.  The utilization of a conduit, a item, a object, allowed the alchemist to wield magic as well as his betters.  It is known know Alchemist would travel with out some conduit item about him.  A staff wand, sword, harp, each conduit could be different, even the body if Rune Bindings were laid upon him.

 

The Philosophers Stone: The tale of the end of the Cabalarcana is a sad and sorry one.  The five powerful magic users exhausted their power in too a fine amthemyst stone, said to be the size of an ogres fist.  The stone would be the repository of all their findings, knowledge and power.  They knew in order to do this they would have to sacrifice themselves, as dictated by Equivalent Exchange.  Thus as they went about the magical enchantment and bound their souls to the gem, their corporal bodies fell to dust and scattered to the winds.  What the cabal never guessed was that their time within the stone would twist them, and merge them into one entity know to a select few as DemosAlbrecht.  To this day those who search for the inner mysteries of Alchemy seek out the philosopher stone simply to find their dooms at the hand of the gem and its deadly occupant.

 

The State of Alchemy in the Age of Discovery:

Alchemy since its rebirth during the age of Arcanaissance, has flourished in the east in kingdoms of Castillion and, Escavalion, and as far as Celestrial Kingdoms of Krysanthium.  To the Great north of Winters Heart shamans practice it in their rituals.  Now it has found as far as the frontier, were they call it the lesser skill. For those who will never be graced with the power of the greater magics, alchemy has found a place, for the man seeking to divine the powers of the skill.

 

QuoteTwo Epochs to Forge a future:

To be a scholar and to sit back digesting old dusty tomes, and new found queries on magic, is often a pleasurable thing to do, compared with searching through dank, caverns and dusty tombs where death lay.  I Adriens Delo prefere my comfy home and large library, to that of the journey.  Leave the adventure to the Adventures I say.  In the Epoch of Discovery adventure has returned.  Sell-blades make themselves known for hire.  Galant heroes, more than have ever been seen since the times of Malchior ride forth in order to battle evil.  Mighty magic once thought lost, is know found, and great inventions allow the races to travel about the wideith of Chalice.  This is only the beginning.  It has been a long time since the Epoch of the Phoenix, that time where magic was abused and shattered the very souls in warfare.  It has been a Long time since the Daemons erupted from their pits and destroyed great Malchior.  To long since the mighty dragons had their sway and upon warm winds flying  south when the winter approached.

      In the last three hundred years, the world that was once asleep seems to be awakening and a new age of Discovery is upon us.   But I think before we can rightfully talk about this grand age, we must look upon the two before to get a better persepective of where we are.


Ingnasious Stormbanner
Epoch of Discovery 1441
 

      The two periods we will look at are known as the Epoch Inquistion, and the Epoch of the Arcanaissance.

 

      The Epoch of the Inquisition, were a hundred of years of mage slaying, and magic hunting.  Castillion, a rising city-state to the east of the Shattered Sea, remembered the sparks of the phoenix wars well, and knew that it could happen again.  Those in power feared the craft knowing that the magic had played a role in the  final downfall of the white city of Malchior to the north of Aerbor.  Castillion had always been a place where divine power was more important than magical, so they took precautions.  All magic users would have to make themselves known to the state, or be branded as rouge wizards, the name they came up for this was a rouge wizard was a Warlock.  If the said wizard did not comply, their rights were taken away from them and they were offered as slaves Note (even as I write this in common times Castillion has not changed).  Many wizards, and Sorcerors protested and a schism grew from this.  The arcane magic backlash eventually created a small but growing war between the divine classes and magical classes.  The theocracy that ruled Castillion, instiuted two warrior orders; The Templars of might, and the Society of the Illuminated Shield.  Of the two the Templars of Might were the most aggressive in finding and destroying of any mage or sorcerer, that wished to battle the theocracy.  Seeing there fell spell caster killed harmed or made slaves out of, many arcane practitioners moved, outward west, and south.            

      Though they thought they could escape.  The two societies, took it upon themselves to hunt down all magic users.  Powerful they were as they swept across the land and spread the ills of magic to the common people.  It was the common folk that would be more susceptible to the wills of these black-hearted groups.  Because of their influences the numbers of mages and sorcerers persecuted is unknown, but there black words certainly damaged magic research, crafting, and development by a hundred years.

