Welcome to TiddlyWiki created by Jeremy Ruston, Copyright © 2007 UnaMesa Association
A
actinae - (AHK-tee-nay): after in Vergait, an archaic tongue of the West spoken by the Church of [[Verengaard]]; as in actinae racisarya "after the racewar"
Arluth-Traugur - (ar-LOOTH-traw-GOOR): single-most powerful of Beldrementhellen's childred; god and creator of the [[Dolfanc]] and the undead
B
Bragdwrgan - (brag-DOOR-gan): dwarf
Brek-Tek-Vwrga - (brehk-tehk-VOOR-gah): mountainous home land of the Bragdwrgans and name of only above ground dwarven city where others come to trade
[[Beldrementhellen]] - (bel-druh-men-THEL-uhn): also called Beldrem (BEL-druhm); father of the Powers; god of balance and the druids
C
[[Chamdar]] - (TCHAM-dar): god of the oceans
[[Choshutoquen]] - (tcho-shu-TO-kwin): elf
Choshutoquenteth - (tcho-shu-to-KWIN-teth): elven city
cutinae - (KOO-tee-nay): before in Vergait, an archaic tongue of the West spoken by the Church of [[Verengaard]];as in cutinae racisarya "before the racewar"
D
Dryg-Gwra - (jrig-GOO-rah): The World
[[Dolfanc]] - (DOL-fank): any of the goblinoid (goblins, orcs, ogres, hobgoblins, giants, giantkin, etc.) races created by Arluth-Traugur
E
F
faear - (fay-AR): any creature whose bloodline is of fairy-folk (chosu; sprite, fairy, nymph, etc.) or can be traced back to the goddess [[Ysyleth]]
When a mortal comes of the particular age of his race, he will show whether or not he has been born with the potential for sorcery. Those with potential are called Mage-Born. Potential sorcerers that wish to become a member of a Circle are called Seekers. If a Seeker is discovered by a Scholar, he will be able to develop his powers up to the point where a particular Circle or Circles is ready to petition that Seeker to join with them. The Seeker, however decides which Circle to attempt to join, assuming he was petitioned by more than one. At that time, the Circle's Kesearat Sorsaer devises and individualized a test for that Seeker. The Kesaerat Sorsaer is also responsible for the integration and further tutoring of the new Pathmagus. The conditions of failure of the test vary from Circle to Circle. Seeker levels are normal and they are called a Seeker at the "n"th Portal, where n=level attained. (A level 1 Seeker is called a Seeker at the 1st Portal. A level 3 Seeker is called a Seeker at the 3rd Portal.)
Character Sheet for [[Aislinn of Mathern|http://lostcoastgaming.com/DG/aislinn.html]]
Here is a list for each nation and the Powers that have clergy present. Some clergy are found in actual places of worship (temple, shrine, grotto), whereas others wander from place to place. This list is, by no means, complete.
[[Derugar]]:
Greater Powers:
[[Arluth-Traugur]]: found amongst the Dolfanc living in the Connarcht Range around the ruins of Caer Derugar
[[Beldrementhellen]]: Druid Grove northeast of Caer Derugar just outside Connarcht Range
[[Chamdar]]: temples in Portsdale; Broadmoor; Khardis
[[Geruatha]]: various shrines to Luckbringer scattered about; sanctuary in Portsdale within thieves guild
[[Mathern]]: no true place of worship; a few of the Children wander from barony to barony
[[Vyprana]]: stay within the Connarcht Range with the Dolfanc; wander
Lesser Powers:
[[Chrysolwyn]]: Minstrels and Bards wander from town to town, barony to barony
[[Soturo]]: temple in Portsdale; shrines in Broadmoor; Khardis; and Castigar
[[Nordren]]:
[[Arluth-Traugur]]: hidden Pits scattered throughout Nordren, usually in areas controlled by Dolfanc
[[Beldrementhellen]]: temple in Banamyr; a few druid groves scattered around the nations forests, especially Bel-Dorren's Grove near Woodhollow in The Great Heartwoods forest
[[Chamdar]]: temples in Pemmtowne; Fairwind; and Pelldyr
[[Geruatha]]: various shrines to Luckbringer scattered about; sanctuary in Banamyr within thieves guild
[[Mathern]]: temple in Banamyr; Pelldyr; Caer Penmwr; other smaller Hearths in other towns
[[Verengaard]]: temple in Banamyr; outpost temples in Brendonmyr; Caer Talldyr; and Caer Penmwr
[[Vyprana]]: wander about Nordren usually in areas controlled by Dolfanc
Lesser Powers:
[[Ascredon]]: wandering monks
[[Beltreido]]: temple in Banamyr at university
[[Brythax]]: temple in Banamyr; small temples in border towns of Caer Penmwr and Caer Talldyr
[[Chrysolwyn]]: temple in Banamyr at Bardic College; Minstrels and Bards wander from town to town
[[Kry’Senne]]: wander about in areas of Dolfanc control but near towns where they can search for young maidens to steal
[[Soturo]]: temple in Banamyr; shrines located in various port towns
[[Choshu]]:
[[Beldrementhellen]]: a few scattered Druid groves
[[Ysyleth]]: temple in Kythranael-Choshutoquenteth
[[Ascredon]]: monks must wander through Choshu to other parts of the west
[[Northreach]]:
[[Arluth-Traugur]]: temples on Dragonlord Isle in Karmeik
[[Chamdar]: small temple in most any port city
[[Geruatha]]: many shrines to Luckbringer; temple to Geruatha in Tarn; sanctuary in thieves guild of Freehold
[[Mathern]]: temple in Freehold; Hearths in various other cities
[[Verengaard]]: temple in Freehold
[[Vyprana]]: temple on Dragonlord Isle in Tarn
Lesser Powers:
[[Chrysolwyn]]: small temple in Freehold; wander about
[[Soturo]]: shrine is most any port city
[[Sundarya]]:
There is a temple, shrine, or hidden sanctuary to any Power in Char, except [[Ascredon]].
All powers are represented in other parts of [[Sundarya]] as well, just maybe not in the same location.
Note: The northeast corner of [[Sundarya]] is where the Rainbow Tower is situated. It is here that the Rainbow Monks live, train, and worship.
Father of Evil
Lord of Desire
Lord of the Dead
Alignment: Neutral Evil
Worshipper's Alignment: Any Evil
Symbol: "The Skull"
Spheres of Influence:
Major: All, Astral. Healing (reverse only), Necromantic, Summoning,
Minor: Charm, Combat, Elemental
Granted Powers:
Immune to energy level drain from undead only
Can control 1 extra die of undead
Animate Dead 1/day at 1 level higher (5th level)
Enervation as mage spell 1/day (7th level)
Restrictions:
Requirements: Int 14, Wis 12, Str 12
Armor Worn: blackened chain mail, skull helm, shield
Weapons Allowed: flail, whip, scourge, mace
Traugur is the most powerful god of evil and the master of all undead. He and the Scourges of Traugur are the bitter enemies of [[Verengaard]] and his followers. The temples to Traugur are always found underground and in dark, secluded areas. They are referred to as the Pits of Traugur because of their design. Arluth-Traugur created the [[Dolfanc]], the goblinoid races of Dryg-Gwra. All undead on [[Dryg-Gwra]] can be traced back to Traugur, for he created Prie-Mosh the Lichlord and Tech-Loch the Lord of Vampires. Scourges are not allowed to marry. They are required to reproduce when and with whatever the Dark Coven, the ruling body, decides. The names and faces of the Dark Coven are unknown to all but the members of the coven and the Coven Lord. No one knows the identity of the Coven Lord except Traugur, Prie-Mosh, and Tech-Loch.
Lord of Renewal
Prism Lord
Alignment: Lawful Good
Worshipper’s Alignment: Lawful Good
Symbol: "The Rainbow"
Spheres of Influence:
Major: All, Sun, Weather, Healing
Minor: Charm, Necromantic, Protection
Granted Powers:
Use 1d10 for hit point determination with a maximum of 12d10
Color Spray 1/day (1st level)
Rainbow Pattern 1/day (5th level)
Prismatic Spray 1/wk (11th level)
"Bear Style" martial arts technique: This is a martial arts style developed by this monastic order. You will find that a Rainbow Monk has hand-to-hand combat bonuses as listed below:
| THACO per level | (1-2:20) (3-4:18) (5-6:16) (7-8:14) (9-10:12) (11-12:10) (13-14:8) (15-16:6) (17-18:4) (19-20:2) |
| Armor Class per level | (1-2:10 ) (3-4:9) (5-6:8) (7-8:7) (9-10:6) (11-12:5) (13-14:4) (15-16:3) (17-18:2) (19-20:1) |
| Attacks per level | (1-5:1/round) (6-10:3/2 rounds) (11-15:2/round) (16-20:5/4 rounds) |
As their training continues, each monk continues to gain mental disciplines, while training on physical disciplines. At every other level, a Rainbow Monk can choose one free NWP from a list of Mental Disciplines, as well as purchase additional ones. They must spend their slots on WP's as they are gained. Each monk must return to the Rainbow Monastery to train.
Spells gained per level:
| Level / Spell Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| 1-2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3-4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5-6 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| 7-8 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
| 9-10 | 4 | 3 | 2 | 1 | 0 | 0 | 0 |
| 11-12 | 4 | 4 | 4 | 2 | 0 | 0 | 0 |
| 13-14 | 5 | 5 | 5 | 2 | 1 | 0 | 0 |
| 15-16 | 6 | 6 | 6 | 3 | 2 | 0 | 0 |
| 17-18 | 7 | 7 | 7 | 4 | 3 | 1 | 0 |
| 19-20 | 8 | 8 | 8 | 5 | 4 | 2 | 0 |
Ascredon is the god of survival and the storm’s end symbolized in the Rainbow. The Rainbow Monks are best known for their traveling members that help out areas of devastation. It is said that if a place is hit very hard by [[Soturo]] and the victims see a rainbow, then Ascredon has heard their prayers and is sending help. The exact location of the Rainbow Monastery is hidden to all but the monks. The monks are led by the Rainbow Masters who are in turn led by the Grand Master of the Rainbow. Monks are required to remain celibate. There is only Grand Master of the Rainbow. When it comes time for the Grand Master to step down, he chooses his successor and names him. This is not the adventuring life for everyone. It might seem that a Rainbow Monk can become a powerhouse character, yet they are very costly to progress, have a severe alignment limitation, complete armor limitation, and must travel to their monastery to train. Once they obtain enough experience to return to level, they stop taking experience points until they can train.
Click on a link below to read about the events leading up to the time of the Stormclouds campaign.
