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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

#45
CHAPTER THREE
RACES OF CHALICE

Quote[/size]
This dice roll has been tampered with!
Man, Aesier,
     Humans are the most populaces of the races of Chalice.  They can be found all over the world, and across many of it lands.  The skills of humans are various and many, even though they possess no special attributes, unlike many of the other races.
       Besides the regular humans found on Chalice there are several off shoots two are listed below  .
New Character Races
Abilities of the Imordien

Imordien
( the long lived)
+1 to constitution
+2 to initiative
- 1 to strength
-1 to dexterity
(SA) Mist of memory.  The Imordien has the ability to remember and  sense place, information, and things from    the years  gone by.  He gains a +4 to  his knowledge checks dealing  with ancient languages and ancient history.
   Imordien gain bonus 2 languages.  They also gain, ancient Floral, and Malchoiric.
(SA) Shield of the Imortalis: gains a +4 fort bonus against poisons.  
Has the regular abilities, skills, and feats of humans detailed in player handbook.

Abilities of the Valos
(The Valoric men)
+2 charisma
+1 to wisdom
-2 Dexterity
(SA) Smite Evil; the Valos gain the ability to smite evil one per day, much like a paladin  does.  
(SA) Valoric cry: This ability comes forth when a Valos cries out.  
   In battle the Valos's warriors, or comrades gain a +2 attack bonus to their strikes.
    This power last the  up to the Valos's charisma bonus a round.
   Because of their height the Valos gain a +4 damage bonus to creature  one step smaller, than themselves.
           The Valos gain all the human bonus concerning feats, skill,
   and abilities as described in the player handbook

QuoteFlorian Elves  Flasir, Eliath  
          Are the walking spirits of the world, they are half coins of humans and dwarves.  They are one with the wood and all things of nature, thus the elves have been bequeathed with special gifts.  There are three elven sub types that make up the nation of Floral Elves.  
The three major races of the elves of Florian are Narasidien, Skyrasidien, and Dimmarandien.
Each Type has unique different abilities as listed below.  
Narasidien:  Starlight Elves. The gain a +1 to their dex a -1 to their strength and a +2 charisma. Narasidien elves are great diplomats, due to their great charisma and dealing with beings unlike their selves.  The Starlight elves also have unique special qualities that have made them different from their cousins, such as the power to detect magic,  

         The Starlight elves tend to look at races as equals, and will often share adventures, as well as lore.  Starlight elves are adapt diplomats, thieves, as well as rangers; they again a extra +2 to move silently, hide, and search.  
   A Starlight elf leads the ruling house of Floral'lanthus.  
    The Narasidien are known as the elves of Starlight.  The elves, males tend to stand at least six feet, while females stand about five.  
Starlight  elves have several innate abilities
Narasidien Elves Racial Bonuses
+1 to dexterity
-1 to strength
+2 charisma
+2 to skills, Diplomacy, bluff, survival, and Search  
(Ex) Elfs Grace:Due to their  innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
(Ex)free movment: as seen in player handbook
(Ex)Detect magic: as seen in player handbook

Skyrasidien Elves (Dawn Elves).  The Skyrasidien are the dark while the Narasidien are the light.  There skin is a light shade of tanned to pink, some share a copper or golden tinge to their complextion.
    Like the Narasidien the Skyrasidien males stand six feet.  The women usually stand at five, but have been known to stand six feet tall.  Dawn elves are know to have their own special abilities as well such a +1 bonus to their armor class, a +1 to their strength and +2 their wisdom.  They gain a -1 to their dex.  The Skyrasidien have the innate abilty to cast the spell light as if a clerics of equal level.  They gain an extra bonus of +4 skill point's ride, wilderness lore and concentration.  Dawn elves are known to be clerics, as well as fighters, and paladins.  Skyrasidien elves have several innate abilities, as well as their elven traits found in the player handboo
Skyrasidien Elves Racial Bonuses
+1 to Armor Class
+2 wisdom
-1 dexterity
Bonus feat (toughness)
+2 to skills (ride, survival knowledege  elven lore, and concentration
(Ex) Cast light :as per players hand book.
(Ex) Elfs grace:Due to their  innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
Dimmarandien(Duskelves): These elves are the most well known of the elves, since ethey can be found almost anywhere in Aerbor.  These elves are known for their intelligence and use of magic, and sword skills.  They gain a +2 bonus to their intelligence, and a -1 consitiution. They are quite good at magic, and invention.  They are known to build seafaring ships and other magical creations.  The Dusk Elves have several innate abilities, as well as their elven traits found in the player handbook.
Dimmarandien Racial Bonuses.
+2 bonus to intelligence
-1 to constitution
+2 skill bonus to (concentration, use magic device,  and appraise )
(Ex) Uncanny Dodge: as seen in players hand book
(Ex) Elfs Grace: Due to their  innate grace, and mastery of elements elves take only half damage when falling from large heights, or structures. They are not slowed by certain weather effects like rain or snow.
(Ex) Stone Empathy: Dusk elves are able to speak to stone as if stone actually lived, this allow a +2  search while looking for traps, and secrete doors underground, or in mountainous regions.
Iron Sickeness:  This sickeness results when a cold iron object has struck an elf.  Elves suffer from this sickness and constituion drops by 3 every time struck with an item of iron.  The elf must make a 45% percent roll and over to not come down with the sickness.  If not attended quickly with Aquendel elf water, the stricken elf develops a sickly grey palor and fever that flares through out his or her body reducing constitution by one each day, until elf wastes away.  
One drought of Aquendel cures all remains of the sickeness.  The stricken elf consitiution rises by one every day.  Steel not being true cold iron is does not apply, only cold iron. Also elves tend not to use swords, made of metal.    
Thus elves tend use daggers of Oek, a special wood that can be treated to be as hard as steel, and once worked with the elven creation of Silvaril can be as hard as any human metal They and have a +2 bonus on attacks with a bow and arrow.  They can aslo specialize in two shot ability.  
Elven arrows are usually fashioned out of oek.  Oek wood ususally in high demand, but plentiful.

Upon the continent of Aerbor and toward the east past the Anvilweld Mountains, and shawl of mist, lies Floral'lanthus.   This great land of elves once boasted over more than ten different clans of elves known as the Florian.  Through hushed whipsers humans, and merchants have named the elf land, Twlight.  
     This elven nation is called Floral'lanthus the elven name for Twilight, it seems that the elven nation is at the peek of it civilization.  The elves of the world retreated to live in peace in harmony in the great elven wood.  Through great magic, and the blessing of the gods, a mist of grey white encircled their lands, barring entry to those who the elves command, or proclaimed them as elf friend, or Eliath Felween.  
It is this magic, and the seemingly disappearance of the Elves from the world, that the mention of twilight arose.  
The famous Explore, Ablethan Swiftluck but it best,  
'It will be a sad day in deed when the world weeps for the elves, the twilight of these fine folk, are the twilight of man, dwarf, and tooks .'  

Of the ten-elven clans that once hailed from Floral'lanthus, only two remain.  House Lunarim, and House Solarim.  Each clan has more than a thousand members, and continue to branch off into smaller houses.   Of the other eight, there has been brief documentation.  Many elves headed southwest towards the Shattered Sea, some near what has become known as the Frontier.
Many Florian elves traveled west as well, setting up communities in what is now known as the kingdom of Varanguard, as well as a small community in the Frontier.  They headed south as well aboard winged ships, along with but nothing more is known of them, supposedly heading further south pass the reaches of the Coradan, and toward the Glacier Sea.
As a society the elves are beings of nature, and thus are tightly bonded with the preservation of the their lives and ways.  Most records of their communal life have been lost, but what is known shows the elves as a race to have a great bonding to nature, than all of races of Chalice.
Perhaps it is their long lives, which out number humans, and some dwarves.  Or it could be said it is the past that has brought the elves together in this fashion.  
Favored class: Fighter, Ranger, Monk, Mage, Cleric, Rouge, Bard, and Sorcerer.

QuoteElfblooded, Eliath kindelthin
The Elf blooded have come into being with the mingling between elf and man.  Those who are born from this union are endowed with both races special abilities and adaptations.  These traits are passed on through generations, to generation, allowing many members of the family to retain this legacy. Elf Bloods posses all the abilities of the half elves of the D-20 system.  
Favored Classes: Fighter, Ranger, Cleric, Rouge, Sorcerer, Wizard, Monk

QuoteNieblung Dwarves, Doradun
Kragian Dwarves:  The mountain Dwarves of Chalice are known as the delvers of the earth, and the shapers of fine ores, and minerals.  Named thus due to the god they follow, krag, they are the keepers of the Deep earth and kings of the mountains.  They gain the ability of Deep Earth Tracking feat automatically.  They have a +4 appraise bonuses to their appraise skills when ever they have ores or minerals within their possession.  In their mountain domains, they gain the +4 to all search checks when in search of secret doors, or distortion underground.   Kragian Dwarves have the innate ability known as stone flesh.  
(Sa) Stone flesh:  a Kragian dwarf has the ability to turn there flesh into hard rock stone giving their flesh a bonus dex mod of +2 to ac, once per day.  This innate ability lasts for the characters level in rounds.   Once a day he can resist one class of Domain spells a day. All other features are noted in the Phb .Favored Classes: Fighter, cleric,  Ranger.

QuoteFrohelmian Gnomes:

These Gnomes are cousins of the Kragians, and expert builders.  During the time of the epoch of spells, these dwarves in the search of knowledge fell in with the sorcerers of Kar'Mageus.  

       Working along with the sorcerers, the gnomes took to the casting of magic, and invention.  These Gnomes became master craftsmen crafting many magical items during the war of spell against the great kingdoms of magic.  When the Phoenix Empire Hysoril fell in a climatic explosion, the dwarves went into hiding.  
For many years Kragian dwarves had a disdain for their cousins. During the Divine fall, when a god death weapons wounded their god Krag, it was Frohelm that aided them, until their god recovered his strength.
The Kragian  dwarves were forever grateful, thus the hurtful feelings where mended between brothers. Know as the Epoch of Discovery dawns the Frohelmian dwarves walk Aerbor creating new magical inventions, and magics.  
   Frohelmian Gnomes  gain +4 bonus to all concentration, spell craft, as well as use magical device ranks.  Frohelmian dwarves have a +6 to appraise skill when looking at magical weapons and items, as well as strange new materials and inventions.  
The Frohelmian Gnomes are known for crafting magical limbs and attachments since the Phoenix Wars. Even as miners the Frohelmian dwarves, are great inventors crafting many types of new and wondrous items.  They have also mastered the art of machine-smithing.
Machine Smithing, the secrete skill of creating constructs, and automatons, was created long ago by the sorcerers of Kar'Mageus, in their battle with flying mages of Hysoril the Phoenix Empire.  Even though few practice the skill due to the fact most dwarves find it distasteful, a select few dwarves have continued the legacy.  
The Frohelmian Gnomes worship the deity of tis lost art, and have crafted artificial limps out of Mythril silver that runs beneath the undermount.  
Mithril silver attachments, give Dwarves an additional +2 strength, +1 attack, and +3 to damage.  But due to the process the dwarves  must make a save vs. will in order to survive to ordeal.  Should the dwarf fail his save his constitution goes down by +3.
They gain the Feat: Craft enhanced limbs.
Favored Classes: Cleric, Wizard, and Sorcerer.