      As the years grew on, a group of wizards and sorcerers banded together to defeat this problem. They would be known as the Incantus Sorcerum.  They were made of the greatest archmages that existed of that time.  Silently they went forth recruiting those who could use the craft, and secretly trained them.  Toward the end of the Epoch They announced their might and began to battle the Templars of Might and the Illuminated Shield.  They would battle them to the very door Castillion itself.

      The leaders of the Incantus knew they could not prevail against Castillion, but the wizards display of power blunted the Theocracy that had imposed the inquisition and tempered the groups except the Templars of Might, who to this day hunt down all who use the craft.

 

When the Arcanaissance appeared it come in a flourish, like a crygust gale.  Adventuring parties sallied forth to seek out lost magic and weapons not seen since the time of the Phoenix Wars.  It was a time of great inventions.  Dwarves and gnomes, with their combined skills in inventions, brought forth, the flashtube, that could shine light through the darkest tunnels, the pocket watch, introduced a way of telling time, with gears.  The simplest invention came from a gnome tailor located in Ifretus, introducing the pocket, and mens adventuring pants.  This allowed for more storage, upon a person body, as well as a extra place to hold one identification, or scrolls.   In warfare, the dwarves came upon Dwarven firewine, as well a the musket and blunderbuss.


The Sleeping Kingdoms:

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QuoteVambrace:   The Realm of Vambrace came into being as the war between Dawn Elf cusins raged across the land of Aerbor.  The Dawn Elves forced their daemon-tainted cousins to annihilation as they had done to the dhrow a hundred year prior.  In the hopes of surviving many of the Abyssal elves escaped to the lower hells.  A few left headed north pass the crimson desert and into a small forested dale.  Here, with their magic, they enacted a city and hid it in perpetual fog, that none could pierce.  The magic warped the trees and blackened the ground with ash.  The Abyssal Elves in their warping of the wood tained the wood Forest protector the green-man or Aeirsibor in elven to their evil ways.  

      Their leader Zumair Mael, the dark queen of night forest as she prefers to be called, ruled in isolation, which lasted for more than two hundred years.  It was only when the fabled kingdom of Aquenlar reappeared, that she has since opened up her realm to plot Aquenlar downfall.

Game Hook:  Zumair wishs to claim the Aquenlar as her own in order to solidify her power in the cold north.   Her emissaries that she has sent to the human kingdom are indeed Daemon rouges that seek to leverage her power in the kingdom.  The queen has sent strict instruction that her spys and rouges, kidnap a official that will be able to serve as a envoy and spy for her cause.

QuoteAquenlor: Before the Rising of the Daemon horde, Aquenlor was a brother kingdom to Malchior.  Indeed both kingdoms were named after the fabled brother, of King Harduke (Lightfist) Calos.  When both brothers passed on after ruling wisely for many years the kingdom where forever more changed to their names.  It is said that Aquenlor was the first of the kingdoms to fall against the might of the Daemon horde that swept the fields of the golden way turning them to the crimson sands, a desert tainted to this day.  The people fought hard indeed, but in their hearts they knew they could not win out against the might of the hellish legion, so they crafted a spell like those of the days of old, which tore their kingdom and city from very foundations and transported it north for safety. To bards, and writers, it was as if the city had never existed at all, to all it had simply vanished.  Thus it had been thought for thousands of years.  Eventually the spell finally wore away, but to the people of Aquenlor it had created a temporial side affect, while the world continued on, the people had not. When they returned to the world they were a people out of touch.  Their first real surprise when they awoke from their,  isolation, where the Abyssal elves.  Their first meeting was not a happy or peaceful one as the two might have wanted.  Quickly the people of both nation brought forth their misgivings.  Even now in this time of quite peace, the Aquenlendi have a feeling that the Abyssal elves are not all they say, and even know they keep a watch.

Spirit Hawkfellow





Chalice as it would be seen from outerspace.  

The world is developing, join the search for Undiscovered lore, The Grand Realm is Waiting...

World developed with Lunacell a filter for photoshop...