[[The Racewar]]
[[Life before the Racewar]]
[[Timeline and synopsis of events in the Racewar]]
Father of the Universe
Father of the Balance
Alignment: True Neutral
Worshipper’s Alignment: True Neutral
Symbol: Two small, four-pointed stars balancing on a large four-pointed star
Spheres of Influence: All Spheres
Druids: Druidic Spheres
Granted Powers:
Suggestions 1/day on 3 humanoids (3rd level and +3 at every 3rd level attained)
Know Alignment 1/day (1st level)
Protection from Good/Evil 1/day (2nd level)
Restrictions:
Requirements: Int12, Wis15
Druids have standard requirements for class
Armor Worn: any but must use shield with symbol
Druids have standard restrictions for class
Weapons Allowed: any blunt unless granted special permission obtained through a commune spell-like meditation 5th or + Druids have standard restrictions for class
Beldrementhellen (Beldrem) is the creator and father of the First Powers of Dryg-Gwra. He is the god of nature and balance. His clergy must always consider the balance of things before they get involved. In return for assisting someone, the Order of the Scale usually asks for some favor in return, and it is not always pleasant. Priests of the Scale live monastic, somewhat cloistered lives. They are not allowed to marry without the permission of the Cartatus Valance, the high priest. The other clergy of Beldrem, the Druids of Dryg-Gwra, feel that nature is an extension of Beldrem’s great plan of balance. They live their lives trying to preserve his physical manifestation of that plan.
Rhymemaster
Alignment: Neutral Good
Worshippers’ Alignment: Any Good
Symbol: "The Quill and Scroll"
Spheres of Influence:
Major: All, Animal, Astral, Charm, Divination, Healing, Thought
Minor: Elemental, Guardian, Plant Sun
Granted Powers:
Suggestion 1/day (1st level)
Comprehend Languages 1/day (3rd level)
Chant 1/day (5th level
Restrictions:
Requirements: Int 15, Cha 14
Armor Worn: chain mail or lighter, shield
Weapons Allowed: any
Non-weapon Proficiencies:
Bonus: Read/Write native tongue
Forced: Ancient Language, Modern Language
Can choose frm Wizard NWP without crossover penalty
Beltreido is the god of poetry and language. The Lyric Society is a loose group comprised of priests and poets. The priests are called Rhymers and the poets Muses. The Society, more a collection of rich dreamers and intelligentsia of the West, are found in larger cities where there is enough leisure time for some to be attracted to this sect. They are the largest social society where religion is concerned.
The Clan Lands of the Bragdwrgans, as the dwarves call themselves, are the homes of the only large nation in the west that is not concerned with the many conflicts that are constantly erupting in the west. They are the most peaceful of all the peoples in the west, but when brought to anger, can fight with a fierceness that can level a mountain. These short, quiet folk always have a look of deep thought furrowed and etched upon their faces, at least to the outside world. When amongst their own, or someone they truly call a friend, these dwarves are as lively as any Nordren, as carefree as any Choshu, and can out drink and Derugarian. The Bragdwrgan Clans revel in their craftmanship. It is how they rate and rank the clans. They are the masters of steel, stone, and gems. The Clan Lands are predominantly within the Giantpeaks, in vast underground complexes. Most never see the *luuk-tox*, the world above. There is an area set in the Giantpeaks, that is an impact crater zone. It is an area sacred to the Bragdwrgans. In these water filled craters lie the remains of the meteors that created them. These meteors left behind their remains, made almost entirely of iron ore. Brek-Tek-Vwrga, the Tears of Vwrg, is the name for this crater zone, as well as the human-like Bragdwrgan city nearby. Most notable the armor and weapons created by the Bragdwrgans.
The Bri-Choshu (Wood Elves) are the smallest of all the Choshu sub-races. They also tend to be darker of skin and hair. Their eye-color typically ranges from shades of amber green, to gray and brown.
Required:
|Package Breakdown:| Cost: 58|
|+4 DEX|
|+4 STR|
|+2 BOD|
|+2 PRE|
|+2 SPD|
|Climbing|
|Elven Eyes: +1 Sight Group PER|
|Elven Eyes: Ultraviolet Perception (Sight Group)|
|Elven Sleep: Lightsleep|
|Elven Longevity: Life Support (Longevity: Lifespan up to 1600 years)|
|Running +2'|
|Woodland Dweller: Survival (Temperate/Subtropical Forests)INT Roll|
|Elven Archery: +2 OCV with bows|
|Elven War Skills: +2 with swords and spears|
|Elven Silence: +5 to stealth only in forests|
Lord of Death
Soulmaster
Alignment: Neutral
Worshipper’s Alignment: Any Neutral
Symbol: "The Scythe"
Spheres of Influence:
Major: All, Charm, Healing, Necromantic, Summoning
Minor: Protection, Divination
Granted Powers:
Fear 1/day (1st level)
Slay Living 1/wk (5th level)
Restrictions:
Armor Worn: "Black Death" chain mail, or lighter
Weapons Allowed: sickle, scythe
Miscellaneous:
+1 to any save vs. "death magic"
-1 to any save vs. fire-based or cold-based attack
Can use 2 sickles in combat without penalty
1 extra spell/level from Necromantic sphere
Brythax is the god of death and the lord of the realm of souls that forsake all other gods. He is also the carrier of chosen souls to their final destination. The Deathbringers are a very small, strange order of priests that have no temples and are always found wandering. They have this uncanny knack for always being at the site of catastrophes such as wars, plagues, etc. They are usually given a very wide berth. They seem to have look at all of life as a preparation for the end, and only that. They have never been referred to as great conversationalists.
Sea Father
Lord of the Oceans
Alignment: Neutral
Worshippers’ Alignment: Any Neutral
Symbol: "The Breaking Wave"
Spheres of Influence:
Major: Divination, Elemental Water, Elemental Air, Weather, All, Sun
Minor: Animal, Healing, Charm, Elemental Earth
Granted Powers:
Augury 1/day (1st level)
Water Walking 1/day (3rd level) Water Breathing 1/wk (3rd level)
Watery Fist 3/day (5th level)
Waterwall 1/day (7th level)
Conjure Water Elemental or Dismiss Water Elemental 1/wk The elemental will obey the commands of the priest as long as the commands do not conflict with the will of Chamdar. (9th level.)
Restrictions:
Requirements: Wis12, Str 15
Armor Worn: up scale mail, shield
Weapons Allowed: harpoon, net, spear, trident, sap, club
Miscellaneous:
Cannot turn undead
-2 to save vs. any fire based attack
Non-weapon Proficiencies:
Bonus: Navigation
Forced: Weather Sense
Chamdar rules the waterways of Dryg-Gwra. His children, the nymphs, merpeople, and nereids control the smaller bodies of water for him. They Myrms of Chamdar can be found in almost any coastal town operating a temple of some sort. They might not all be large, but there is one. The Myrms try to placate Chamdar for the people that live near the seas and make their living off of it. The Myrms try not to concern themselves with affairs that are not the concern of Chamdar. The Myrms have a ruling body called the Orca which is led by the Leviathan. All Myrms have the right to marry or not.
Each PC will be built using AD&D 2nd Edition rules. Each character will be built using the Players Options: Skills & Powers Book Method X
Players use Character Points to create their adventurer's Core 6 Attributes of: STR, INT, WIS, DEX, CON, and CHA. A player will divide 75 points amongst those 6 abilities. A fighter may purchase 10 points of exceptional strength for each character point spent. For example, it costs 21 of the 75 character points to give a fighter and 18/30 STR (18+3=21). Racial minimums and maximums must be observed.
Once the player has their 6 ability scores, it is time for the player to create their subabilities. Each of the 6 standard ability scores is divided into two subabilites. To determine a character's subabilities, simply double the score of the parent ability and divide that total between the subabilities. The scores of thes subabilities must be within 4 points of each other. Only whole numbers are allowed, no subability score can be lower then 3, and - with the exception of Strength - no subability score can be higher than 18. Racial modifiers to ability scores are exceptions to the rule. Also, subability scores can exceed racial ability maximums and minimums.
| Ability | Subabilities |
| Strength | Stamina and Muscle |
| Dexterity | Aim and Balance |
| Constitution | Health and Fitness |
| Intelligence | Reason and Knowledge |
| Wisdom | Intuition and Willpower |
| Charisma | Leadership and Appearance |
Characters will be built utilizing the rules found in the Player's Options:Skills and Powers supplement. That book is available in PDF format so let me know if you need a copy.
Allowed races for this campaign: human except for character of Li-eira. Humans can be from any of the Kingdoms of Men: Northreach, Nordren, Derugar, Sundarya
Starting Character Points for allowed classes/professions: Each player will be starting 4th Level so use the starting points in the table below. N/A means that profession is not allowed for this campaign.
| Class/Profession | Points |
| Fighter | 31 |
| Paladin | N/A |
| Ranger | 76 |
| Rogue | 96 |
| 1 Bard | 96 |
| 2 Priest | 141 |
| 3 Druid | 116 |
| 4 Wizard | 56 |
1 Bards are servants of the goddess Chrysolwyn. Get with Paragon before finalizing character.
2 Must be a specialty priest of a chosen power. Go to the [[Pantheon]] link and choose from there.
3 Janus of Beldrem is the only druid for this campaign.
4 Wizards are Pathmages. Li-eira is the only Pathmage for this campaign.
Here is the order of points to spend:
| Category | Points |
| Ability Points | 75 |
| Racial CP's | varies |
| Class CP's | varies (see above) |
| Languages | varies with INT:Knowledge |
| NWP's | base + INT:Knowledge + unspent Class CP's |
| WP's | base + unspent CP's after buying NWP's |
[[Magi Spellcasting Guidelines]]
[[Disadvantages]]
There are different sub-races of Choshu, and they are:
Pe-Choshu: high elves; ruling caste
Ra-Choshu: gray elves; high magi caste
Bri-Choshu: wood elves; hunter and warrior caste
Fu-Choshu: water elves; artisan caste
Klo-Choshu: dark elves
Choshutoquen is what the elves call themselves. It means "we of the fairest." The Choshu, or elves, are one of the Faear races created by the goddess Ysyelth. They are beautiful and graceful to behold. The majority of the elves in the Choshu Nation dwell within the Choshu Forest, where the only real city of the elves is also located. The city of Kythranael-Choshutoquenteth (Spires of the Fairest Children) is the single most awe inspiring site in all the Western Kingdoms. The city's rainbow spires are made from fragile gossamer, but they are magically strengthened by the Brenthel-Va-Majenne, the Brotherhood of the High Magi. The Choshu nation is bordered on the west by the Crystal River and the Black Marsh, the Silverbeard River on the north, the Spears of Sundar on the south, and the Kythranael-Ysyleth (Spires of Ysyleth) on the east.