QuoteAbyssal Elves: Balsair, Maliath Felor:
Their dark reddish skin as well as their facial tattoos that resemble tiger markings can be recognize by any upon Aerbor.  
Bane Elves are unique, and the markings upon their flesh bear this fact out.  The Abyssal Elves where once kin to the Skyrasidien elves , but the great rift sundered that relationship when they joined with the human mages of Hysoril.  
It was during the Epoch of the Phoenix and the Great War between empires that the Abyssal elves turned on their cousins, capturing many Dawn Elves,  and giving them into the hands of their tormentors, Daemon princes from the lower hells. This betrayal was so great, the Dawn elves gathered arms and went forth, bringing blade and death to their kin.  Few Abyssal Elves escaped with their master the daemons, but those that have, now swore a blood oath against their cousins.  
Abyssal elves may stand at least six feet tall, and are known for their strong but compact frames.  They are expert swordsmen, and many higher themselves out as mercenaries.  Those Abyssal elves that worship gods, worship the evil serpent queen Kali-Ka, and her consort Talronan the ill fated.
In terms of magic they are innate masters of the art.  They learn early the wonders of the magic, and the high potential of casting it.  They gain a +4 to all saving throws.
Abyssal elf also, can summon a familiar and are known to do so early on in their lives.
They have the ability to create an elemental of blood, and will usually carry a cask of such from a prior victim.  The elemental resembles a fairy that consists of coagulated blood.
Abyssal elf can turn magic, back at his or her attackers, by rolling a percentage of 40% should she roll under the spell rebounds back towards it's source, attack roll not needed.  The person that cast the spell then must make a save against his own spell.
They are suited, to many pursuits, and are as gifted in making enhanced limbs much like the Frohelmian dwarves.  Most elves consider this blasphemy, but many Abyssal elves disagree, and are ready to replace a limb if need be.  Like all elves they have a hate for iron thus there weapons are fashioned out of Abyssal Steel.  A dark alloy named such due to its ebony color.  When merged with Silvaril, Abyssal steel radiates with a purple light and gains a +1 bonus.  It is known that no good aligned person can touch it and cause 2d6 points of damage to any good aligned characters.
Quote
Dhrow, Dhrow, Dael Felween
Lost in the ancient record of Elfdom, is spoken of a race of elves unlike any ever seen in upon the known world.  It is said, while Nieblung Krag, smithied the first of the races, that Talronan tricked the mighty forger.  
As Krag worked he grew tired, and asked the god to fetch him water.  To Krags folly he could not know the evil that would be worked that day.  Talronan tricked the mighty smith with a drought of water that held a potion of sleep.  While Nieblung Krag slept, a Talronan along with his daughter Daelvoth stole several of the Elves.  
As a gift Talronan, allowed his daughter the Queen of night and shadow, to give them life.  
Thus the Dael as they were once known as awoke to the light of the sun for the first time.  As their eyes fell upon the radiating orb, they cried out in pain, and scampered for the nearest shelter deep beneath the earth escaping the suns rays.  Daelvoth fumed, why had this happened?  As she gazed upon the other elves that awakened to the skies above, she saw the other creations of the gods revel in the light.  Daelvoth would never guess that the elves Talronan captured were incomplete, and would suffer from the light above, and dwell in the dark below.  
The tale of the Dael is a tale of woe and suffering.  In hate of the other races, they fought many battles against them, and gained the name Dael Maliath Felween, meaning dark enemy of the elves.  The Dael would twist it and renaming themselves the Dhrow.
 In Anem 1112, the Heroes of time accidently, returned the Dhrow, to common day Chalice, and the Epoch of Discovery 1445.  
Doing battle in the past before the Dawn War against a large colony, of Dhrow, the Temporal Trigger, engulfed both the heroes and the whole society of Dhrow returning them to  present times.  
As of the Epoch of Discovery, the Dhrow have kept a low-key approach seldom appearing above chalice.   They are still acquainting themselves to the present, and are readying themselves for the day when they will show their might.  The Dhrow have all the abilities written down in the player's handbook.
(Dm note; Variant rule: The Dhrow's weapons armor and magic can exists above ground with no penalties In the rays of the sun though the Dhrow take a '"2 penalty on all checks above ground.  The Dhrow like all elves suffer from iron sickness if near or touched by
Dhrow racial bonuses::
Dhrow retain all their
Innate abilities as specified
In the players handbook, treat as psionic
due to the unique mental abilities     the Dhrow have manifested through     their many battle with races that utilize the power of psionics deep beneath the earth.
Automatically, receive
Deep Earth tracking feat.
Psionic (Delvic) Resistance: +4 to  saves  that are affected by Delvian mind powers (Psionics)
Darkvision:
(As specified in the player hand book
Light Blindness: -2 to all attack rolls,  saves and checks.
+2 attack when fighter attacks with two swords.
(Note; must have two  handed fighting feat for this to apply)


QuoteQuickling
This diminutive races, was birthed from the very roots of Yssgadal itself, and are said to be composed of mana 'magic'.  That may be the reason why these quick minded, and magical creatures often find him or her drawn to magic and adventure.  It is said magic is to a Quickling what honey is to a bee, since they cannot get enough of it.
Male Quicklings stand close to four feet tall, and are lanky, while the female of their race stand at 3'5, anything larger than that will often draw laughter from the quick witted and talking creatures.  
Most can spot a Quickling by the look and sound of their gossamer like wings that help them keep aloft, as they flit from her to there.  They are quite competent in flight, and are known for their quickness.  A Quickling  gains a +2 to Dexterity, and a +1 Charisma.  Even though they are quick, they are frail, and gain a +2 penalty to constitution.  The Quickling are known for their skills.  They gain additional +2 to move silently, hide, and bluff, as well as concentration.  They gain a +4 to use magical items, and spellcraft.
Since they are magically innate creatures, they have the following abilities.   They can cast entangle, as would any mage, and they are known for their ability to detect magic. The Quickling favored Character class is the mage, sorcerer and rouge, and casts spells by charisma.
The Quickling love nature and most are content to live and flourish within the comforts of the forest.  Many live on the outskirts of elven lands, but those who are called away by wanderlust can be seen in human lands as well.
Quickling Racial Attributes;
+2 Dexterity
+1 to Charisma
-2 Constitution
Skill bonus of +2 to move silently
Skill bonus of +4 to use magical Items and spellcraft Detect magic

Quote
Oculain
The Oculain race came about during the Phoenix wars. They were created as the perfect arcane warrior , strong with the use of the  blade and powerful with the use of magic  
The wizards of Hysoril endowed them with great strength, and great intelligence.  With these abilities they became hardened warriors and magic users.  
They turned upon their masters and aided in their inevitable destructions.  
Oculians, as they are now called, often roam the world of Chalice seeking adventure using the many skills that they have at their disposal.  
Their favorite classes are often fighters and wizards, but it is not strange to see a cleric or rouge.  
They get a -2 bonus to all attacks due to their line of sight limitations.  Oculians are also blessed with the gift of foresight, and often have dreams of the future and foreshadowing events.  This ability gives them a +2 to all intelligence scores.
All Oculians have great strength and gain a +2 to their strength score.  Even the weakest Oculain has this bonus.  They gain +2 skill bonus to the following skills, magical device, and knowledge arcana, gather information, machine smithing.
Oculians are solitary creatures, that prefer to study, and spend their time with in the confines of their towers and studies in the pursuit of lore.  
Both male and female often come together, at social functions, and sporting events, since Oculains with their great strength love puzzles and feats of strength.  Their favorite sport is wind sailing upon the choppy waters of Bregan Bol their home.
Oculians mate at anytime and offspring usually are birthed sixteen month later.
Favored Class: Druid, Mage, Rouge, Bard, and Sorcerer fighter,
Oculain Racial Bonuses:
+2  Strength
+2 intelligence
-2 to attacks due to line of sight limitations
+2 skill bonus to use magic device,

QuoteTooks (Halflings)
The took race, as known by many of the races of Chalice as halfling were said to be the last of the races created by the Divine powers.  The small folk resemble small humans, with a quick wit and a love of merriment.  They are exactly as noted in the player handbook.

QuoteHeralds
The Heralds are the gods power  upon the world.  After the climax of Divine Fall the gods were sealed upon their own planes of existence.  Fearing that their avatars would be destroyed and locked from Chalice, they sought out individuals to become vassals to their beliefs, and agendas.  Thus the Heralds where created.  
The gods made contracts with mortal for their services, thus the god would still have a voice upon the prime material plane.  There can only be one Heralds to any one god at one time, due to the immense power he or she possesses.  Those who chose to serve their god or goddess in this way, serve as vassals to their deity's power and agenda.  The Heralds can also pursue her own life, since he or she is not an avatar of said god.  Those who have made this agreement have gained great bonuses, such as long life, increased abilities, and power.  Each Aeon has a hidden weakness, and if he or she is killed, then the god they served will offer the same deal to another.
Heralds during  the time of the Epoch of Discovery are quite powerful and are the messengers, and agents of the gods.  Yet each Heralds has his or her agenda.   Heralds can only be of tenth level class or higher; most deities will not seek anyone of lower power or stature.  Heralds gain many benefits from their alliance with their Herald.  Heralds are blessed with long life, can teleport anywhere twice a day with a mere thought.  They gain a +2 benefit to all their primary stats such as strength etc. Any weapon in their possession gains a +4 enchantment.  Magical aura cancels all enchantment spells such as charm, and command.  
Heralds can also cast cure moderate wounds once per day.  It is said the only thing that can kill a Herald permanently is Iron wrought weapon, of +3 or higher.  Steel will not work because it is not true iron but a composite.
Herald Template:
At least 19 or higher  Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Feats:  power attack, and improved initiative,
+4 divine magic bonus to all weapons and items
Limitations: (Iron death) Heralds can be killed with a Iron wrought weapon of +3 weapon or higher.
SA: Spacial relocation:  Twice per day with a thought a Herald can disappear and reappear in the location of his choosing.