Spirit Hawkfellow

QuoteLibrium Monstrous

Hell Stone Giant  CR 10; Huge Giant (Evil,Extraplanar); HD 10d8+60 (Giant) ; hp 108; Init +1; Spd 20; AC:23 (Flatfooted:22 Touch:13); Atk +10 base melee, +4 base ranged; +10 (2d6+10, Burning Touch); +11 (3d6+8, +1 Battleaxe, Adamantine); SQ: Low-light Vision (Ex); RF: Magma Cloak ; AL LE; SV Fort +17, Ref +4, Will +3; STR 24, DEX 12, CON 22, INT 10, WIS 11, CHA 7.
Feats: Cleave, Great Fortitude, Improved Natural Armor, Power Attack, Power Lunge, Power Toss Simple Weapon Proficiency, Toughness.
Possessions:
Weapons: +1 Battleaxe, Adamantine (14,040 gp).
Armor: Chainmail (1,200 gp).
Shields: Shield, tower (AC) (240 gp).

Hit dice-10d8
Favored Class-warrior
Family- giant
Domain-extraplanar (any hell)
Alignment-any evil


Special Abilities-
Ex (magma cloak) all within a 20 foot radius of the Hell Stone Giant erupt in a blaze of eldritch heat.  Player must make a reflex save to take half damage from the heat.  Heat damage- 3d6
Ex (Burning touch) within the grasp of a hell stone giant, a player take 2d6 point of damage.
Ex (Bursting weapons) any weapon in the hands of a Hell Stone Giant is endowed the bursting ability.
Ex (Fire immunity) the hell stone giant is immune to all types of extreme heat
Description-the smoldering humanoid that stalks towards you brandishing fiery death in its steeled hand knows no equal.  The hell stone giant towers over foes who gaze upon it.  The creature stature rises over fourteen feet high and resembles a man with crackling gray flesh seemingly ready to bust apart with fissures of lava/  eye the color if molten rock erupt in a volcanic like display of rage, as it shimming cloak of heat shudders about it form ready to incinerate any foe near it.

Combat- Woe the adventurer who contests against the blazing engine of hate and evil that is the hell stone giant.  The hell stone giant wastes no time trying to dispatch those he see as an enemy.  The giant will utilize every type of weapon he retains to snuff out the lives, he sees in his way.

Round One- The hell stone giant attack with his various melee weapons, which on command ignite with a popping and hissing sound, as they come to life with bursting energy.
Round Two- The giant will try to snatch and grapple with his enemy drawing opponents close to its body our burning touch so it can be roasted by it's magma cloak.
Round Three- if the snatch and grapple should fail, it will try to Power Toss the opponent causing his enemy to be stunned for 1d4 rounds.

Feat-[Power Toss]
On a successful grapple check, a player can throw any opponent back up to it strength modifier.  The opponent who has failed the grapple, is considered stunned and prone for 1d4 rounds losing its dexterity modifier.

QuoteBurst Bat
Upon seeing a burst bat, many flee at the sight of the flying winged creatures. Flames cover its black form, leaving a burning halo when it is in flight.  The Burst bat is an excellent flyer and share many traits of its bat family, using echo location to attack and kill prey.  In the dark places of Nocturne, the Burst Bat finds itself at home, and when not flying it's burning aura is silent allowing the bat superior, hide and move silently bonus of +4.  The creature are communal and will attack anything that disturbs there cavern home.  The Burst Bat has been known to make excellent familiar due to their intelligence.

In combat the Burst Bat will fly down from its hidden perch, and attack with its small claws that do 1d4 points of damage.  If that should fail, the flaming creature will attack with its bite doing 1d6 points of damage.  The Burst bat skin when flying flares to life and creates aura of flame.  The flame does 1d4 points of damage is touched.

(Sq) Bursting: A Burst Bat reaches zero hit points and dies, its body rumbles and expands unleashing the liquid fire core from within its body. This Explosion results in  a ball a explosion 5 feet by 5 feet around.  The resulting explosion causes 4d4 points of damage, if a reflex save is not successful. Those who succeed are not affected.

Jharviss

I'm just going to subtly give the showcase setting a bit of a bump.  Don't mind me, I'm just your friendly neighborhood bumper.  Hmmm, tasty.