The Dolfanc pass is in the southern part of the Kythranael-Ysyleth, near the Fyrthnel Hills. It is in these hills that the Klo-Chohu, the dark elves, live. It was the Klo-Choshu that were supposed to guard the pass. It was the Klo-Choshu that let them through. It was the Klo-Choshu that perpetrated the acts that would plunge The West into the state is in now.
The Choshu nation is divided into 5 very distinct sub-races. The nation has followed it’s caste-like system since they first settled here. Each of the sub-races has it's specific place in the order of Choshu existence, and specific duties to perform. The five sub-races and their related races are:
1. Pe-Choshu: high elves ruling caste
2. Ra-Choshu: gray elves high magi caste
3. Bri-Choshu: wood elves hunter caste
4. Fu-Choshu: water elves artisan caste
5. Klo-Choshu: dark elves warrior caste
The wood elves do not live within the Rainbow City, but roam the plains of the Choshu Nation, following the migrating herds of queoc. They are often the ones that come into conflict with humans from Nordren. The water elves live mainly in the Crystal Lake, but also dwell in the deeper rivers and stream that criss-cross throughout the Choshu Nation. There are many other races of the Faear that live in the Choshu Nation. These include brownies, sylphs, dryads, pixies, leprechauns, and others.
By their very direct bloodline to Ysyleth, Choshu have abilities that humans do not. They can see very well in darkness. They are keen to their surroundings and can detect imperfections that might reveal hidden places. They are able to move very quietly and undetected especially when alone. They are also resistant to certain dwoemers that could beguile or even induce trances. There are cases of half-breeds from human and choshu parents. They usually retain some of Ysyleth’s gifts in their appearance as well as abilities, although not to the extent of a trueblood. Many half-breeds can walk undetected as such amongst humans, but a Choshu will recognize a half-breed immediately.
Lady of Song
Mistress of the Dance
Alignment: Neutral Good
Worshippers’ Alignment: Any Good
Symbol: "The Lyre and the Swan"
Spheres of Influence:
Major: All, Animal, Charm, Healing, Elemental, Travelers
Minor: Divination, Plant, Sun
Granted Power:
Hypnotism 1/day (1st level)
Dancing Lights 1/day (3rd level)
Create Food and Water 1/day (5th level)
Restrictions:
Requirements: Dex 15, Cha 15
Armor Worn: chain mail or lighter, shield
Weapons Allowed: any
Non-weapon Proficiencies: (no crossover penalty on Rogue NWP's)
Bonus: Singing, Dancing
Forced: Read/Write, Musical Instrument, and must choose 1 from Poetry, Persuasion
Patron of song and dance, Chrysolwyn is to the common man what Beltreido is to the wealthy. The Minstrels are her priests and The Troubadours are her bards.Every spring, they meet in key villages all over the West to exchange stories. In some places, it is a law that one must provide food and shelter for them during the Springfest, as they are so revered. There are no laws concerning marriage or sexual status. They are free to do as they see fit.
What follows is a list of the titles of the various offices within a particular Circle, and they are in order of hierarchy. The titles are the same for each Circle, except where noted.
Silver Magus: Head of the Silver Conclave of the Ivory Circle
Ashen Magus: Head of the Iron Conclave of the Iron Circle
Raven Magus: Head of the Black Conclave of the Ebony Circle
Kesaerat Magus: Circle's tutor and tester; conclave member
Quericus Magus: Circle's Solicitor Magus that watches a Seeker and asks him to join his particular Circle; conclave member
Llyrigorn Magus: Circle's Astronomer Magus; conclave member
Magus: Circle's Magus that is a conclave member
A Scholar, or Path-scholar, is a former member of a Circle that has voluntarily given up membership to that Circle to train Seekers. He has to insure that his instructions do not include moral or ethical teachings. These decisions must be made freely by the Seeker. This is the law of the Triad. A Path-Scholar is the the most revered Magus of any order.
Character Sheet for [[Coren dan Balor|http://lostcoastgaming.com/DG/coren.html]]
The island of Derugar has multiple terrain types, except for deserts. There are rolling grasslands, hill-country, and mountainous regions to the center. The Conarcht Range almost splits the island into eastern and western halves. There is a single large valley in the northern center of the range. It is here that Caer Derugar is located. The island sees all climates, with harsher winters in the highlands. The people of Derugar are not unlike the people of Scottland in the late 13th-early 14th century.
Since the Racewar, the once mighty nation of Derugar has fallen to petty internal squabbling and power mongering by the seven Baron's of Derugar. The seven baronies and the founding barons are:
Barony Broadmoor - Baron Alexy Broadmoor
Barony Decil' - Baron Francet Decil'
Barony Khardis - Baron Guillome Khardis
Barony Gustavus - Baron Heinrich Gustavus
Barony Cordova - Baron Avery Cordova
Barony Castigar - Baron Andall Castigar
Each of the baronies is ruled independently from one another, and a traveler would be well advised to know the differences between the baronies, as well as the often times unnoticeable boundaries between the baronies. Many a man has lost his life in the gallows claiming he didn't know he had crossed into a new barony. The baronies trade openly between one another, but there is much competition among them. When one baron is angered at another, it is his people who suffer. The commoners of Derugar live a very feudal existence, where poverty and despair are more the rule than the exception. Sorcery is generally allowed outside a Barony proper, but is feared by the serfs. There are a few, small temples to Mathern in some of the Baronies, but the Children of Mathern that have temples must tread carefully lest they provoke the ire of their respective Baron. While a Baron may preach his support of these “caregivers”, he will quickly expel one of these priestesses if they cross him. A Child of Mathern is lost without people to heal and care for. Life is not necessarily this harsh in all baronies, but Portsdale is the safest of all cities on Derugar for travellers…at least as far as Baronial laws are concerned.
There is one freecity on Derugar called Portsdale. It is the center of trade for commerce outside the island. Due to this, the barons have left it to govern itself, believing it better to allow them this rather then risk hurting trade for the things the baronies need. Portsdale has become a haven for many trying to hide from one Baron or the other. It has a population that averages 50,000. It is here in Portsdale that the Council of Barons convenes and holds "public" meetings. Portsdale is also the only city with a Temple to Chamdar.
The seven barons meet once a year, or sooner if there is a common threat to the island. Every year the Council of Barons elects a Grand Baron to act as Ambassador to the other nations of the west. The Grand Baron is, usually, the most powerful of the seven, and can conceivably hold that position indefinitely. Barony Broadmoor is the richest of the baronies, and Baron Alexy Broadmoor is the current Grand Baron.
The biggest current national threat to Derugar comes from raids by Sundaryan pirates along the southeast coast of Derugar. Occasional coastal hamlets and villages are at risk to attacks from Thossa. The Thossa(TO-sa) as they are called by the human and demi-human races, live in the waters of Chamdar's Girdle, and raid the coastal areas of many lands. These raids allow the Thossa to keep slaves for work and food. It is unknown as to whether or not there is any organization to the Thossa. Dolfanc will periodically wander down from the highlands and cause havoc to towns and villages closer to the mountainous areas of the island.
Caer Derugar, once the seat of The High King of the West, is now an empty and haunted, dangerous place. It's beautiful buildings lay in ruin as Dolfanc, the goblinoid races, dance about the dark halls of the former palace. The mountain range surrounding the valley of Caer Derugar prevents the Barons from cleansing the area as much as it keeps the Dolfanc from taking the rest of the island...that and the constant bickering amongst the Barons. The Grove of the Arch-Druid of The West, Goentryx of Beldrem, is now sealed from the outside world with the plants and animals barring entry to all. None have heard from him since the assassination of King Horen. His only pupil, Janus of Beldrem, has lost all contact and can no longer commune with the grove.
Disadvantages work well to enhance the role-playing of a character, and as such they should be the player’s responsibility to remember and employ. A character with an irritating personality, for example, can be role-played in such a way that the DM never has to do anything to enforce the disadvantage. Good role-players will create their own trouble, so to speak.
However, some aspects of disadvantages require DM input. Somewhere amid copious volumes of notes, the DM should keep a list of each character’s disadvantages, making sure than none of them are overlooked. For example, if a character has a phobia of spiders, the DM can insure there will be a chance every once in awhile to encounter some big, hairy-legged arachnids.
If a disadvantage falls to the player’s responsibility, and that player tends to ignore it, the DM should create a few situations where the disadvantage is impossible to overlook. For example, if the player does not role-play the character’s irritating personality disadvantage, NPCs might suddenly become enraged at the character for imagined slights—insults that the NPCs claim result from the PC’s irritating personality.
Moderate/Severe Disadvantages
A character with a moderate disadvantage checks against ability or sub-ability scores, while a character with a severe disadvantage rolls at half of the ability scores, rounded up. For example, a character with a Wisdom/Willpower score of 17 would need to roll a 9 or less to resist the effects of a severe disadvantage, whereas a roll of 17 or lower would resist the effects of a moderate disadvantage.
Table 47: Disadvantages
Character Point Bonus
Disadvantage Moderate Severe
Allergies 3 8
Bad Tempered 6 —
Bruise Easily 8 —
Clumsy 4 8
Colorblind 3 —
Compulsive Honesty 8 —
Cowardice 7 15
Deep Sleeper 7 —
Fanaticism 8 —
Greed 7 —
Irritating Personality 6 —
Lazy 7 —
Powerful Enemy 10 —
Phobia: Crowds 4 10
Phobia: Darkness 5 11
Phobia: Enclosed Spaces 5 11
Phobia: Heights 5 10
Phobia: Magic 8 14
Phobia: Monster (specific) 4 9
Phobia: Snakes 5 10
Phobia: Spiders 5 10
Phobia: Undead 8 14
Phobia: Water 6 12
Tongue-tied 6 —
Unlucky 8 —
Removing Disadvantages
If the DM is agreeable, a player can remove a character’s disadvantage by spending character points. Disadvantages rated as moderate can be eliminated, while severe disadvantages can be reduced to moderate at one level advancement for a character, and then removed at a subsequent advancement. The cost to remove a disadvantage is 1 character point more than the points gained when the disadvantage is first acquired. For example, the colorblind disadvantage gains 3 character points. Removing this disadvantage costs 4 points.
A severe disadvantage is reduced to a moderate disadvantage for 1 more character point than the difference between the severe and moderate costs. For example, severe allergies award 8 character points, moderate allergies 3—a difference.
The Dolfanc are the collective humanoid races created by Arluth-Traugur. The Dolfanc are made up of orcs, kobolds, goblins, hobgoblins, ogres, ettins, and giantkin.
Pronounced jrig-GOO-rah, it means The World in Vwrgan, the ancient tongue of the dwarves.