QuoteStar folk, Unosis, Starians.
Epochs ago, after the devastating  Phoenix wars, it is known that strange rocks fall from the illuminated band known as Io bow .
It was during such a time that these meteors fell upon the forest that was home to the elves and their lost realm of Terion.  When the elves went to investigate they found, the strange rock deep within the earth.  They could not get close due to the heat the strange matter gave off.  So the elves waited until the matter cooled, when they went back, they saw strange red crystals embedded within.  They were in the shape of eggs, and red in hue.   The elves gathered the rock and the eggs and brought them to their kingdom.  It was several months later, that the elves first witnessed the eggs hatch and strange gray-blue creatures come forth.  The elves called these creature Unosis, as they seemingly came from the universe itself.
The elves saw this as a omen and now celebrate Star fall every Vythorn the eighteenth along with the Unosis or Star folk that live with them to this very day.
The Unosis are a unique race having come from the sky; they have translucent gray-blue flesh, and round oval shape eyes of black.  The Unosis usually stand about five foot ten, and lower.   Women tend to stand about five foot two inches and have a purplish hue to their skin.  Like the elves they have gained an affinity for nature, and an affinity to the stars and sky above.  They make good rangers and fighters, as well as clerics, and magic users.  
The Unosis Racial Abilities.
Medium size.
Base speed is 30 feet.
'¢Immunity to sleep spells and similar magical effects.  
'¢Low-light Vision: Unosis  can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Automatic Languages: king tongue and Elven.
+2 racial bonus in the evening to their entire dexterity
+4 Racial bonus to move silently, hide, bluff.
Extra Talent : Echo Strain , gives a +2 bonus to listen checks
Star gaze: (SQ) this ability act as if a person is charmed, the affected must make a will save or be charmed for 1d4 round against this power.  This ability can be done once per day
Star Aura: (SQ) this special ability give a +4 enchantment bonus against enchantment like spells.
Mind Speech: (SQ) this special ability allow for a Unosis to communicate with up to 1d4 people at one time, she can do this once per day.


QuoteGreen Runners
Green Runners resemble short elf like beings that are often found about the plains of Copperbound, Equas and the Frontier.  These mischievous creature are often on the look out for adventure in the wrong place or the wrong time.  Green Runners often travel in bands and are adept at telling stories and tales.  It is not unknown for a to dabble in magic or sorcery, and they are well known minstrels and bards.  It is rare that they take to the fighter class, or clerical orders of the gods.  
Favored classes: Sorcerer, Mage, Bard, Minstrel
   
Green runner
Racial Bonus
-2 to strength
+2 to Dexterity
+1 To charisma
Feat: talent fast talk
Can't be flanked (su) the green runner can feel the presence of another thus is ready and aware.
Spell Readiness (Su) the green runner when cast upon by spell has a innate spell resistance of +4

Nomadic

That was a beautiful read, there is alot of detail in this that is truly fascinating. Keep up the wonderful work.

Spirit Hawkfellow

City States
QuoteKeldahar is known fo r as the crossroad of the north.  The town was created by the adventure Keldar the warblade.  The adventurer constantly traveled into the wastes known as the Blood Desert in search of riches and glory.  In his older days the town he created became the home to adventures and warriors seeking the glories of the ancient kingdoms, laid waste during the Daemon war upon those kingdom
Present Day Keldahar is a bustling trading town; merchants ply their wares with various other cities in the mountain hold.  
   Places of interest
'¢   Temples of Sol Diadem, Auter Worldwalker.
'¢   Bladefest Rest home-Tavern
'¢   LongBeard Alefast- inn keeper- (Greldor Stoneblood-8th level  fighter)
'¢   Jargen Hold-small abandoned manor.  The locals believe this manor, is possessed by the spirit of Jargen the fallen paladin.  The folk stay clear of the manor, saying that it is cursed
Game Hook- People are disappearing from t he town.  The town council member have set up a bounty of 1000 gold piece to find out the source of disappearance.


'¢   Population '" 500 Human, Elves, Dwarves, Halflings

'¢   Government-Merchant council

'¢   Defense-Militia

'¢   Commerce-Trading, Adventures



QuoteAyron Plateau, rest high above the Keldahar, and was once the mountain airy of the arch wizard Ayron a traveling companion of Keldahar.  The Wizards tower became home to a town that grew up amongst

Places of interest
'¢   Temples of Gylen, Memshal .
'¢   Syndriel vista rooming-Tavern
'¢   The Keg and brew- inn keeper- (Salidor Jin -3th rouge fighter)
'¢   Ayron Tower-Fallen in Disrepair the tower is the home to the wizard Ayron.  The folk of the plateau know that there is still a resident, yet many still wonder why the wizard allows his home to crumble.  
'¢   Vrylin Hall-this hall is named after the first city mayor, and the merchant council comes together once per week in order, to govern the business of the town.
Game Hook-strange lights have been appearing in the Ayron tower.    The wizard Ayron has not been seen in many days, and the council wishes a group to find out

Ayrons Plateau
'¢   Population '" 600, human, Elves, Dwarves

'¢   Government-Merchant council

'¢   Defense-Militia

'¢   Commerce-Trading, Adventures

QuoteAlakahazan-the Cuerlain citadel
'¢   Population- Metropolis 20,0000  All races
'¢   Government-Matriachy  Lashanda the Cuerlian queen( 20th level Warlord Air Gensai)
'¢   Defence- Large Standing armie along with, hired adventuring Mercenries.
'¢   Commerce- Trading, service, expedition import s and export.
Places of interest.
   
'¢   Azure Strait- this great sprawling strait of water separates the continents of Ifretus and eastern Aerbor.  This body of water is often used, for shipping of good all about chalice.  The Curelian citdel is situated upon it banks and has a thriving port.
'¢   Temple of the Blue Rose- This temple is dedicated to the goddess Memshal, within it door the temple houses her greatest artifact the, Blue Rose of Memshal.  Rumor has it that the artifact is said to have great healing properties.
'¢   Palace of the Cerulean Sky-  This enormous palace is forged out of Blue reflecting crystal taken from the Elemental Maw (Elemental Chaos) Fashioned and hewed into a might tower, inside resides the Queen Lashasda and her court.  
'¢   Inn of the good hand.  This taven is famous for it locations, located near the main gate, in the air-ward.  It a haven for most traveler entering the city.  The Goodhand is service by a Alida Goodhand, a former Adventurer who is semi retired.  The Goodhand is also a good place for the various rumors and gossip that travels the city.
'¢   The four Wards of Elemental Balance.  The Cerulean citadel is separated into four wards.  Air,Fire, Earth, water.
'¢   Seaside piers- this is busiest place in the entire city, due to citadel immense exporting and importing of good coming to and fro on the Azure straight.  The Seaside piers are run by various River Tooks gangs that keep a tight control on the flow of cash, goods, and bribes around the dock areas.  Official in high place believe it is a necessary evil, even thought Tooks are the powers that be about Seaside, they are vastly loyal.  Those in power rarely look upon the Took except when to many bodies begin to start showing up,  If need be the Blades of Blue-steel are ever on the watch looking to stop Things from getting out of hand.
'¢   The house of Steel, Notes, and Law-This large Building holds, three important piece that help the citadel continue to run smoothly.  The Structure is massive and holds the Offices for the Blue steel militia, As well as the Office for the bartering, trading, and loans of Notes that most of chalice use as Trade for large sums of monies, and finally the Legit can be found there with various Legit Inquisitors and judges that broker and settle legal matters in the name of the queen.   Just visiting the structure take days, that vast is the building.  It is said they even sell coffee from the far off Islands of the Buccaneers Archipelago to workers and visitor.
'¢   Note the Merchant s Pelgo's Barristers, having discovered coffee and chocolate In the islands have set up a Barrister store in most of chalice.  A cup of Coffee cost 1 silver piece, and adds refresh one healing surge, once per day.

Brief History- Alakahazan appeared during the last destruction of Hysoril and Temporal Trigger.  The palace of the Cerulean Sky having existed in the Elemental Maw, was ripped from it bearings in the swirling chaos by the powerful forces that the artifact created, and a gate was opened to an area upon Ifretus, near a large stretch of water that would late be known as the Azure Strait.  

The Palace was the domain of a power Air Genie and his disciples, which now had been transplanted to a new home.  Through the years word traveled that a magnificent tower of blue crystal that shimmered like the very sky could be found, and Adventures sought out it fame.  

Thus those who sought out the legendary city found that a most gracious host, who allowed many to settle about, the Palace.  From that moment the city began to grow, and has become a powerful city state in common times.  They say Lashanda is a descend of that air Genie lord.
Rumors and Gossip-

'Look I Tell yah I heard them say that, they were speaking in some type of Slithering language.  It was kings Tongue for sure, but it was as if they were serpents our something.  Grel They said they were going to steal the Blue Rose, can ya believe that.  They must have been some type of foo'¦'
   
Talon HardLuck before the blade of a Yuanti Cultist of Kali-Ka took him in the Back.
Epoch of Discovery , Anem, 1466.
Classes
QuoteSwashbuckler
CLASS TRAITS
Role: striker.  
Power Source: martial.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged,
Bonus to Defense: +2 reflex
Hit Points at 1st Level: 12+ Con Modifier.   First level
Hit Points per Level Gained: 6
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Athletics, Intimidation.
 From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: (Cha), Heal, (Str) Endurance (Str) Athletics (st) Dungeoneer
Class Features: Weapon Expertise, Weapon Finess  Bonus feats.
Class  Power- Grace: when wearing light or no armor, and carrying a light load you gain a +1 bonus +1 to reflex saves.

At will- Insightful strike- when wearing light or no armor and carrying a light load you again a +1 bonus on damage roll with a light or finessable weapon.  

At Will pick 2   Encounter 1/3/7   Daily 1/5/9/   Utility 2/6/10/16/22

Riposte Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.

At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
damage.
Increase damage to 2[W] + Dexterity modifier and riposte to
2[W] + Strength modifier at 21st level.   Passing Attack 1
You strike at one foe and allow momentum to carry you forward
into a second strike against a second foe.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift
1 square. Make a secondary attack.
Secondary Target: One creature other than the primary
target
Secondary Attack: Strength + 2 vs. AC
Hit: 1[W] + Strength modifier damage.   Trick Strike Rogue Attack 1
Through a series of feints and lures, you maneuver your foe right
where you want him.

Daily ¦ Martial,Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you slide the
target 1 square.
Effect: Until the end of the encounter,   Fleeting Ghost Rogue Utility 2
You are stealthy and fleet of foot at the same time.

At-Will ¦ Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You can move your speed and make a Stealth check.
You do not take the normal penalty from movement on
this check.
Riposte strike Attack 1
With a calculated strike,ste Strike Rogue Attack 1
With a calculated strike, you leave your foe vulnerable to an
adroit riposte should he dare attack you.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
damage.
Increase damage to 2[W] + Dexterity modifier   Positioning Strike Rogue Attack 1
A false stumble and a shove place the enemy exactly where you
want him.
Encounter ¦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, and you slide the
target 1 square.
Artful Dodger: You slide the target a number   Comeback Strike Fighter Attack 1
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ¦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.   Comeback Strike Fighter Attack 1
A timely strike against a hated foe invigorates you, giving you the
strength and resolve to fight on.
Daily ¦ Healing, Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you can spend a
healing surge.