G
[[Geruatha]] - (geh-roo-AHTH-uh): god of luck, deception, shadows, and thieves
H
I
J
K
L
M
[[Mathern]] - (muh-THURN): goddess of the home, the moon, and healing
Mogdwrgan - (mawg-DOOR-gan): halfling cousin of the Bragdwrgans
N
O
P
Q
Great Deceiver
Lord of the Night
Lady of the Shadows
Luckbringer
Alignment: Chaotic Neutral
Worshipper’s Alignment: Any Chaotic, Neutral Good, Neutral Evil
Symbol: The eight rayed "Star of Stars"
Spheres of Influence:
Major: Charm, Divination, Protection, Healing
Minor: All, Animal, Weather
Granted Powers:
Friends 1/day (1st level)
Charm Person 1/wk (5th level)
Summon Shadow 1/wk (7th level)
Rogue Skills: Start at 1st level with 30 overall points. The priest gets 10 points to add each level. These skills are modified by race, dexterity and armor.
They can use magic items useable by priests, and rogues.
Restrictions:
Requirements: Wis12, Dex16
Use 1d6 for hit point determination
Armor Worn: chain mail or lighter; no shield
Weapons Allowed: dagger, shortsword, sling
Non-weapon Proficiencies: no crossover penalty for Rogue NWP's
Bonus: Blindfighting, Gaming
Forced: Forgery
Geruatha is the deity of chance, the night and its shadows, and deception. Not even Geruatha Itself knows if this Power is a male, female, or neither. The order that worships Geruatha is called The Night Society. The Night Society mask their true form during meetings, even to other members. It is not understood how they recruit to fill their ranks. The really secret group of followers is called the Society of Shadows. The Night Society is even unaware of the existence of the Shadows. The Shadows are a very well organized and very far reaching collection of talents that are more of a political arm of Geruatha, whereas The Night Society is the religious arm. The Power named Luckbringer is an aspect of Geruatha. Many pay homage to him without espousing to the principles of faith for the darker side of the Power. This aspect is considered to be masculine.
Character Sheet for [[Giacomo Castigar|http://lostcoastgaming.com/DG/giacomo.html]]
The Greater Powers of Dryg-Gwra are:
[[Arluth-Traugur]]
[[Beldrementhellen]]
[[Chamdar]]
[[Geruatha]]
[[Mathern]]
[[Verengaard]]
[[Vwrg]]
[[Vyprana]]
[[Ysyleth]]
Half-Choshu retain some of their elven heritage.
Required:
|Package Breakdown:| Cost: 14|
|+2 DEX|
|+1 PRE|
|Elven Eyes: +1 Sight Group PER|
|Elven Longevity: Life Support (Longevity: Lifespan up to 800 years)|
|Running +1'|
Character Sheet for [[Janus of Beldrem|http://lostcoastgaming.com/DG/janus.html]]
Queen of Blight
Mother of Decay
Alignment: Neutral Evil
Worshippers’ Alignment: Any Evil
Symbol: "The Wilted Rose"
Spheres of Influence:
Major: Animal, Creation, Elemental, Necromantic
Minor: Healing (reverse only), Plant, Protection
Granted Powers:
Putrefy Food & Drink 1/day per 3 levels to a maximum of 4/day (1st level)
Cause Serious Wounds 1/day per 3 levels to a maximum of 4/day (3rd level)
Wither 1/wk per 3 levels to a maximum of 4/week (5th level)
Disguise NWP
+1 to any die of damage with a "Healing" or "Necromantic" spell (1st level)
Restrictions:
Requirements: Str10(max.), Con 16, Cha5(max.)
Armor Worn: none
Weapons Allowed: any
Kry’Senne is the goddess of famine and decay. The Wanes of Kry’Senne are most like a coven of hags and witches. They all have a tendency to look old decrepit, and disgusting. Their disguise ability allows them to roam around the world and replenish their numbers. They do this by kidnapping young girls around the ages of 6-9. They are also famous for poisoning water supplies, grain storage bins, and farmers’ fields. The wanes are led by The High Wane, an evil, twisted woman that has never been discovered by the law. She has been reported many places at one time. The Wanes are not known to have a temple, but if one were to ever see the rituals of worship, it would more than likely cause them to go mad.
Each PC starts knowing their native tongue. Your INT:Knowledge subability determines how many extra languages you can buy without spending additional CP's. You can choose from the following:
Tradespeak (common tongue)
Deru (Derugarian)
Nordresse (Nordren)
Jabalsk (Sundaryan)
Nartuk (Northreach)
Vwrgan (Dwarven)
Choshutoquenese (Elven)
Vergait (somewhat archaic; Order of Verengaard uses it; similar to Latin)
Dolfetch (Dolfanc)
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|''Description:''|Support for legacy (pre 2.1) strike through formatting|
|''Version:''|1.0.2|
|''Date:''|Jul 21, 2006|
|''Source:''|http://www.tiddlywiki.com/#LegacyStrikeThroughPlugin|
|''Author:''|MartinBudden (mjbudden (at) gmail (dot) com)|
|''License:''|[[BSD open source license]]|
|''CoreVersion:''|2.1.0|
***/
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config.formatters.push(
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The Lesser Powers of Dryg-Gwra are:
[[Ascredon]]
[[Beltreido]]
[[Brythax]]
[[Chrysolwyn]]
[[Kry’Senne]]
[[Soturo]]
Character Sheet for [[Li-eira|http://lostcoastgaming.com/DG/lieira.html]]
In the time before the Racewar, the Western Kingdoms of Dryg-Gwra were functioning under the authority and rulings of the High King, situated on the island of [[Derugar]]. The nations of [[Northreach]], [[Nordren]], [[Sundarya]], [[Brek-Tek-Vwrga]], and [[Choshutoquen]] all ruled their own peoples within their boundaries, yet they deferred to the High King in matters against the [[Dolfanc]]. The Choshu had a particularly close relationship with the High King due to their proximity, and the fact that they controlled the Dolfanc Pass with some military support from the High King. Pathmagi openly practed sorcery in Nordren without fear of persecution or execution. The Choshu and [[Nordren]] were at peace. Iron ore was easily accessible from [[Brek-Tek-Vwrga]]. The Mogdwrgans (Kelfren - haflings) lived in their warrens just outside of [[Brek-Tek-Vwrga]] in the hills near current-day Brendonmyr and were the trading location for their cousin's ore. The Mogdwrgans were much more social than their Bragdwrgan (dwarven) cousins. [[Sundarya]] was a struggling kingdom back then, due to it's lack of resources, until a mining expedition amazingly found iron ore veins in the Fists of Jabal about 15 years before the war. They were able to create better tools which helped them find precious mineral and stone deposits as well.
Someone who is born with the ability to harness the energies of the magusels.
We will be using the Channellers section with Fatigue rules for Pathmagi
Imagine wizards who do not forget spells as they are cast, but instead freely use any spell in their repertoire whenever they wish. Wizards in this system of magic are born with some special spark or gift that allows them to reach some hidden source or supply of magical energy and use this to power their enchantments and spells. A young apprentice knows only one or two ways to harness this energy into useful applications and has a very limited capacity for tapping and shaping magical energy, while a great archmage knows dozens upon dozens of spells and has a nearly unlimited capability for wielding magical energy.
While this may seem like a world where the wizards reign unchecked, there’s an important catch: Reaching for and directing magical energy is a dangerous and taxing exercise, at least as difficult as heavy labor or prolonged exertion, and each spell a wizard casts leaves him weakened and vulnerable. In fact, wizards can exhaust their very lives by casting a spell that’s too much for them to handle or by casting too many smaller spells in succession.
Channelling or summoning magical energy is a very common system of magic in fantasy literature. Here’s how it works in the Player’s Option rules: Basically, the wizard gains spell points as described in the beginning of this chapter, allocates them to fixed magicks or free magicks just as he wishes, and selects the particular spells he wants to have locked into memory as fixed magicks. (Since the wizard takes the time to impress these spells in his mind, it’s easier for him to energize them with channelled magic, and thus the spell point cost is lower than free magicks.) The following optional systems from the previous section are used:
Free magicks may be used to provide the wizard with access to any spell in his repertoire, although they’re still more expensive than fixed magicks.
The wizard may exceed his normal spell level limit using the optional rules described previously.
The wizard may decide to cast spells for greater effect by simply spending more spell points when he actually casts the spell.
The wizard can save spell points by choosing to cast spells with a prolonged casting time or at reduced power.
Lastly, the wizard modifies his spell point total based on his Wisdom and Constitution scores; he may not gain bonus spell points for his Intelligence. The character’s hit point adjustment for Constitution and his magical attack adjustment for Wisdom are added to or subtracted from his spell point total. If this lowers a 1st-level character to less than 4 spell points, he ignores the adjustments; all wizards have at least 4 spell points.
While the character may have some spell points “allocated” or “tied up” in various fixed and free magicks, this actually makes no difference for a channeller. The initial selection of spells is simply used to create a slate of spell powers that the character can access and to define the cost in spell points for making use of these powers. The character may cast any spell that he has available through either a fixed or free magick, except that the magick does not vanish from his memory once he’s cast the spell. Instead, the character deducts the number of spell points required to energize the spell from his spell point total. For example, if a mage with 40 spell points has a magic missile memorized, he can cast that magic missile four times if he wants to!
Channellers and Studying Spells: Since spells never vanish from a channeller’s memory, the character does not normally re-memorize spells during the course of an adventure. However, channellers have no particular obstacles to learning new spells or replacing the spells held as fixed or free magicks in their memory. The character must be well-rested and have access to his spell books. It takes 10 minutes per spell level for the character to memorize a new spell. In effect, he “overwrites” whichever spells he wishes to in order to change the allocation of spell points into free and fixed magicks.
If a character wishes to change just one spell in his current repertoire, he still has to rest and memorize it. For example, if a mage wished to change his magic missile spell to a shield spell, then he would have to sleep for eight hours and spend 10 minutes committing it to memory.
Since spell points in this system represent magic potential or stamina (for lack of better words), expended spell points are naturally recovered as the character’s fatigue fades and his strength returns. Just as a human who runs a wind sprint eventually recovers from his temporary exhaustion, a wizard who casts a spell will soon return to his full magical strength with a little rest. Spell points are recovered as shown on Table 20 : Spell Point Recovery for Channellers.
Table 20:
Spell Point Recovery for Channellers
| Physical Activity | Spell Recovered |
| Hard exertion | none |
| Walking, riding | 2 per hour, or 2% of normal maximum |
| Sitting, resting | 4 per hour, or 5% of normal maximum |
| Sleeping | 8 per hour, or 10% of normal maximum |
Characters recover a number of spell points equal to the percentage listed, or the whole number, whichever is better. For example, a 6th-level mage has 55 spell points. If he sleeps, 10% of 55 would be 6 (round up 5.5) spell points per hour, so he recovers 8 per hour instead. In fact, it’s more advantageous for any mage of 7th level or lower to take the listed number, and mages of 8th level or higher to work with percentages instead. For specialists, 7th-level is the break point.
In addition to the long-term prospects of exhausting his spell points, a channelling wizard finds that each spell he casts temporarily tires him. See Table 21 : Spell Fatigue.
Table 21:
Spell Fatigue
| Wizard | Fatigue Caused by Spell Level |
| Lvl. | Light | Moderate | Heavy | Severe | Mortal |
| 1–2 | — | cantrip | 1st | 2nd | 3rd or higher |
| 3–4 | cantrip | 1st | 2nd | 3rd | 4th or higher |
| 5–6 | cantrip | 1st, 2nd | 3rd | 4th | 5th or higher |
| 7–8 | 1st | 2nd, 3rd | 4th | 5th | 6th or higher |
| 9–11 | 2nd | 3rd, 4th | 5th | 6th | 7th or higher |
| 12–13 | 3rd | 4th, 5th | 6th | 7th | 8th or higher |
| 14–15 | 4th | 5th, 6th | 7th | 8th | 9th or higher |
| 16–17 | 5th | 6th, 7th | 8th | 9th | — |
| 18–19 | 5th | 6th, 7th | 8th,9th | — | — |
| 20–22 | 5th | 6th–8th | 9th | — | — |
| 23–25 | 6th | 7th–8th | 9th | — | — |
| 26+ | 6th | 7th–9th | — | — | — |
Using the Fatigue Chart: When a wizard casts a spell, find the row that matches the caster’s level and then read across until you find the level of the spell. The column it appears in indicates the fatigue caused by the spell. For example, if an 8th-level wizard casts a fireball, begin on the row titled “Wizard Lvl. 7–8” and read across until you find the listing for 3rd-level spell. This spell causes moderate fatigue for the character. If the wizard casts a 4th-level spell, he would suffer heavy fatigue.
Loss of Hit Points: If a character has been reduced to 50% or less of his maximum unwounded hit point total, the fatigue rating of the spell increases by one. If a character has been reduced to 25% or less of his normal hit point total, the fatigue rating increases by two categories. For example, a 5th-level wizard who normally has 16 hit points has been wounded and only has 8 hit points left. When he casts his fireball spell, he becomes severely fatigued instead of heavily fatigued. If he had tried the same spell with only 4 hit points, he would have been mortally fatigued, which is not good.
Loss of Spell Points: In a similar manner, a character who has depleted his magical energy is more susceptible to fatigue, too. The same rules apply for reduced spell point totals. Always count the character’s spell points before the spell is cast, so a 1st-level wizard casting his first spell of the day is beginning with 4 spell points (or more) and not zero! Again, a loss of 50% increases fatigue by one category, and a loss of 75% increases it by two. Specialist wizards add their two point totals together for comparing the points spent to the original total.
Existing Fatigue: If a fatigued character casts another spell, increase the fatigue category of the new spell by one level if he is moderately fatigued, two levels if he is heavily fatigued, or three levels if he is severely fatigued. The character then acquires the new fatigue level of the spell he just cast, or stays where he was, whichever is worse. For example, if the 8th-level wizard mentioned above was already moderately fatigued and he cast a 2nd- or 3rd-level spell, the new spell would be considered heavily fatiguing because of his existing condition, and the wizard would become heavily fatigued. However, if the wizard had cast a 1st-level spell, he would have remained moderately fatigued.
Note that fatigue can accumulate from other sources than casting spells. In the Player’s Option: Combat & Tactics book, there is a fatigue system based on rounds of combat. If this is in play, a wizard who fights for three or four rounds and then attempts to cast a spell may be in deep trouble. Characters who are fatigued under that system are considered moderately fatigued here, and exhausted characters are heavily fatigued.
Effects of Fatigue: Naturally, fatigued characters face some significant disadvantages, as shown below:
Lightly fatigued characters have no combat penalties, but they risk becoming more exhausted. Their movement rate is reduced to three-quarters normal, so most human and demihuman wizards will be reduced from a 12 to a 9. A lightly fatigued character might suffer from a slight headache or just feel tired.
Moderately fatigued characters suffer a –1 penalty to attack rolls and have their movement rates halved. Characters at this level of fatigue might have a persistent headache, slightly hazy vision, and pervasive muscle aches in random areas.
Heavily fatigued characters suffer an attack penalty of –2, and an Armor Class penalty of +1. Their movement is reduced to one-quarter normal. Not only does the character feel exhausted, but he also suffers from a splitting headache, aches all over and could suffer from nose bleeds, etc.
Severely fatigued characters suffer a –4 penalty to all attacks and a +3 penalty to their Armor Class. Their movement rate is reduced to 1. It is almost impossible for the character to stand up at this point (make a Dexterity/Balance check if the character moves). Of course, he can still concentrate enough to cast spells, but just barely. Other problems might be the inability to visually focus on anything for more than a second, extreme ringing in the ears, or whatever seems appropriate to the DM.
Mortally fatigued characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately. The character must attempt a saving throw vs. paralyzation; if he fails, the strain proves too much and he perishes. If he passes, he remains unconscious for 1d6 hours before awaking severely fatigued. Obviously, a channeller should be extremely careful when he begins to feel tired—he can cause his own death if he overdoes it.
Recovering from Fatigue: Of course, wizards don’t stay exhausted forever. Just as their spell points will eventually replenish themselves, their physical capacities will also return. In order for a wizard to “lose” one step of fatigue, he must make a successful saving throw vs. paralyzation.
Lightly or moderately fatigued characters can attempt a saving throw for each round of resting.
Heavily fatigued spellcasters can attempt a saving throw for each turn of resting.
Severely fatigued wizards can attempt a saving throw for each full hour of resting.
Each extra round, turn, or hour (as appropriate) spent resting gives the character a cumulative +1 bonus on his saving throw, so a heavily fatigued wizard who rests three turns attempts three saving throws—the first with no modifier, the second with a +1 bonus, the third with a +2 bonus, and so on.
[[Overview]]
[[Western Kingdoms]]
[[Northreach]]
[[Background]]
[[Pantheon]]
[[Sorcery]]
[[Character Guidelines]]
[[Non-Weapon Skills]]
[[Languages]]
[[Player Characters]]
[[Pronunciations]]
[[Lost Coast Gaming|http://www.lostcoastgaming.com]]
Moonmother
Lady of Silver Tears
Heathmother
Alignment: Neutral Good
Worshipper’s Alignments: any Good
Symbol: "The Half Moon"
Spheres of Influence:
Major: All, Healing (no reverse), Necromantic, Protection
Minor: Charm, Divination, Elemental
Granted Powers:
Cure Light Wounds spell at +2hp healed (1st level)
All other "Cure" spells at +1/die rolled (level spell is attained)
Remove Fear 1/day: 2 subjects (3rd level; +2 subjects every 3rd level attained )
Cure Disease 3/wk (5th level)
Moonbeam 1/wk (7th level)
Restrictions:
Abilities: Con 14, Wis 12, Cha 12
Armor Worn: any; shield allowed
Weapons Allowed: flail, lasso, mancatcher, net, staff
Non-weapon Proficiencies:
Bonus: Healing
Forced: Herbalism
Miscellaneous: -1/die damage to all attacks and attack spells
Mathern is the goddess of healing and the hearth or home. She is by far the most generous and forgiving of all the powers. The Children of Mathern are required by the oldest doctrine of the order to heal all whom they come upon that might need it. This includes fallen enemies in combat that remain alive. If a Child has no powers left, then they must use any natural means available to do what they can to prevent that individual from dying from their wounds. The Children live in small, well kept temples throughout the West, exceeded in number only by the shrines to Luckbringer. They Children do not concern themselves too deeply in political affairs but more in the affairs of their parishioners. The Children are ruled by the Council of the First Born, who are in turn led by the First Child. Any Child is allowed to marry freely and without any restrictions.
Proficiencies and the Point System
The point system lets players give their characters a wider variety of skills and abilities than are available with the standard rules. However, skills that are not related to a character’s class are still more difficult and expensive to obtain than those tied directly to the adventurer’s area of expertise.
Character points help determine an adventurer’s initial proficiencies. Players can also assign
character points earned during play to improve their heroes’ chances of success with proficiencies, as
well as to add new proficiencies.
Unlike the original proficiency rules, the Skills and Powers system gives each proficiency a rating —a possibility for success. This is influenced by a character’s ability score (see Table 44: Ability Modifiers to Proficiency Scores). It is a more realistic approach, since proficiencies can be gradually improved. In these rules there is a significant difference in performance between someone with a beginning level of proficiency and someone who is an expert.
In this step of the character creation process, all player characters receive an additional allotment of
character points, based on their classes, to purchase their initial non-weapon proficiencies. In addition,
any leftover points from race or class ability selection in the previous chapters can be used here. Finally, characters may add their CP bonuses for their Intelligence scores to their total of character points at this time. The number of CPs awarded to each type of character in this step appears in the table below. Characters may also choose disadvantages at this point, which can give them bonus CPs to spend in acquiring extra skills or traits.
Warriors: 6
Wizards: 8
Priests: 8
Rogues: 6
The Nation of Nordren is bordered on the north and west by the huge ocean called Chamdar's Girdle, on the south by the Koktunubian Sound and the Black Marsh, and on the east by the Crystal River. Of all the human lands of the Western Kingdoms, the land of Nordren is by far the most beautiful. It has abundant fertile farming lands and many forests that range from dark and gloomy to picturesque. It also has a great deal of coastline which provides much of the nations food and other natural resources. Nordren has the beautiful, rolling Cleddew (Kle-thoo) Hills which surround the small, somewhat worn Cleddew Mountains. Nordren has the greatest number of cities in the west, but not the largest city itself, which is in Sundarya. Most Nordren cities are built along the coast of Chamdar's Girdle or the Koktunubian Sound, but the interior of Nordren does contain many villages, and hamlets, as well as Banamyr, the capitol of Nordren.