Piercing Strike Strike Rogue Attack 1
A needle-sharp point slips past armor and into tender flesh.
At-Will ¦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.   Torturous Strike Rogue Attack 1
If you twist the blade in the wound just so, you can make your
enemy howl in pain.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Brutal Scoundrel: You gain a bonus to the damage roll
equal to your Strength modifier   Imperiling Strike Rogue Attack 7
You deal a staggering blow, opening a hole in your enemy's
defenses.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 1[W] + Dexterity modifier damage, and the target takes
a '"1 penalty to AC and Reflex defense until the end of
your next turn.
Brutal Scoundrel: The penalty to AC and Reflex defense is
equal to your Strength modifier   Mob Mentality Rogue Utility 6
When it comes to lying, cajoling, or persuading others, your allies
follow your lead.
Encounter ¦ Martial
Standard Action Close burst 10
Prerequisite: You must be trained in Intimidate.
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to Charismabased
skill and ability checks until the end of your next
turn.
Nimble Climb Rogue Utility
Reaping Strike Fighter Attack 1
You punctuate your scything attacks with wicked jabs and small
cutting blows that slip through your enemy's defenses.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: Half Strength modifier damage. If you're wielding
a two-handed weapon, you deal damage   Trickster's Blade Rogue Attack 3
You land an expert blow and follow up with a clever series of
feints that bewilder your enemies.
Encounter ¦ Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade,
or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma   

Crimson Edge Rogue Attack 9
You deal your enemy a vicious wound that continues to bleed,
and like a shark, you circle in for the kill.
Daily ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity modifier damage, and the target takes
ongoing damage equal to 5 + your Strength modifier and
grants combat advantage to you (save ends both).
Miss: Half damage, and no ongoing damage.   Shadow Stride Rogue Utility 10
You silently step from shadow to shadow, slipping past your foes
unseen and unheard.
At-Will ¦ Martial
Move Action Personal
Prerequisite: You must be trained in Stealth.
Effect: You must be hiding to use this power. You can move
your speed. At the end of that movement, if you have
cover, you can make a Stealth check with no penalty for
moving. If you make the Stealth
Sure Strike Fighter Attack 1
You trade power for precision.
At-Will ¦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.   Topple Over Attack 3
Balance and momentum are your allies as you lunge forward,
strike deftly, and knock your opponent to the ground.
Encounter ¦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Brutal Scoundrel: You gain a bonus to the attack roll equal
to your Strength modifier.
Hit: 1[W] + Dexterity modifier damage, and the target is
knocked prone.   Thicket of Blades Fighter Attack 9
You sting and hinder nearby foes with a savage flurry of strikes
aimed at their legs.
Daily ¦ Martial, Reliable, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target is
slowed (save ends).

QuoteDruid
CLASS TRAITS
Role: controller.  
Power Source: Nature.
Key Abilities: Wisdom, Constitution, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10+ Con Modifier.  
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: +5 Knowledge,nature.
 From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: (Cha), Heal, (Str) Endurance (Str) Athletics (st) Dungeoner
Class Features:
At Will pick 2   Encounter 1/3/7   Daily1/5/9/    Utility 2/6/10/16/22
Resistance    Entangle (1)   Restoration (1)   Posion (2)
Pass with out       Protection from energy    Owl wisdom (2)
Speak with animal    Summon nature Ally  (1)   Call lightening (5)   Bull Strength (2)
Gust of wind    Spider Climb (3)   Ice Storm (5)   Bull Strength (6) Mass
Flame blade    Flame strike  (3)   Meld Storm (9)   Bear Endurance  (2)
Endure elements   Air walk  (3)   Water breathing (1)    Freedom of movement (6)
Flaming Sphere   Stone skin (3)   Ritual staff * (9)   Reincarnate  (22)
   Rusting Grasp (7)   Move earth (5)   
   Ice Storm (3)   Windwalk  (9)   Nature Sense (2)
   Soften Earth and Stone (1)*   Fire Storm (9)   Wind Wall (2)
      Wall of fire (9)    


The Gods

[blockquotes]
Sarris
God of Necromancy and Lies
The clergy of Sarris work hard in spreading the flashoods of their god, as well as sowing strife among other with their lies.  Sarris is a god of manipulation and like their god, the clergy are master of desception.  
Being the God of necromancy Sarris is the father of dark rites that wold birth new undeadn monstrosities and minions.  Wizards that seek dark power pray to Sarris to unlock the secrets of Necromancy/

Favored Weapon- blade of Dark rites Level 30 dagger +6

Did you know? Sarris is the enemy of both Elzahoon and Charion.

Creed-
'¢    Blind the weak with lies; Strengthen your power with the cloak on untruth and lies.
'¢   Seek out the depths of dark power, conjure or create minions of death from your dark rites
'¢   Bury the truth underneath the shroud of lies and darken the hearts of men.

Etna
Mistress of Creativity and Strategy Inspiration.
Etna Is the goddess of Strategy and Creativity, she governs the inspirations of artesians and battlefield warriors.    Bards, minstrels and adventures seek her fortunes when they seek new way to improve on old techniques.

Favored Weapon-Philo's Burden 30 level +6 war hammer of smiting

Holy Symbol- A feathered pen with two wings on the side.

Creed-
'¢   Teach the weak minded the that power grows from creativity
'¢   Enlighten those who distrust creativity, and awaken in them their inner inspiration
'¢   Strategize and anticipate the battle, but use inspiration and creativity to win the day

Gangrious
God of disease and Decay .
Gangrious delights in the spread of disease and sickness.  The god take great pleasure in the suffering of mortals with suffering he causes.  Clerics and followers of the god of sickness and decay spread their lords mission though out the land, unleashing plagues both in secrete and in the open.  

 Gangrious crafts many of the worlds blights, and take joys in the suffering of mortals.  The lord of Decay is responsible for the creation of living plagues, horrifying pestilences, and larger amounts of decay.  

Holy symbol- three Crumbling Pillars, encircled by a field of green fire

Favored Weapon- 'Suffering Soul' 30 level  

Creed-
'¢   Through sickness the path to strength is suffering
'¢   Let decay strip the hopeful of health, weaken their resolve with disease
'¢   Spread sickness and pestilence through the land sifting through the weak [/blockqoute]


Monsters
[blockquote}Powrie                                                                                                  Level 4 /Skirmisher                                                                  
Fey  

Intiative-+2

Aura name
Ac - 20           Fort- 24                                Ref- 23                      Will-20
Speed-6
Hp- 44
Power '" Stunning Strike  ( Encounter)  Once per encounter the Powrie can attack with a powerful blow with it weapon which stuns it opponents 1d10+4  
Power -  Flesh Peel.  (Encounter) Once per turn the Powrie get a free grapple attempt at a opponent that is blood.  The powrie leeps upon his prey and rips the flesh from his bones.  1d6+3.  This ability endows the powrie with a temporary +3 to his hp.
Alignment-Chaotic evil
Languages-fey, Goblin  
Skills-Athletics, Intimidate  
Str-+4             Dex -+3                      Wis-0            Con-+3           Int-+2          Cha- -1
Equipment-+2 Flesh Armor, +1 Bastard sword, or war ax. Powrie Bloody Cap +1


Magical item- Slot/ Head
Powrie Bloody Cap +1
Power- Per Encounter a Powrie Bloody Cap enables a wear a Ac bonus.  As well the magic of the cap allows the wear a free Surge


The Powrie are twisted remenant of a fey race that once existed, in Fey wild.  The Rakasta princes of Chalice capture the fey folk and through there twisted magic changed the creature forever.

A Powrie resembles a small aged man standing at the height of five four, about the same height as a dwarf.  They have long thick bears and even longer Mustaches.   The powries are renowned for their bloody caps which they dip into the blood of their victims.

Powrie                                                                                                  Level 8 /soldier                                                                
Intiative-+2

Aura name
Ac - 27          Fort- 24                                Ref- 23                      Will-20
Speed-6
Att-+5          Def-+5

Hp- 44
Power '" Stunning Strike  ( Encounter)  Once per encounter the Powrie can attack with a powerful blow with it weapon which stuns it opponents 1d10+4  
Power -  Flesh Peel.  (Encounter) Once per turn the Powrie get a free grapple attempt at a opponent that is blood.  The powrie leeps upon his prey and rips the flesh from his bones.  1d6+3.  This ability endows the powrie with a temporary +3 to his hp.

Power-Crippling strike- (At Will).  The Powrie powerful attacks shatter bones, slowing a hero dexterity +2 to his reflex. Att vs Reflex.

Languages-fey, Goblin  
Skills-Athletics, Intimidate  
Str-+4             Dex -+3                      Wis-0            Con-+3           Int-+2          Cha- -1
Equipment-+2 Flesh Armor, +1 Bastard sword, or war ax. Powrie Bloody Cap +1


Magical item- Slot/ Head
Powrie Bloody Cap +2
Power- Per Encounter a Powrie Bloody Cap enables a wear a Ac bonus.  As well the magic of the cap allows the wear a free Surge [/blockquote]

QuoteHellStone giant                                                                                    Level 10/ controller                                                                
Giant  

Intiative-

Aura name- magma cloak) all within a 20 foot radius of the Hell Stone Giant erupt in a blaze of eldritch heat. Player must make a reflex save to take half damage from the heat. Heat damage- 3d6
Ac '"24 Fort-   22                           Ref-  22                  Will- 22
Speed-


Hp- 392 Bloodied-196        
Power '"  (Ec) (Burning touch) within the grasp of a hell stone giant, a player take 2d6 point of damage
Power-  (AW) (Bursting weapons) any weapon in the hands of a Hell Stone Giant is endowed the bursting ability
Alignment-Chaotic evil
Languages- Giant
Skills-
Str-24             Dex -22                      Wis-11            Con-22           Int-10          Cha- -9
Equipment


Magical item-
 
Description-the smoldering humanoid that stalks towards you brandishing fiery death in its steeled hand knows no equal. The hell stone giant towers over foes who gaze upon it. The creature stature rises over fourteen feet high and resembles a man with crackling gray flesh seemingly ready to bust apart with fissures of lava/ eye the color if molten rock erupt in a volcanic like display of rage, as it shimming cloak of heat shudders about it form ready to incinerate any foe near it.

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

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

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



Lore
[blockquotes]flash steel weapons: the dawn elves crafted these ornate beautifu; blaes out opv the very rays of the sunlight and entrapping them in the densenesss of sliveral, to create tough blades as stong as human steel, yet burst into brilliant energy, when unsheathed from its sheath.

All Flash steel blades are guarded with the utmost secerecy, for the elves see the creation of these blades as a sacred act,and honor weapon.  should the blade be stolen or lost, the elves of the family the balde belongs to will seek to procure the storied weapon.  The person that might have stolen a blade should be pitied for th elves see such a theft as a smack against their honor.

Flash steel long sword:
Properties.
Always considered masterwork
A flash Steel weapon,once per encounter the blade can become a
brilliant Weapon.

Shield of Screams-This +2 medium shield, is emblazoned with the face of a withered elven woman etched into it.  Once per encounter, the wizened visage will wail, blasting opponents with is keening ability.

Keen-any opponent within a 20 foot radius of the shield must make a will save, or be affected, by the keeninig wail of the shield.  Those who fail take 2d8 point of damage, those who succeed take half damage from it.  

Wolf Cloak- A wolf cloak endows the weares with many traits of a wolf.

Gauntlets of Pugelistic fury-

These +1 gloves, allows the wears the feat of unarmed combat, taking no attack of opportunity while using his open hands.  The gauntlets allow the striker to do 1d6 points of damage each strike.  On a critical of 18-20 the gloves glow with a bright yellow aura, striking the opponent and dealing x2 damage.