Banamyr is located deep within the heart of the Sethwood Forest. Banamyr is built in the great Banam trees which are located only in the heart of the forest that bears its name. It is the most defensible city in Nordren, and many considered it the center of culture for the last few centuries. The greatest plays, epics, paintings, sculptures, and songs are created at the university of Nordren. There is no longer a school of sorcery in Banamyr, or in any of Nordren for that matter. The once great Library of the Magus, the greatest collection of archived works related to sorcery, was destroyed after the Racewar. Sorcery, black magic as it is called in Nordren, is forbidden by law. During the Racewar, the conflict between Nordren and the Choshu Nation grew so intense that the Nordren Forest Lords, the ruling body of law, declared Sorcery illegal. It was then that mobs stormed the Library of the Magus and burned it to the ground. Many died within the walls of the library: Sorcerers; scholars; Seekers; priests; and commoners. Upon conviction a sorcerer of black magic is sentenced depending upon the nature of the spell and the severity of the result of the sorcerer's action. White magic, magic granted through worship of the gods is, however, allowed. Even though the ruling body of Nordren, the Nordren Forest Lords, decreed that white magic was good, the people of Nordren are very superstitious, and have trouble dealing even with white magic, without showing awe and a sense of wonder.
The Crystal River, the eastern border, separates Nordren from their bitter enemy, the Choshu Nation. The bloodiest battles between these two nations were fought on the Queoc plains around this river. The plain is named after the huge herds of Queoc that roam around this area on both the Nordren and Choshu sides of the river. There are a few current border towns that on the Nordren side that survived the war: Caer Penmwr which is on the edge of Black Marsh; Caer Talldyr to it’s north and near Rainbow Lake; and Brendonmyr to the north of Caer Talldyr. Brendonmyr is also closest to the area where the Mogdwrgans lived before their entire civilization disappeared in a massive explosion a short time before the start of the Racewar. This entire area along the border is still a dangerous place, even since the truce that ended all conflicts in the Racewar. Nordren and Choshu alike hunt the queoc herds that roam these areas and border issues are an ever-present danger.
The oldest forest in country is in the central northern part of Nordren. The Great Heartwoods is the home of the Druid Bel-Dorren of Beldrem. Bel-Dorren is the Arch-Druid of Nordren, and is heir apparent to Arch-Druid Goentryx. Since the disappearance of Goentryx, Bel-Dorren has been unable to scry into the grove on Derugar, and has not left his own grove.
The people of Nordren have suffered a great deal. Dolfanc roam in greater numbers here then any other area of the West. The harsher winters that sweep across this nation have wreaked havoc on the fields that were soaked in blood but a few years back. They are a superstitious people, especially in the smaller settlements.
The area called Northreach lies northeast of Brek-Tek-Vwrga where Chamdar’s Girdle turns into the Northreach Sea. The coastal area is etched with fjords, and much of the land call Northreach is actually islands in the Northreach Sea off the coast. The climate is very harsh, especially during the long winters. It is to this area that the Triads fled during the Nordren persecutions of sorcerers. This part of the west is now sometimes referred to as The Sorcerous Islands of Northreach. This part was under siege from the Dragonlords until the Triad arrived and helped turn them back. Many Magi died here during the Racewar after fleeing Nordren.
The islands and areas of interest are:
1. Raven’s Isle: There are two towns of note here called Relg and Kron. This island was settled by the Path of the Ebony Hand of
the Triad.
2. Dragonlord Isle: The towns of Tarn and Karmeik are here. This island is populated by the fierce, wyrm-riding Dragon Lords. They were
enlisted by Arluth-Traugur to attack control this part of The West during the Racewar. They would have succeeded and pressed
southward had it not been for the sudden arrival of the Triad. The Dragon Lords provide haven and support to the seafaring warriors
that plunder these areas as well as areas on the coast of Nordren.
3. Ashen Isle: This island’s only area of interest is the Ashen Tower erected once the Path of the Iron Hand settled here. The land has
changed much with the influx of this member of the Triad. Their strong practice of sorcery has altered the flora and fauna of the
island greatly.
4. Isle of Thell: Two cities, Jalba and Thelbos, occupy this island.
5. Treaty Isle: Treaty Isle is to the south of Thell. This is an uninhabited island. It is here that the various peoples of Northreach came
together and created the treaty that had kept them at peace until the attack of the Dragon Lords during the Racewar. There is a
plateau in the center of the island. It is on this plateau where the marker of the treaty is located.
6. Isle of the Dead: This island is barren of any life. While it isn’t flat, not a single blade of grass can be found. The island is covered is
gray rock and even the earth is gray. Legend has it that there is a tomb of some ancient creature of unspeakable evil somewhere on
this island. They say this creature was so powerful and evil that even in death it has sucked all life from the island. No rain or snow
ever falls here, and the temperature can range from extreme colds to heats that no other part of Northreach ever experiences.
7. Isle of Exile: While this island is not dead, no one travels here willingly. Only people sentenced of the most heinous crimes are
banished to this island.
8. Guardian Isle: This is the last of the actual islands of Northreach. Guardian is permanently covered in ice. Northwatch Tower is on this
island. This tower was built after the War of the Dead centuries ago. Arluth-Traugur has raised a dragon of immense power from the
north. This dragon was eventually driven back to the Great Glaciers. The people erected this tower to give advance notice should she
ever return. The island is populated with the descendents of the original guardians. This is a rugged clan, used to the harshest of
conditions.
The Mainland of Northreach is comprised of mountains to the south, tundra, and coniferous forests. The cities of Prydon, Selenor, Danaar, and Per dot the coast along the Northreach Sea. Each of these cities were founded by the various clans that used to roam this area. They are named after the clan leaders that signed the treaty marker on Treaty Isle. There is also a city called Freehold located in the large forest called the Morrowwoods. This city was founded by Balfor dan Ifus when he united the Ice Clans under the banner of Clan Ifus. The Ice Clans are the fiercest warriors of Northreach. If it weren’t for them, the Dragon Lords would have conquered the area long before the Triad arrived. It is also in the Morrowwoods where the Path of The Silver Hand built their tower when they arrived. The last area of note in Northreach is south of Freehold on the eastern side of the Northern Spires, the mountain range border.
The Tomiak Oracle is located here. This is the same oracle that appeared at the end of the War of the Dead with her prediction. Legend has it she is the same oracle from the dawn of recorded time, but others state a new oracle is chosen every so often. She has a special relationship with the Ice Clans, some of whom live at the base of her mountain to keep her safe from harm.
Stormclouds on the Horizon is the name of the Fantasy campaign running on [[Lost Coast Gaming|http://www.lostcoastgaming.com]]. What will follow is the basic information people will need to determine if they wish to be part of the story. The campaign is set in my gameworld of Dryg-Gwra.
The campaign will be in epic style and will utilize the AD&D 2nd Edition gaming system. Players, while ignorant at the start, will realize the scope of their responsibility.
Mood of Campaign: This campaign will often be dark, but heroic and epic fantasy at it's greatest. The characters will be the ones that must lift themselves and others when things often seem their darkest. This is a game of love and life. It will be a sweeping tale of grandeur and sacrifice. It is up to the characters to truly bring this story to life and
Package Deals currently exist for the following races and professions:
[[Racial Package Deals]]
[[Professional Package Deals]]
The gods and goddesses of Dryg-Gwra are referred to as The Powers. They are divided into two ranks: the Greater Powers and the Lesser Powers. The Powers of Dryg-Gwra are quite active in the events of the world. The work through their faiths to move and shape events.
<<<
//The powers that are the world came together to decide the fate of their own. [[Beldrementhellen]] looked at his son Arluth-Traugur, and wept. Where his tears fell, thus did the great forests of the Druids spring to life. Weeping, he spoke to his youngest son.
'Bright One,' for that is what Arluth-Traugur means to the ancient tongue. 'Bright One! How could you have done this??? Do you not know what this means???' 'Oh yes, father,' he spat out the words in distaste. 'I know very well. Now, you and the other weaklings who have created their "peoples" will walk in fear of what I have wrought. The Dolfanc will rule. And by your own law shall I become the Lord of Powers. For as my [[Dolfanc]] increase and conquer, your peoples will diminish until there are none left who remember ANY of your names.'
The Other powers were aghast at what had been wrought by their own kin. [[Verengaard]], the Lord of Light, stood forth. A silver glow formed around him and then coalesced until it formed a skin over his own essence. It covered everything and was likened to a metallic suit. 'I will teach humans the way of the light!' He shouted. 'I will skill them in honor and show them how to protect themselves from your Dolfanc. I will choose holy warriors to lead the people away from your dark influence!'//
<<<
[[Greater Powers]]
[[Lesser Powers]]
[[Areas of Worship by nation]]
Note: There is a Greater Power that is excluded from this list. His name is Altrou-Ymeth. He is god of magic. There is no religion associated with him except for PathMagic of the West. You will find his information in the [[Sorcery]] section.
The Ebony Circle is a group of sorcerers that believe the way to ultimate power should not be impeded by the interference of the weak minded and less fortunate. These types of people, the majority, should be manipulated and used to suit the ends of the Circle. The Circle follows the laws created by Arl'Uth Ul'Leth, called the Path of the Black Hand.
The Ebony Circle is governed by the Black Conclave, the six most powerful and influential members of the Ebony Circle. The Conclave is chaired by the Raven Magus, the single most powerful sorcerer in the Circle, and is the 7th member of the Conclave.. When the Raven Magus dies, steps down, or is challenged by another member of the Conclave for the right to the "chair", the two meet in a battle of sorcery. The winner becomes the new Raven Magus until the above conditions are met again. The contest need not be to the death. Rules and outcome for victory are set down before the contest and must be adhered to by both. If either sorcerer breaks from the rules, that sorcerer, by the will and power of Arl'Uth Ul'Leth, is stripped of all path abilities, and is cast out from the Raven Tower.
All Seekers of the Black Path must successfully complete the "Ordeal of the Raven". If they don't pass the Ordeal but survive it, they are killed. The Ebony Circle has no room for weakness.
Granted Powers and Restrictions:
Alignment: Lawful Evil
Schools: conjuration/summoning, enchantment/charm, all divination, illusion/phantasm, invocation/evocation, necromancy
cast 1 extra spell of the highest spell level known
-1 to subjects save vs. necromancy spell
-1 to subjects save vs. illusion/phantasm spell
can shapechange into "one" type of normal animal, man-sized or smaller. It has to be dark in color.
Attribute Minimum Requirements: Intelligence 12; Constitution 15
Armor Worn: None
Weapons Allowed: dagger, dart, staff
Miscellaneous: -1 to save vs. anything dealing with Abjurative or Alteration Magic
| Level | Title | Exp Point Required |
| 4 | Black Apprentice of the 1st Circle | 10,000 |
| 5 | Black Apprentice if the 2nd Circle | 20,000 |
| 6 | Black Apprentice of the 3rd Circle | 40,000 |
| 7 | Ebony Mage of the 1st Circle | 60,000 |
| 8 | Ebony Mage of the 2nd Circle | 90,000 |
| 9 | Ebony Mage of the 3rd Circle | 135,000 |
| 10 | Ebony Mage of the 4th Circle | 250,000 |
| 11 | Ebony Mage of the 5th Circle | 375,000 |
| 12 | Ebony Mage of the 6th Circle | 750,000 |
| 13 | Ebony Mage of the 7th Circle | 1,125,000 |
| 14 | Ebony Mage of the 8th Circle | 1,500,000 |
| 15 | Ebony Mage of the 9th Circle | 1,875,000 |
| 16 | Ebony Master | 2,250,000 |
| 17 | Ebony Master | 2,625,000 |
| 18 | Ebony Master | 3,000,000 |
| 19 | Ebony Master | 3,375,000 |
| 20 | Ebony Master | 3,750,000 |
The Iron Circle is a group of mages that believe "the gift" is the most important thing. It doesn't matter that some have the gift and some don't. Those who have been mage-born should insure the protection of the power from those that would see it banished. They feel they are the guardians of the art. These sorcerers follow the laws as given by As'Myr Ul'Leth, called the Path of the Ashen Hand. The Iron Circle is ruled by the twelve member Iron Conclave, chaired by the Ashen Magus, the most powerful member of the Conclave. When the Ashen Magus dies, steps down, or is removed from office by the Conclave, the next Ashen Magus is chosenfrom the members of the Conclave, by a vote of the Conclave. All Iron Circle Seekers must successfully complete the "Trial of Ashes" or they are forever forbidden from joining the ranks of the Iron Circle.
Granted Powers Restrictions:
Alignment: Lawful Neutral
Schools: alteration, conjuration/summoning, enchantment/charm, all divination, invocation/evocation, illusion/phamtasm
cast 1 extra spell from any level the sorcerer chooses but has to be from a school, chosen after successfully completing the trial
-1 to subject's saving throw vs. spell from selected school
cast divination spells as if 1 level higher
polymorph self 3/day with 2 hour duration each time, but no hit point increase after return to normal form
Attribute Minimum Requirements: Intelligence 12, Wisdom 14
Armor Worn: None
Weapons Allowed: dagger, dart, staff, staffsling, sling
Non-Weapon Proficiencies: gains spellcraft at no charge
Miscellaneous: -1 to all saves vs. anything dealing with abjurative or necromantic magic
| Level | Title | Exp Point Required |
| 4 | Grey Apprentice of the 1st Circle | 11,000 |
| 5 | Grey Apprentice if the 2nd Circle | 24,000 |
| 6 | Grey Apprentice of the 3rd Circle | 46,000 |
| 7 | Iron Mage of the 1st Circle | 70,000 |
| 8 | Iron Mage of the 2nd Circle | 105,000 |
| 9 | Iron Mage of the 3rd Circle | 150,000 |
| 10 | Iron Mage of the 4th Circle | 275,000 |
| 11 | Iron Mage of the 5th Circle | 410,000 |
| 12 | Iron Mage of the 6th Circle | 775,000 |
| 13 | Iron Mage of the 7th Circle | 1,150,000 |
| 14 | Iron Mage of the 8th Circle | 1,525,000 |
| 15 | Iron Mage of the 9th Circle | 1,900,000 |
| 16 | Iron Master | 2,275,000 |
| 17 | Iron Master | 2,650,000 |
| 18 | Iron Master | 3,025,000 |
| 19 | Iron Master | 3,400,000 |
| 20 | Iron Master | 3,775,000 |
The Ivory Circle is a group of sorcerers that believe they have been given a gift that should be used to help those that are weaker and less fortunate than themselves. These sorcerers follow the guidelines set down by All'Ron Ul'Leth, called the Path of the Silver Hand. This Path states that the Silver Magi are to use their gifts and talents to aid others and, if need be, give up their lives for these people.
The Ivory Circle is governed by the Silver Conclave, the six most powerful and wise Silver Magi. The Conclave is chaired by the Silver Magus, the most powerful member of the Conclave, When the Silver Magus dies, steps down, or is removed from office by a vote of the Conclave, a new Silver Magi is elected from the Conclave by a vote from all "mage" members of the Circle, with each member gaining one vote for each circle they've attained (i.e. 1 vote for Ivory Mage of the first Circle, 2 votes for Ivory Mage of the second Circle, etc.).
All Ivory Circle Seekers must successfully complete the "Test of Silver" or wait for a period of no less than one full year before attempting to enter the Circle again. The Ivory Circle is thus unlike the other two in that they allow failed Seekers to try again.
Granted Powers Restrictions:
Alignment: Lawful Good
Schools: abjuration, alteration, conjurations/summoning, enchantment/charm, all divination, invocation/evocations
cast 1 extra spell from any level the sorcerer chooses
cast abjurative spells at 1 level higher than actual level
can shapechange into "one" type of normal animal, man-sized or smaller. It has to be light in color.
Attribute Minimum Requirements: Intelligence 12, Wisdom 12, Charisma 14
Armor Worn: Can use shield only
Weapons Allowed: staff, staffsling, sling
Non-Weapon Proficiencies: must choose spellcraft
Miscellaneous: -1 to all saves vs. anything dealing with illusionary or necromantic magic
| Level | Title | Exp Point Required |
| 4 | White Apprentice of the 1st Circle | 10,000 |
| 5 | White Apprentice if the 2nd Circle | 20,000 |
| 6 | White Apprentice of the 3rd Circle | 40,000 |
| 7 | Ivory Mage of the 1st Circle | 60,000 |
| 8 | Ivory Mage of the 2nd Circle | 90,000 |
| 9 | Ivory Mage of the 3rd Circle | 135,000 |
| 10 | Ivory Mage of the 4th Circle | 250,000 |
| 11 | Ivory Mage of the 5th Circle | 375,000 |
| 12 | Ivory Mage of the 6th Circle | 750,000 |
| 13 | Ivory Mage of the 7th Circle | 1,125,000 |
| 14 | Ivory Mage of the 8th Circle | 1,500,000 |
| 15 | Ivory Mage of the 9th Circle | 1,875,000 |
| 16 | Ivory Master | 2,250,000 |
| 17 | Ivory Master | 2,625,000 |
| 18 | Ivory Master | 3,000,000 |
| 19 | Ivory Master | 3,375,000 |
| 20 | Ivory Master | 3,750,000 |
A sorcerer who is a member of one of the orders of The Triad.
A Path-Magus that has given up their membership in their order. The do this so that they can train new Seekers without any moral bias.
PathMagic is the style of sorcery practiced by those who are [[mage-born]]. Thes individuals are born with the gift to harness the raw energies of magic that permeate Dryg-Gwra. PathMages are granted special powers through the order they follow.
The Pe-Choshu (High elves) are the tallest of the choshu. They tend to be fairer of skin and have hair of metallic hues. Their eye-color typically ranges from shades of amber and lavender, to teal and aqua.
Required:
|Package Breakdown:| Cost: 52|
|+3 DEX|
|+2 INT|
|+2 STR|
|+5 PRE|
|+2 EGO|
|+3 PD|
|+3 ED|
|+1 SPD|
|Elven Eyes: +1 Sight Group PER|
|Elven Eyes: Ultraviolet Perception (Sight Group)|
|Elven Sleep: Lightsleep|
|Elven Longevity: Life Support (Longevity: Lifespan up to 1600 years)|
|Running +2'|
|Woodland Dweller: Survival (Temperate/Subtropical Forests)INT Roll|
Here are the current characters and open slots for the campaign:
[[Janus of Beldrem]]
[[Coren Dan Balor]]
[[Yahim Atafahdi]]
[[Li-eira]]
[[Tob ap Huwell]]
[[Aislinn of Mathern]]
[[Giacomo Castigar]]
[[Path Magi of the Ivory Circle]]
[[Druid of Beldrem]]
[[Myrm of Chamdar]]
[[Child of Mathern]]
[[Knight of Verengaard]]
[[Rainbow Monk]]
[[Minstrel of Chrysolwyn]]
[[Troubadour of Chrysolwyn]]
These guides might assist in definitions and understanding my pronunciations:
A-F
G-Q
R-Z
R
racisarya - (rah-ki-SA-ri-uh): racewar in Vergait, an archaic tongue of the West spoken by the Church of [[Verengaard]];
S
[[Sundarya]] - (soon-DAR-i-a): arabic nation in the southeast of the Western Kingdoms
T
T'Hun - (tay-HOON): Steppelands just to the east of The Western Kingdoms
T'Hungol 0 (tay-HOON-gawl): people of the T'Hun Steppes
U
V
[[Verengaard]] - (VEHR-un-gard): god of the sun, justice, truth, and honor; sworn enemy to Arluth-Tragur and his minions
[[Vwrg]] - (VOORG): Creator of the physical world that is Dryg-Gwra and Bragdwrgan race
W
X
Y
[[Ysyleth]] - (YI-sul-eth): Goddess of love and beauty; creator of the faear
Z
The Ra-Choshu (Gray Elves) are a little smaller and slighter then the Pe-Choshu. They also tend to be fairer of skin and have hair of metallic hues. Their eye-color also typically ranges from shades of amber and lavender, to teal and aqua.
Required:
|Package Breakdown:| Cost: 70|
|+3 DEX|
|+5 INT|
|+2 PRE|
|+5 EGO|
|+4 ED|
|+1 SPD|
|Elven Eyes: +1 Sight Group PER|
|Elven Eyes: Ultraviolet Perception (Sight Group)|
|Elven Sleep: Lightsleep|
|Elven Longevity: Life Support (Longevity: Lifespan up to 1600 years)|
|Running +2'|
|Woodland Dweller: Survival (Temperate/Subtropical Forests)INT Roll|
|Va Majenne: Elven Magic 20 pts (All Ra-Choshu are born with some amount of magical abilities. These powers are innate and require no components or incantations.)|
[[Bragdwrgan]]
[[Choshu]]
[[Half-Choshu]]
Stormclouds on the Horizon Campaign and World Information
The Pathmagi exist as a community only in the Western Kingdoms. There are other mages in the other lands, but they are not bound by the laws of the Triad nor do they gain any of the benefits.
[[The Unleashing of the Forces]]
[[The Gift of Sorcery]]
[[The Gathering]]
[[The Forming of the Triad of Circles]]
[[Adepts]]
[[Circle Rankings and Titles]]
[[Path Mage of the Ebony Circle]]
[[Path Magi of the Iron Circle]]
[[Path Magi of the Ivory Circle]]
Lord of Storms
Hand of Destruction
Alignment: Chaotic Evil
Worshippers’ Alignment: Chaotic Evil, Chaotic Neutral, Neutral, Neutral Evil
Symbol: "A Streak of Lightning"
Spheres of Influence:
Major: All, Elemental, Chaos, Summoning, Weather
Minor: Divination, Healing
Granted Powers:
Protection from Lightning 1/day (1st level)
Call Lightning 1/day (5th level)
Control Weather 1/wk; Gale Lords only (10th level)
Earthquake 1/wk; Gale Lords only (10th level)
Chain Lightning 1/day per wizard spell (15th level)
Restrictions:
Armor Worn: any
Weapons Allowed: club, dart javelin, warhammer
Soturo is the master of storms, and natural disasters. The Tempests of Soturo roam the West preaching about the destruction of the world at the hand of Soturo. The Tempests are ruled by a small group call the Gale Lords. The Gale Lords are a powerful force with much destructive potential at their call. Unfortunately they spend most of their time bickering with each other. Some have seen Soturo’s wrath called down by a Tempest actually strike the Tempest instead of the target. Most Tempests spend their lives in fear of Soturo’s anger and mercurial nature. No Tempest is allowed to marry, but they may take "any" lover they choose.