Special Abiltiy- The gauntlets of pugilistic fury allow the ability of knock out upon the wear.  On a critical the oppoenent if knocked prone and must make a fortitude check or be knocked out for 1d4 rounds.  When the oppoenent awaken he is considered prone and takes all penalties he would normal get.



Spells-
Flame Tongue-  The caster expels a gout of flame from his mouth in a cone
Range- sixty feet
Damage-Minor 1d6-medium-2d6 major-3d6
Reflex sv- half damage
Duration-one action.

Mistress Breath-
Many have wanted to t explore the deep od the ocean, either to find riches of the deep or able to repair a ship that is dry dock.  This spell allows the caster or the one casted on to breath in the world  as if it was air.  This spell can be cast on multiple people, up to three.[/blockquote]
       

Spirit Hawkfellow

Lore

 More of the Murians
QuoteThe Power of the Sea Kings of high Muria stretchs throughout the Oceanus, deep underneath the waves.  They are the masters of this underworld domain, and those under the waters of Chalice pay homage to the Sea Kings.  

Terrors of the sea- Greatest of the Murain army are their control of the Sahuagin and merrow warriors that live beneath the waves.  Early as they gained mastery of their no home, they brought low many of the denzins of the sea with their mighty magic.  The sahugain were the first to fall, yet the Murians in their twisted way admire the brute strength of the creature of the deep.  Instead of wiping them completely from memory, they enslaved the merfolk, and with their powers of control began to turn them into a army that would guard their homes.
   
   The Sahuagin are slaves and after more than a hundred years of selective breeding and brainwashing, they are the Murians main source of military might.  The Sea Kings use their minions to harry the many shipping lanes above world, and it is through many of the captive treasures, that the Murians are able to know about the world above.

   The Sea Kings are not content since their banishment from the world, and the lost of their home High Muria.  They are slowly seeding agents into the world again looking for a opportunity to strike once more. They see themselves as the rightful masters of the world that needs to put strength, but only by their magic and knowledge.  
      
The Sea King slowly waits plotting to destroy those who live upon the surface.

High Murian society, was once a tranquil and peaceful one, learning the lessons of the Phoenix war, they often used their considerable powers for the use of knowledge and learning.  It wasn't until the coming of the Promethium titian that this would all change.  

Once tranquil the human race became enslaved by the twisted works of the planar beings.  No longer content in the pursuits of knowledge, they began to work with dark magic.  The Sea Kings are masters of the Necromancy and aberrant magic.  They do not shun the practices of the black arts but feed off of it.  
Every citizen, see the world in a a dark cloud, that reveres death and perversion.  Blood sacrifice, slavery, and death, are the diet of the Sea kings.  

Military-The sahuagin and merrow warriors, along with krags, (Sea Trolls) Brine Whelps (Sea Goblins) hunt the water ways from their masters. Due to the high breeding process of the Sahugin the Sea-king can muster a force of over a hundred thousand of these creatures.   They control vast amounts of creatures, such as leviathans, dire crabs, and other deep sea denizens.  

Even though the sahugin are the brute strength, it is the Sea Kings that are the generals of the army.  They are arrayed with vast magical resources and powers. Plus their innate ability to control sea-folk make the Murians a frightening foe.  In hand to hand combat the Murian are most feared from the shocking lances, and Vibrating long swords, that have been knowing to cut through armor as if it was nothing.





Spirit Hawkfellow

Dungeons of Grand Realm
   
QuoteStormmorn-This is ruined site is located in the deep forests of Bregan Bol, the Oculains of the isle leave this ruined castle be for the echoes of past evil float freely about the place.  This was once the legendary home of the Stormlords, and it was from this castle that they ruled the north with an iron fist.  At their end half of the castle was sucked in along with the soul of the lords into the casket of Storms.
Stormhenge- is the city where the Stormmorn is located; the place is dilapted and ruined form the powerful magic that was unleashed the day that the Stormlords fell.  The inhabitants tried to escape where lashed with magic, and their spirits are still bound to the city.  Rumors have spread that diabolical creatures have claimed the ruins as their own.

QuoteUndercity- beneath Lyoness is the remains of the old city in which the new lyoness if built upon.  Many adventures seek the fortunes of this ancient ruin, many do not return.  Spirits of the citizens and creature hunt the many caverns beneath the city.

QuoteDurrowdelf- underneath the mountains laid an old dwarf kingdom that fell to the power of Cuthlians and Daemon centuries before.  They laid waste to much the kingdom snuff out each dwarf life they came upon.  It would be here that the Cuthulian master would later launch their Aberration war.  
Durrowdelf itself became a center for various races vying to take control of the Umbral Delve; here the returned Drow with their psionic power battled Medusa who had laid claim to the ruin.  
In the 1442 the Dwarf Clan of Golden Beards, sought to reclaim their ancestral home.  Along with the Seven Soldiers of Steel they were able to come to a meeting of minds with all factions.
Only as small percentage of Durrowdelf has been reclaimed.  Within the city still lay lesser Daemons that came with the Daemon lord.  Within the structure, wraiths move about seeking living souls who would steal the legacy of the dwarves.  Skeletons raised by necromantic power still hunt the hall looking for eternal piece.  The Cuthulain that survived the Aberration war, have their city nearby and pray upon adventurers full hardy enough to deep into the vaults.

QuoteElzahoon Airy- This temple was the blessed haven of the god Elzahoon and was well known for its tomes of hidden knowledge in which the monks worked hard to find and secure lore about the grand realm.  The temple fell to the onslaught of clerics of Sarris in the age of shadow.  Eventually the clerics were expelled, but the damage they did to the temple was everlasting.  Many adventurers have sought to find many secretes within only to find death at the hands of Ghouls and undead that are ruled by a power Necromantic lord.  Rumors say that the lord is a vampire or some lich, who adds minions from the ranks of warriors that reside within.

QuoteMelenost-was the capital of the Abyssal elves that was razed down to the ground, during the Dawn Wars with the Dawn Elves.   The city was laid waste, in the ensuing battle, leaving nothing left of the populace.  The ancient elven city is located where the city of Thorn know resides deep within the mountain range.  Most of the inhabitants are not aware that the evil that lurks below them.  Melenost is key to the abyssal elves return to the south of Chalice, and have been working to open the various gates that are still connected deep within the city.

QuoteGreymalkin- The devastated city absorbed into the very heart of the plain of the Burning Maw, was returned to the Grand Realm by the Seven Soldiers of Steel. Yet the city could not be cleansed of the evil that pervades it.  Lesser Daemon hunt its streets, as well as the un-rested spirits of the fallen citizens that hunt the streets.

Several months later, the Incantus Sorcereum Appeared at the behest of Erien Lionblade king of Varanagurd.  The mages incanted a spell which bound the devil creatures to the ruined city. Now the city is cursed the people stay away from it, and stories of it evil spread throughout the land.  They say the Necromancer still resides within its evil grounds.  Adventures looking to find it lost riches brave the creature within, but few live to tell the tale of their adventures.

Spirit Hawkfellow

Lyoness


Then rose the Shadow and moved his host by night
And ever pushed Salamaster, league by league,
Back to the sunset bound of Lyoness dragons on wing--
Upon a land of old upheaven from the abyss
By fire claw and scale to sink into the abyss again;
Where fragments of forgotten peoples dwelt the hero of  people fire awoke ,
And the long mountains ended in a coast with the.
Of ever-shifting sand, and far away
The phantom circle of a moaning sea.

Kingdom of the Pearl.

Lyoness
Govenement-Monarchy (queen Ambriael Lyonet, regent/regent Nycronis Naelis)
Population-Lyoness city (15,000) Tintangel (5,000) Towns-Sword Mantle (800) Starhold (500) Burnshander (600).  Human 60%, Elves 10% Dwarves 10% other races 20%

Background-
The island of Lyoness can be found in the middle of the Shattered Sea.  The island is known as a port of interest for many nations, and is home to at least five port towns.  Merchants from the four corners of the Grand Realm can find a berth amongst the island many docks and the common merchant, adventurer, or traveler can see the flourishing of many races amongst the town folk the mingling and selling goods and wares.

Lyoness has made a name for itself amongst the many nation of Chalice in being neutral in most conflicts that arise among the many nations.  It is upon Lyoness that the League of thrones has made their home.  The leauge of thrones boasts delegates from each nation of the Grand Realm being formed after the Lion and Sand wars between Varanguard and Coradan.  Since those wars Lyoness has risen in stature as and
arbitrator of disputes.

History-
Lyoness was once a proud city nation of Hysoril.  It was home to many of wizardly power until the phoenix war changed and ravaged the kingdom of the scepters.  Lyoness would survive the continental shift brought about by the Temporal Trigger, and Kar'magus's falling cities.

The fall of Lyoness came at the hand of the powerful wizard known as Salamaster the shadow king.  Salamaster was once the court mage of King Kaladar Lyonet.  The wizard harbored a secret love and passion of the king daughter Ambriael who in turned loved the second court wizard Nycronis Naelis.  The two mages were rivals and often battled for the heart of Ambriael.  To win her heart Salamaster turned to the mastery of shadow magic and necromancy.  With this newfound power he made a pact with several dragons promising the wealth of the kingdom in order to capture Ambriael.

A reign of terror fell upon Lyoness, and her king.  In battle Kaladar fell to the fell to the rending talons of the great wyrm known as Elezerkandon the red.  Ambriael seeing the death of her father fell into a swoon never to awaken.  Threw the entire conflagration Nycronis stood as a bastion of hope for his people.  The mage battled Salamaster in the Craft.  Scholars to this day mark this battle as the rattle of Lyoness.  The resulting spell battle sank the small nation and the end of Nycronis was never revealed.

In truth Salamaster weaved a spell of shadow stuff about the city encasing it in a shield preserving the city.  In the end Nycronis shattered Salamaster corporal form scattering the shadow mage throughout the world.

Tested and battle worn Nycronis sank into the seas of Oceanus never to be seen again.

History and legend differ on what really transpired, but most people believed the island sank into the sea, and the result created the drift that exists to this day.

Present day-
Lyoness has returned to the world with the aid of Adventures breaking the curse of shadow that held sway over the island.  Free once again Ambriael and
Nycronis restored the Lyonet line and have guarded the isle ever since it rising.

Places of Interest-
The shadow drift- three hundred nautical miles south west of Lyoness lies the shadow drift.  Inside this path of shadow and clouds lays stuff of man's terror.  

The Spire of the eternal flame- this is the meeting place of the league of Thrones.


Spellhenge-This circle of large hewn rock crafter by unkown hands is dedicated to Phoria the goddess of magic

Seven Armed Reef-This reef is located on the southern tip of the island.  Upon the cliff faces once rested the temple of Phoria, which was destroyed during the coming Salamaster and his shadow army.  The Temple was ringed about by seven giant statues shaped out Dwarven marble.  In Present times, stories persist that the site is haunted, and that upon the night of the full moon the giant statues rise from their depth hoisting the spirits of the clergy long dead.  In actuality the spirit of the head priestess still resides underneath the waves.

Spirit Hawkfellow

Game Note- The Imortalic Games-  After the age of Shadows and the rise of the present day kingdoms and City States. The League of Thrones instituted the present era  kingdom games, which would take place every seven years.  These games are honored by all, and most races and participate.   The Imortalic games are named after the Imortalis Gods of Chalice, who in the days of old looked on favorably on sports honor and the chance of victory.

The Last Imortalic games where marred in terror, when several Elves where killed by Zealots of the Iron Gauntlet.  It was this act that made the private army a criminal organization through out he lands  of chalice.

Alakahazan-the Cuerlain citadel
Population- Metropolis 20,0000  All races
Government-Matriachry   Lashanda the Cuerlian queen.  ( 20th level Warlord Air Gensai)
Defence- Large Standing armie along with, hired adventuring Mercenries.
Commerce-Trade, services, and travel shipping .

   
Places of interest.
   
   
Azure Strait- this great sprawling strait of water separates the continents of Ifretus and eastern Aerbor.  This body of water is often used, for shipping of good all about chalice.  The Curelian citdel is situated upon it banks and has a thriving port.
   
Temple of the Blue Rose-  This temple is dedicated to the goddess Memshal, within it door the temple houses her greatest artifact the, Blue Rose of Memshal.  Rumor has it that the artifact is said to have great healing properties.
   
Palace of the Curelian Sky-  This enormous palace is forged out of Blue reflecting crystal taken from the Elemental Maw (Elemental Chaos) Fashioned and hewed into a might tower, inside resides the Queen Lashasda and her court.  
   
Inn of the good hand.  This taven is famous for it locations, located near the main gate, in the air-ward.  It a haven for most traveler entering the city.  The Goodhand is service by a Alida Goodhand, a former Adventurer who is semi retired.  The goodhand is also a good place for the various rumors and gossip.
    
The four Wards of Elemental Balance.  The Cuerlian citadel is separated into four wards.  Air,Fire, Earth, water.

Seaside piers- this is busiest place in all the city, due to citadel immense exporting and importing of good coming to and fro on the Azure straight.  The Seaside piers are run by various River Tooks gangs that keep a tight control on the flow of cash, goods, and bribes around the dock areas.  Official in high place believe it is a necessary evil, even thought Tooks are the powers that be about Seaside, they are vastly loyal.  Those in power rarely look upon the Took except when to many bodies begin to start showing up,  If need be the Blades of Bluesteel are ever on the watch looking to stop Things from getting out of hand.
   
The house of Steel, Notes, and Law-This large Building holds, three important piece that help the citadel continue to run smoothly.  The Structure is massive and holds the Offices for the Blue steel militia, As well as the office for the bartering, trading, and loans of Notes that most of chalice use as Trade for large sums of monies, and finally the Legit can be found there with various Legit Inquisitors and judges that broker and settle legal matters in the name of the queen.   Just visiting the structure take days, that vast is the building.  It is said they even sell coffee fromt eh far off Islands of the buccaneers archpelgo to workers and visitor.
Note the Merchant Archpelegos brewser, having discover coffee and chocolate In the islands have set up a Barrister store in most of chalice.  A cup of Coffee cost 1 silver piece, and adds refresh one healing surge, once per day.

Brief History- Alakahazan appeared during the last destruction of Hysoril and Temporal Trigger.  The palace of the Cuerlian Sky having existed in the Elemental Maw, was ripped from it bearings in the swirling chaos by the powerful forces that the artifact created, and a gate was opened to an area upon Ifretus, near a large stretch of water that would late be known as the Azure Strait.  The Palace was the domain of a power Air Genie and his disciples, which now had been transplanted to a new home.  Threw the years word traveled that a magnificent tower of blue crystal that shimmered like the very sky could be found, and Adventures sought out it fame.  Thus those who sought out the legendary city found that a most gracious host, who allowed many to settle about, the Palace.  From that moment the city began to grow, it has become a powerful city state in common times.  They say Lashanda is a descend of that Air Genie lord.

Rumors and Gossip-
'Look I Tell yah I heard them say that, They were speaking in some type of Slithering language.  It was kings Tongue for sure, but it was as if they were serpents our something.  Grel They said they were going to steal the Blue Rose, can ya believe that.  They must have been some type of foo'¦'
   
Talon HardLuck before the blade of a yuanti Cutlist of Kali-Ma took him in the Back.
Epoch of Discovery Anem, 1466.

The free cities-  Are a collection of small town and cities that circle the bay known as Vobream Breath.

LongSpur
Population- town 700  All races
Government-Council
Defence- Militia, Merceneries
Commerce-Trade, services, and travel, shipping

Places of interest.
   
   
Vaults of Penaldin- The town is known for it massive underground vaults in which the dwarves crafted many years ago.  Long since left for empty the Vaults now serve, as a place to protect the citizens as well as storage for the town wealth and goods,  There are massive tunnels still unexplored by the citizens of LongSur.
   
Vobream Berth-The bay serves as the home for many of the free cities that encircle it.  It is not uncommon for various ships from each city to fish, and sail the large body of water. It is also not uncommon for the various towns to battle each other to see who capture the spoils of the large fishery, in which they sail and trade.  

The grove of silent repose-This grove is a blessed in the name of Tithtania, and watched over by the Druid Kalem Cros the green warden.  The grove is said to be enchanted with both spell of silence and sleep.  Rumor has it that those who wish to ease their minds and quiet their souls, come here to rest.
   
The Stables of Steam- it is said that the finest stock of Flame Steeds come from this stable.  So fine are the horses that they are entered in the Imortalic games every seven years, and have bested every other steeds that have ever gone against them.  The master of these stables is name Daerin Hevron, a 14 level Ranger.  Daerin prides himself on his horse, and has a running wager with the lord of Lyoness on who's flame steeds are better.  Darein as well as The druid Kalem Cros are member of the Council of five.

Brief History- LongSpur like many of the free cities were created from the refugees of the fallen cities of the north. heading south they settled upon Vobream Berth.    Where they have remained ever since.  

LongSpur is as old as Varanguard, and like most of the free cities they see Varanguard as blood relation than just as a kingdom.  Even though LongSpur does not give alliegence to Varnagurd the town see the kingdom as a good and powerful friend.\

Rumor and Gossip-
'Ah Daerin you do not see that the flame you cherish  will sorely be put out, when I cut out the heart of every last beast you own.  It is only a matter of time before you awaken with your most favored steeds head underneath your very covers.  A fitting punishment for what you have cost me.  And when you are no more then I will have avenged my father for the evils you have done.'

Leygrin Deepelder Orc Cheifteen of Growler Steelclaw Lord of the FangTooth walkers.
Epoch of Discovery  Anem 1446.

Spirit Hawkfellow

LORE

   
From the Journal log of Zembian Wintermist  Captain  of the Sea Sceptor
Epoch of the Discovery- 1441 Nimbral the 14
Zembian Winter mist

'The ship was making good headway against the tides of the sea.  The crew and I had been lucky to stave off the last tide before Vobream's kiss would blanket the ocean in both waves of fury and storm.   The sea goddess is a fickle mistress, on one moment she can love you, and the next she can turn the very storm of nature against you.

I was happy delivering our last bit of cargo off New Kelbin of the Buccaneer Archipelago , and in trade replenishing our stores of cocoa and the dark spices that  those strange atoll had to offer.  The goods we traded in would catch a fair price in  Iblin , and I know Hextor the spice merchant would bend over backward for me knowing that winter was on it way, and it was near suicide to sail the shattered sea during those times.  Regular storms were hard enough, but Spell Storms could sink a ship, or burn her down with rain of acid.  
I thank the Imortalis that my crew is steadfast and able, and with any luck barring any meeting with the sea devils we should reach Iblin in a month.
Epoch of the Discovery- 1440 Nimbral the 18
   
'Curse you storm goddess! It was to good to hope, and a bomb blew in from the south west, cutting east.  An early Spell Storm , of crackling lightening.  I had hoped to bat it out, Opening up the sails to get in some more wind that was pushing the storm our way.  I had faith in my ship the Scepter and my crew, but against a spell storm of living lightening, the ship could not fly fast enough.  My old spell master who trained me in craft once told me that storms were elementals bottled up by ancient curse, and roamed the sea ways in mean to repay men for their imprisonment.  Often I scoffed at what he would say.  But to day is different, the storm , it caught up to us and lashed out wit h it fury.  I lost my helmsman in a blue bolt of raining lightening.  Jelbold would be missed.  I took myself and a few other spellweaver to cast a good enough ward over the ship for protection.  The spell rain of lightening had done it damage though, and the ship was listing.  I feel if we don't put in soon , the ship might not make it to port.  Tomorrow I will send the divers to see  If the ship will hold .
Epoch of the Discovery- 1440 Nimbral the 23
   
'It s been a couple of days.  We have shore up the damage from the spell storms , but if we  don't find a place to hold up, Scepters not going home.  The gods in there grace have given us the chance.  The helms man has sight land.  I was curious at first, none of the charts show a island in this part of the Ocean and I had been sailing the sea for more than ten Summers.  The call of '˜land Ho' brought me from my thoughts, and looked onward with my spy glass.  
   
Through the jutting rocks could be seen a wall of fog , at first it seemed as if it blanketed the entire sea.  Then I say the first signs of the Parapets that stretched for miles about.  In my awe I wondered what me and my crew had fallen upon.  Tomorrow we make land fall.  I will get the Sceptor moored and begin fixing the damage and possible investiage this new find and see what treasure lurked within.
Epoch of the Discovery- 1440 Nimbral the 31
   
'I agree with many clerics the dead should stay dead.  I barely made it back to the ship.  Most the the raiding party is dead.  I can barely write now hands shaking from the terrible sounds of my mens screams as the undead rose about them to rend them with tooth claw and sword.   They fought bravely the lads , with spell, blade and musket , but we were overwhelmed by fiends seeking to drain our very souls.  Their master was some unholy creature, garbed in plate-armor that seemed to simmer with  heat, blackened and burned as if some god had dipped him in lava.  What was worse was the stench that came of the stretched skin of his facem and the twin nimbuses  of growing eyes , that sort our doom.  Wreath ed about the creature head was a burning crown of fire that  showed him to be some lord of the lower hells.  My men cowered in fear, as his steed a raging nightmare of smoke and ash , that burned everything around it , even the horde of minions , that rose from their graved in multitude.  In order to save what men I could, I unleashed all my spells , and battle skills to keep the horde away.  It was as if the very island had come alive , with undeath, thousands had awoken from their slumber to swallow us hole.  Those lads that fell became one with the undead host, and began to tear at their fellows.  When we saw this we knew there was only one course, to run like the very ghosts where at our heels.
   Epoch of the Discovery- 1441 Nimbral the 5

"Whatever devilry resided her e must stay here.  I was able to get the Scepter up and running, and leave the Devil Island in our wake.
This  horror would not leave my mind, the glade we had entered had been  there for a reason, if not for one of  the crew touching  the ring of huge stones we found outside the huge castle , I believe what ever was inside would still be there.  I fear in our haste for magic and plunder, we have awakened something that should have stayed sleeping.  Gods help us for my folly.  I must warn '¦ I hear screams. '¦ my men '¦No!...he has found us '¦Any who get this beware '¦Ashen isle '¦.the burning king '¦.
Ashen atoll and the Burning King.

 






 



Spirit Hawkfellow

Grand War- War of Thrones
Nations of War-
   
1460- Having attacked Floralanthus for over several years the lord of the iron gauntlet bring their greivenouses to the lords of nations.  It is here the truth of the Elven pact, is revealed.  The pact between the Dawn Elves and Daemon princess told to all, in the hopes that it would damage the relationship between many nations the support the elves.  The Iron gauntlet calls for their destruction.  The kingdoms of the west, led by Varanguard protest, while the kingdoms of the East led by Castillion Side with the Iron Gauntlet.   The lords of nations breakdown, and Castillion Kadan, and Escavaliion attack Floralnthus.
   
1460-Bishop Renior  The leader of the divine faiths of Castillion  is killed in route from the lord of nations to Castillion, and evidence of the attack is planted at the feet of the elves and Varanguard.  

1460 cyrgust- Vortigaan Sherev takes the mantle of bishop, and in six short months , Vortigann crushs all opposition.  In secerete, Vortigaan has the aid of a powerful Daemon Princes known as Asmodian aid him.  Unknown to many Vortigaan is the highest lord of the iron gauntlet.  

1461-The Sharev empire is born on the ashes of he elves former home.

1462- The Sharev empire, Kadan and Aided by Escavalion, the Kingdoms invade the forest home of the elves
The elves repel the attackers but know they can not hold out.  The kingdoms of he west, Come to the aid of Floralanthus, but are beaten back.  Castillion and the Iron Gauntlet burn near half of the forest down .  The elf kingdom of Chalice is destroyed.  A wave of Elves descend upon the world in number not seenh since the old days.
 
Instead of destroying the elves as expected, the elves expand to every part of the world.  
The kingdoms of the west, once again led by high king Erien Lionsblade marches to Floralnthus.  The armies of the west a dealt a crushing defeat.  And are forced back to Thorn

1463- Varaungaurd takes the  stronghold of Thorn.  Forever more Thorn become a free city state. The war goes badly  for the kingdoms of the west.  

1463-Copperbound is annexed by Kadan briefly, and Castillion, take the Free Cities of Vobreamns birth.  

1463-battle of Vobream birth.  Varanguards navy is destroyed by Castillion's might Fleet.  The Sharev empire sweeps upon Varanguard.

The Elf Kingdom of Elrond-Terion after years of seclusion through the crafting of magic, reappears to aid the Loin-Hold.  
   
1463-The rebellion of Gilistry occurs- many heroes fall, yet Kadan is beaten back, Talin Strongheart is crowned the golden king.  He and his companions the legendary heroes of Gilsitry launch a raid into Kadan, battling their enemies Falstaff and the Iron lord.  Kadan Retreats from the war.
   
1464-On the doorsteps of Varanguard, Sharev empire's  armies are stopped with the aid of Iblin to the south, and Lyoness who has desicided to aid the west and the elf cause.  The war stalemates for three months most of the fighting fall upon the frontieras The Sharev empire seeks to fight a battle of two fronts.  

1464-The Occulains of Bregan Bol enter the fray, Bregan-Bol adds Varanagurd and sends their mighty fleet of ships to aid the western kingdom.
1464 Brail- The war turns as Corodan enters the battle.  It make several deals with the kingdom of thewest to annex any territory it might win from Castillion.  The kingdoms of the west agree.

1464- The armies of the west march across chalice toward Castillion. For the first time since the Phoenix wars, the Questing dreamers return from Agronesson.  The questing dreams reclaim their ancient home in escavalion.  The Robber Barons of Escavalion fall to the Questing Dreamers.  Thane Sword-Saint take his place as lord of Escavalion.  Those questing dreamers that stay aid him.  

1465- Caught in a vice, The Sharev empire shudders, ans Castiliion is besieged by both Escavalion and The west.

1465-The Day of doom-  Vortigaan  wishes to parlaty with the lords of the thrones.  Uknown to the other lords, Vortigann plots treachery.   As the warring faction meet, Vortigann unleashes his masterstroke, infernals, and Abyssal elves led by Asmodian, Erupt upon the meeting.  Many of the lords of the west perish in the conflict.  The greatest high King of Varnaguard Falls to the blade of Votigaan.  Erien Loinsblade perishes.  Ethen World Walker master mage, returns upon a silver dragon and destroy most of the demonic foes and Castillion itself.  Sharev empire become known as the Daemon-hold forever more.  The war of thrones comes to an end as Vortigaan and his legions retreat.

1466-Fulcum Lionblade, lord of the silver arm Become high king.    The great kingdom of Coradan having taken much hurt from the war finally splinters upon itself.
The Elven Expansion-

The upheavel- after their battles against the Promethium titans, they rested in order to regain their power.  During this time the age of shadows began, and long did it stay.  During this time great orc kingdoms flourished, and small kingdoms of men, dwarves and elves flourished, barely keeping the light of hope from extinguishing.  It was during this time, one agent of the gods roamed the vast realms of the universe.  The Celestials name was known as Malek and he was the first fist of Sol Diadem.  The Cherubim sang and composed songs in his name so great was his fame.  His was the righteous word of the god of justice, slaying Daemons from the lower hells, with his sweeping sword.  For every victory won a seed festered and grew.  In Celestials heart the seed of hubris grew, and as the darkness festered the want to be unto the gods grew.  
   
Through out the age of shadows, Malek traveled through out the world, he examined those the gods seemed to care for the most.  Malek looked upon humanity and saw nothing of worth.  To his mind humanity was nothing but cosmic dust given the ability to breath and breed.  They were unworthy of the gods love.  They were unworthy of his love.  Malek returned to the side of his lord, when the calls went out that the gods would soon again move upon the plains.   At this time as the gods gathered strength, did the Celestials begin to plan his move.   He would bring other celestial to his side, and then they would rule the universe.
   
Malek bided his time, until the time came upon the world of Chalice.  The gods attention was affixed upon the time of the Grand war during the epoch of Discovery.  With their attentions fixed upon the mortal plane, Malek would strike.  With weapons forged from the deepest pits of the lower hells and Celestials marched upon the gods.  

Unbeknown to the mortal of Chalice, the gods were besieged yet again, by forces that would rend asunder their very existence.  To there mission the god once again set aside the tenet of their nature and knew that the great threat was know ahead.  The Imortalis, wisdom was great, and their power strong, yet even those wise lords knew, that even though one Celestials could not defeat a god, but a host of celestials could.  Thus the Imortalis gathered their host, and they two entered the Grand War.    Form through out the world of chalice,

The Imortalis called forth their most powerful agents, and warriors to battle against the Host of Malek.  
   
The upheaval rocked the heaven and shook the plains.  Yet in the end the Celestial failed to prevail.  Malek though succeeded in his quest for god hood and ascended, and was banished. Ethereian the mage and bearer of the magical artifact known as the Eye of Helios.  One again Helios was born from, the young powerful magic user sacrifice, and lord of rising sun once again rode the skies The universal tree ysgadal and the many plains of exsistence were torn asunder, and it took the vast power of the Imortalis to rebuild as they have always done.  

To the racs of Chalice the gods took on a new meaning, and form many they became known a the builders, or great builders.
   
Those celestial that had gone against the gods were banished from the seven heavens to chalice, it is here they toil and plot to return to which they believe is rightfully their.  Their new god Malek, the lord of vanity and hubris as their guide.  

The Celestial that are upon Chalice have a special hatred for the children of the Imortalis.  Seeing them as usurper to their rightful place in the eyes of the gods.  In some ways the Celestial are a greater danger to humanity than the daemons, who seek to corrupt man, while celestial seek to destroy men outright.

It is also during the time of Grand War that t he time of the infernals, as men come to know them as appear.  The Teifling race, exploded from the deep fissure of nine hells, by their masters the Daemon Princes to besiege the city of Bastion, the stronghold that keeps the Daemons from entering the world.  Of all the Daemons captains the Tieflings proved the smartest and craftiest, and with their aid they pushed the defenders of Bastion to the brink.  It was only through the betrayal of the Thirteen clans of Infernals that Bastion still survives.  The Tieflings had been humans once, during the time of Malchior; it had been the Daemons that had taken them, and bred them with spawns of hell.  

For centuries the Teiflings waited for the right time.  At the peak of star light, the highest time of northern starlight, they swiftly made a pact with the people of Bastion and smashed their former masters hold upon  them.  After there freedom the thirteen clans of Tieflings departed Bastion and traveled the length of the world to explore, and seize life as they saw it.

The Warcrum During the Grand War saw major combat, on both sides of the war even as they hunted for the Artifact known as the last Matrix.  Eventually they would continue to seek out the last matrix.  Many settle through out  the lands, helping to build and discovering another life besides war and questing.  
Thus as the Grand war ended, Varanguard still stood strong, While Castlillion lay in rubble ruins, the world had once again shifted, with  the dawning of a new day.  

The year was 1465 the epoch of discovery, and the continuing adventure that is the Grand Realm.
   




Spirit Hawkfellow

The Seven Jeweled Towers  of Aglaron.


Aglaron the Jeweled stronghold was once the bastion for the Florian Elves during the epochs before the age of shadow that descended upon the world.  

   When the daemon invasion rolled upon the plains of of Aselhern and Malchior, the Florian Elves went to the aid of their peoples of the land.  The struggle was great, and the foe was greater than all who dwelled upon the region.  Through the fighting both the kingdoms of Aselhern and Malchior faded into the memory.  Once the human kingdoms were routed the daemons began their long siege against the Seven Jeweled Towers.   In the chance to escape the elves created a bridge with their arcane magic and the help of the Imortalis to a realm like that of the Grand Realm but slightly different.  This world was rich with magic and the essence of nature, yet it was outside the natural laws of the Grand Realm.  The entire mountain was shifted with the power of the elves, and passed into legend.

   The Seven Jeweled Towers exist within the confines of the Feyrealm, and because of the disjunction between the Grand Realm it only appears random at times upon the same spot.  
   Adventures have sought the wealth and powers of the elven realm for centuries, and a few have succeeded, in recent times the adventuring band known as the Three Blades, led by the fighter Keldahar, have laid eye upon the fabled city.


   The Seven Cities-
   
'¢   An'Karos- - The tower of Diamond is known as the Soaring Spirits.  This large tower is the dedicated to the Imortalis.  It is said that the glittering tower sparkles upon the cerulean sky and yellow rays of the Feyrealm light the jeweled walls in a brilliant halo.  The sounds of music can be heard during the dawn as dawn elves lift their voices up in joy of the coming day.  It is here that Celestrian (king or queen) court gathers to here the proclamation of the ruling court.

'¢   Celos'Kelaon '"The Tower of Amtheymist also known as the tower of wind.  through open space great gusts of wind flow through the open majestic spaces.   The tower holds most of the various inn workings of Aglaron, such as Litigation, judicial services, and law enforcement.  Elves float upon the winds born out of the Feyrealm, flying to their designated assignments.

'¢   Celos'Vankros '"The Tower of Emerald is also known as the tower of dreaming.  Within the elves know this is the home of their most prized oracle known as jenhaga the emerald queen.  Jenvalis has lived since the days of since the Epoch of the phoenix.  It was Jenvalis that prophesized the doom of Aglaron and it subsequent escape into the Feyrealm.  The tower is also the host to many of Aglaron more powerful diviners.  

'¢   An'Daros-The Tower of Ruby, also known as the Tower of Crafting.  This tower holds court to al the master artesian, from artist to metalsmithing.  It is with these halls that the elves most beautiful art, as well as their most beautiful weapons could be found.  Those who walk the halls of the elf towers are greeted with spectacular displays of clockwork mechanics, gemstone magic, and array of beautiful arts.  

'¢   Ar'Cepten-The tower of Onyx holds the military might of the Aglaron, here young elves learn the craft of spell battle and blades.  Deep within the bowls of the tower elven knight guard the summoning circle of daemon prince of Urglos, and destroyer.  Urglos was general of the daemon horde was the captured and bound to circle.  Great was his horrible deeds against the elves, and he was bound to the summoning circle.

'¢   Celos'Kredev-The Tower of Sapphire, is also known as the tower of Song, the physical arts, and the love nature, here the great druids of the elves, and clerics of Gylen work their earth bound magic upon the tower and the inner city of Aglaron.  The elves also marvel at the creation of the corridors that shimmer with gem magic, depicting the waves of the sea, the leaf of the frost and the blue of the sky.

'¢   Ar'Keltar-The Tower of Pearl, is the home to the arcane might of Aglaron, it is here the three sect of elves work to create greater forms of magic, and crafting of their gem mastery.  

Aglaron

   The Jeweled Mountain of Aglaron is the home of the Elves in the Fey Realm, The mountain is a hollowed out set of glittering caves, and illuminated magical light.  The entire mountain is the Elven city, carved with beautiful motifs and sculpture, as well as lined with glowing lichen, and the woodland greens magically protected within the mountain.  Life within the city is bustling as elves, ply their trades, work at their arts and perfect their communal existence.   The elves are ever vigilant for even in the Feyrealm there are threats that would steal their lives.

'¢   The Rakasta Princes make excursion into the Feyrealm seeking young elves as slaves and sacrifices for their devious plans.   The  elves are constantly weary of the creatures and often  war against them.
'¢   Agents of Orcas roam the Feyrealm in order to release their general Urglos, often they will use doppelgangers to infiltrate into Aglaron.  The daemons have been unsuccessful, for the elves or watchful for any daevilish trickery.  

Spirit Hawkfellow

Monsters of the Grand Realm
QuoteDulhurn
Monster     Level 5 Normal Soldier  
Large   Aberrant undead  XP 200  
Inititative +0  Senses: Perception +15  
HP 63  Bloodied 31  
AC 21  Fortitude 23 Reflex 23 Will #  
Speed 6    
greatsword  Melee   Standard At-Will     Weapon    
    # vs. AC  1d10+4 damage
 shortsword  Melee   Standard At-Will     Weapon    
    # vs. AC  1d6+4 damage  
 Burning Skull  Melee   Immediate interrupt Encounter     Impliment, Fire    
 5 squares burst 2 # vs. Reflex  2d6+4 Fire  
 ongoing 5 Fire (save)  
Blazing Strike    Standard Encounter    
 The Dulhern can channel is dark energy into a sizzling strike if black fire, that does a additional 1d6 fire damage  
 Blistering Grapple    Free At-Will    
 The Dulhern's Grappling touch burns at the str vs fort.  The blistering grapple does an additional d6 point of damage    
Alignment: evil    Languages: None    
Skills: Intimidate   +11 Perception +11 Endurance +12 Bluff    
STR 18 +6 DEX # +6 WIS 13 +3    
CON 15 +4 INT # +3 CHA 13 +3    
Equipment: great sword  
 
 Bio/Notes: The Dulhurn is creature created from the black arts of the master of Sarris.  The seceret was found uncovered by the Hidden Lich Norgrath, in the age of shadows, and quickly spread across the realm.  Those necomancer who find away to construct one use these undead soldiers as guards to proetct their lairs, and valubale items  




QuoteBrine Whelp      
Level 1 Normal Skirmisher  
Small  Aberrant Humanoid Sea Goblin XP 100  
Inititative +2 Senses: Perception +11  
HP 29 Bloodied 14  
AC 15 Fortitude 14 Reflex 14 Will 12  
Speed 6    
Dagger /Melee / Standard At-Will/   Weapon    
    +6 vs. AC 1d6+3 damage  
Trident /Melee / Standard At-Will/ Weapon    
    +6 vs. AC 1d10+3 damage  
 Crossbow / Ranged/ Standard Encounter     weapon    
   +4 vs. AC 1d6+3 damage  

Water Geyser    Standard Encounter    
Power '" water geyser (Encounter) Once per encounter the brine whelp can spit out a powerful stream of water that can knock a opponent back on his heels by ten feet. The attack is so powerful that is does 1w 1d6 points of water force damage to an opponent.  

Alignment: evil    Languages: None    
Skills: Acrobatics +7 /Arcana +6 /Athletics +6/ Bluff +6  
STR 11 +0 DEX 13 +1 WIS 11 +0    
CON 13 +1 INT 11 +0 CHA 11 +0    
Equipment: Dagger, Trident  
 
 
Bio/Notes: The Brine Whelp is an Oceanic cousin of the common land goblins that inhabit the grand realms.  The creature hunters the deep water in search of merchants ships and various goods in order to barter and increase their trade of goods and slaves to the sea kingdom of Muria.  in combat there no hesitation to set upon unweary travelers with their weapons, and their water gyser ability.  The traveler Agrin Half Hold once surronded by Brine Whelps, was able to escape their clutchs by offering them slivers of jerk Beef, and uttering the phrase "Ob wup mee winnie Bob"


Spirit Hawkfellow

The Greater Gods of Chalice

Imortalis    Sphere    
Helia SunCrown    Rebrith    
Sol Diadem    Justice    
Neiblung Krag   Creation   
Frohelm    Invention    
Vesuvian    Forge    
Gylen    Nature    
Tithania    Fey    
Charion    Death    
Phoria    Magic    
Talronan   Evil    
Helios Ethan    Destiny   
Cuthulian    Madness    
Memshal    Healing    
Gangrious   Disease
   
Tiamat-   Chromatic Dragons   
Kali Ka    Serpents    
Bahamut    Good   
Davloth    Shadow    
Marduke    War , Battle    
      
Etna    Wisdom    
Auter World Walker     Travel    
Janus   Deception    
Vobream    Weather   
Elzahoon    Knowledge    
St Elmos    Guardians   
Saladin    War Destruction(note in year 1465 saladin as been subsumed by Marduke    
Paladine   Honor Valor    

Spirit Hawkfellow

Grand Realm/Reforging of a people[/color]

    Reforging
Quote
    I have seen the destruction of my home Floralanthus. The once green vibrant forest teeming with life know dead and tainted by evil to unspeakable. My kin have christened the fallen wood Mael-Lanthus the black lands. human simple call it darkened vale It is as if the very shadow have absorbed the wood in a twilight version.

    The iron gauntlet did there job well cursing the earth in such a way that the elves could never call it home again. Yet their attempt to destroy us utterly has only stirred the elves like never before.

    The Iron Gauntlet could not stop us from escaping to the Fey Realm hidden by Tithtania during the first drow and elf wars. Nor could they stop us from finding our kin in the high city of Elrond. Elves once again ride the rodes and mix with the races clasping hands and rekindling the fires of friendship and brotherhood.

    Elven tales can be heard in taverns and halls next to dwarves. Elven music is at it's zenith hand the elf langauage once again flourish amongst the folk of Aerbor.

    Human children gasp at the sight of our stature and our curved half-moon shaped ears, only to laugh playfully and tug at our long cloaks and banners.

    The Iron Gauntlet wished to strike us from the world. They had with to commit genocide on a whole race of people for a wrong done long ago through the mists of time. What they have succeed in doing is adding fire to a torch long thought snuffed out. In the attempt to destroy us they have given rise to an elven rebrith and Aerbor has never seen it like.

    Spirit Hawkfellow
    High Captain of Celos-Lanthus
    Taka ros Dan band of the hawk
    Ceremony of the great tree
[/i]

QuoteThe elves of floralanthus escaped the desecration of their wood and travel west in Varanguard. For twelve months during the year the sojourn commences. Through out Aerbor the call goes out to all the clans to meet on the eve of Lightborn in the month of nimbul. The great eclipse is celebrated by the elves as the death of the old year and the birth of a new year.

Within the Aerboriddium forest near fabled Nyth Mountain. The elves plant Regysdal the seed of the earth tree as the eclipse ends and the magic of the tree opens a large planar gate in the Fey Realm.

The forest once dead in the throes of winter now becomes alive as Regysdal awakens the valley of the dreams. The elves fond Celos-Lanthus (the earth city) to replace the home they recently lost.

Quote
    I am lucky to invited to this great event not knowing what to expect. The years have been hard on the elves us much as us. We humans understand change better than the elves in our life change comes often quickly. Not so for the elves who are immortal. Or so the legends say or people believe
    Their life spans are as long as their height and their courage know no bounds. Some may think they are gods
    But I know better. They are like men and dwarves. Gallant brave fearless untiring to a cause and quick to laugh. I have seen them in battle I have seen their sword play and magic kill or have seen them be killed. The elves might live
    Forever but they are mortals and travel to Mandos the afterlife like you
    Or I. Seeing the reforging of their homeland leaves my heart lighter. Knowing their footsteps echo through the trails and the groves reminds me how
    much they are apart of the world and not seperated from it like so many think. we humans classify the elves as highborn
    Or low born because of the difficulty of their names. Yet these noble creatures are all highborn.

    I am glad to know they are still with us guarding
    The world and it ancient secretes it would be a
    Darker place indeed if we all had to face the coming night without them.

    Ravius steelstrike member of
    The seven soldiers if steel "serpent windstrike-chronicles of steel"
[/i]


Spirit Hawkfellow

Hi All it been awhile.  I hope all is well with everyone.  I must admit I have been Lax in posting up new material for the game so you can have a chance to take glance at stuff.  In the last two years life has caught up with me big time, and it is only know that I've been posting, and it good to be back.  AS you can see I'm working on another game as I work on The grand realm, and i hope you like it.  The Eternal war will be fun to work on. The grand realm is going through a phase of sorts as it continues to grow and more information continues to come my way.  In a few more years ill be celebrating its 20th anniversay since I came up with the basics of the idea in 1992, and im hoping to share with you all the goddness that comes with celebrating my worlds birthday with you.

Thanks All

Spirit Hawkfellow

While working on the book, this is the new set up for the Elves of Chalice, as of the Epoch of Destiny.  By the way 500 hundred years have elapsed in my campaign since the introduction of 4E and 3E.