The vast Sundaryan Empire is the most rugged of all the Western Kingdoms. The Empire itself is bordered on the north by the Spears of Sundar and the Kotunubian Sound, on the west and south by the Radiant Peaks, and on the east by the mountain range called the Fist's of Jabal. The center of this mountain range is called The Heart of Jabal. It is from this small range that the life giving Jabal River flows. The Jabal River rushes through mountain passes from Lake Jabal high in the mountains. It then winds its way through the plains of the Sundaryan farmland until it meets up with the Koktunubian Sound. The waters of the Jabal flood every year at spring as the rains from the west, compounded with the thaw of ice at the Heart of Jabal cause the river to swell and overflow. After the flood, the farmland around the Jabal River becomes so fertile that it can produce more than enough grains and other farm products for the Empire to sustain itself. The Empire has the greatest number of people of any nation of the west. The Sundaryan Empire has the largest, as well as being the oldest, single human city in all of the Western Kingdoms.
Kughdahd, the capitol of Sundarya, is located where the Jabal River comes out of the Heart of Jabal. This location keeps the city out of the flood zone, allows for a more comfortable environment for its citizens year round, supplies the freshest water, and makes the city virtually impossible to be taken by any military assault. The city has many markets where trade for goods from outside the city takes place year round. It is in Kughdahd that the Empress Shal-Ahzharah, a direct descendant of the nation's founder Sharrah Jabal Al-Sundarya, rules the empire as her ancestors have. All praise the Empress day and night. There are two other cities of interest in Sundarya: Khal-Badi; and Char.
Khal-Badi is located north and west of Kughdahd in the Khal-Tur desert. It is safe from the floodplain around the Jabal River. Khal-Tur, while still being part of the Empire, turns a blind-eye to many events that occur within it’s walls. The massive Khal-Tur desert, which extends west of the floodplain all the way to the Radiant Peaks, is home to the Scorpion Nomads. These nomadic people roam in clans from oasis to oasis. They are masters of stealth and survival in the harsh climate of the Khal-Tur. They believe that Sundarya was meant for all the people of Jabal, not just those privileged to live in the upper lands of the country. Khal-Tur has become a meeting place for the Scorpion Nomads. The are able to move back into the Khal-Tur and disappear into the desert if need be. Sheikh Annasahn bin Jadn Al-Abn, governor of Khal-Tur and the Empress' cousin, spends more time on pleasure then handling affairs of state. He leaves those duties up to his generals.
The other city of note is Char. Char is located on the coast of the Koktunubian Sound where the Jabal meets the sound. This is the largest port city in the entire West. It is a constant bustle of activity, including all forms of villainy. Gold is the true law of this melting pot. It is often said that if one can’t find it in Char, then wait. With enough gold, someone will steal it for you.
The people of Sundarya, the Sundars, are as varied as the Western Nations themselves. To the north and east of the flood-plain is the Kos-Kobahr, the Plain of Death. It is here that small bands of isolated warrior tribes known only as Death Riders roam as they have for centuries, avoiding contact with most of civilization. They are greatly feared, but not well known. The Empress has yet to get a delegation from any of their clans to even respond to an invitation to the palace.
Farther to the west, in the Radiant Peaks, live a group of strange men called the Daghasi. They are called madmen by some and prophets by others. Even though all of the Empress' court trembles when one appears there, a Daghasi is given all the courteousy due a member of the royal family. It is rumored that the oldest records of the entire west are kept safe within the caves of the Daghasi. Safe indeed because Sundars say they would rather cross the Khal-Tur than set foot inside the Daghasi Caves. The caves, home to the Daghasi, are located very deep within the Radiant Peaks.
The "Pathmasters" went to the islands in the North Reach and created their individual towers where their disciples could learn. Each traveled across the Kingdoms of the West, gathering followers to learn the art of sorcery, and brought them back to their "hae kush sorsear" (place to study sorcery).
All'Ron taught his disciples the precepts of the Silver Hand, and trained them in the incantations and rites of sorcery. He gave to them the gifts of Altrou-Ymeth and joined them in the bond that would be called the Ivory Circle. As'Myr and Arl'Uth did the same, calling theirs the Iron Circle and the Ebony Circle, respectively. Each Path-Magus can be denoted when he is casting a spell by the color of energy that surrounds his casting hand, even if the spell requires an incantation only. The ranks of the Triad of Circles began to swell with other races as well as humans. Choshu (elves), half-breed Choshu, and even Mogdwrgans (halfling-like race) showed a certain adeptness at sorcery.
Altrou-Ymeth took his three disciples to the place where the submitting Magusel waited. The disciples were given their choices, in order that the paths were created. All'Ron gathered the Keryop because of the protective powers it would give. Arl'Uth gathered the Tryllox because of the control over life and death it would give. As'Myr asked that he be able to gather some of all the remaining Magusel, and Altrou-Ymeth granted his request. All'Ron then gathered the Phelcoran because it would allow him to change evil into good. Arl'Uth gathered the Ysthor, giving him the power to deceive the weak minded. After that, Altrou-Ymeth took the remaining Magusel and gave them out to both. He then gave each powers to grant to the future sorcerers so that they would know that the power came from him. He then left them to work on their own.
Altrou-Ymeth thought on what he should do about the unforeseen problem his magic caused, especially to the humans. He decided he would gather the Magusel and give their powers over to the humans to master and control. He was concerned with giving these god-like powers over to the mortals.
He decided that the powers would have to be learned over many years. They could not be used at a mere thought. The user would have to study formulae and utilize correct motions of the body, proper sounds, joined with physical elements to get the desired effect. He called these the "rules of sorcere". (That is the correct spelling) He then sought the world for those worthy of his gift.
His search brought him to the home of triplet human brothers. a very rare thing. They are All'Ron, As'Myr, and Arl'Uth Ul'Leth. These brothers could seem as different from each other as anyone when it came to internal desires, yet when trouble found one, it found all three joined in the protection of their sibling. They also shared one other thing. They had a second sight. Their dreams would sometimes be filled with visions of shadowy realms and strange creatures. Altrou-Ymeth appeared to them in a dream, and told them of his desire to give them the gift of sorcere. When they awoke, they went to the place to meet Altrou-Ymeth and the Magusel.
Altrou-Ymeth summoned his Magusel, but many would not obey. They had gone to other planes to hide from him. He then realized the level of sentience they had gained, but there was nothing he could do about it. He turned to the brothers and asked what they would do with the gift.
All'Ron Ul'Leth said that there would be many more who cannot use the power of "sorcery" than there will be those who can. Those who cannot will be at the mercy of these new "sorcerers". These sorcerers will have to look out for and protect those others.
Arl'Uth Ul'Leth called his brother a fool. Those who will possess the power should do as they please. They should, by right of power. be able to manipulate and control, for the weak should be led by the strong.
As'Myr Ul'Leth spoke last. He said that the preservation and the control of the power is what is most important.
Altrou-Ymeth then spoke to them, agreeing with all. He told them, in order that they had spoken, to hold out their right hand, palm facing forward, to receive his gift. He infused them each with some of his essence, changing them forever and making them gods themselves.
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All'Ron Ul'Leth's hand turned silver, and he called his way the Path of the Silver Hand.
Arl'Uth Ul'Leth's hand turned black, and he called his way the Path of the Black Hand.
As'Myr Ul'Leth's hand turned gray, and he called his way the Path of the Ashen Hand.
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The Racewar of Dryg-Gwra is the single largest defining moment in the history of the Western Kingdoms. Time is calculated in relation to that event. (Time is determined as either CR {cutinae racisarya - before the Racewar} or AR {actinae racisarya - after the Racewar}). What follows is a recount of the history and events at the time leading to the cause of the Racewar, as well as certain events during the war. Certain events might not be known and will be covered once we get clsoer to starting the campaign.
The Unleashing of the Forces
When the first Powers (gods) were created by Beldrementhellen, the father of the Powers, they turned their attention to what they had in turn created. Altrou-Ymeth drew forth some of his own essence and released it over the world Dryg-Gwra (pronounced Drig-Goora). His essence was the raw and pure magical energy that was a swirling mass. The energy traveled across Dryg-Gwra like a storm, warping and changing areas and even races. Altrou-Ymeth saw that he would need to bring order to his magic and try and get it under control because it was constantly changing the things his brethren were doing on the world also. Altrou-Ymeth then sundered the energy he released into eight different parts. They were called Magusel. The Magusel would control the energies of magic, until that time that Altrou-Ymeth would grant mortals with the gift of sorcery. The eight Magusel and their respective school they control are:
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Keryop:................................ Abjuration
Phelcoran:............................ Alteration
Orkethus:............ Enchantment/Charm
Gezbanth:.... Conjuration/Summoning
Lydusar:........................ All Divination
Ysthor:..................... Illusion/Phantasm
Herdanok:............ Invocation/Evocation
Tryllox:............................. Necromancy
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The creation of the Magusel stopped the random destruction of the world, for a while. After many centuries, though, the Magusels' sentience began to develop. With their sentience came ambition, conscience, desires, moralities, all the things that make creatures individuals. At this same time, the varied races of Dryg-Gwra began to mature. As they did, the Magusel took an interest in them. Some of the Magusel began to wreak havoc upon the helpless mortals, and some tried to defend them. The different races were affected differently by the close contact of the Magusel.
The Faear (the fairy races including elves) absorbed the residual energies left by the Magusel. The children of [[Vwrg]], the god who created the world, developed resistance to the power of the Magusel. The humans, however, were unaffected at all, and were thus left at the mercy of the Magusel.
5 CR - King Horen and Queen Annya give birth to Prince Caleb, the last born High King of Dryg-Gwra.
3 CR -Dolfanc break through into the caves of [[Brek-Tek-Vwrga]] taking the Bragdwrgan's completely by surprise. A simultaneous attack occurs in the warrens of the Mogdwrgans. There was a massive explosion within the warrens. When the smoke and dust cleared, the warrens were empty, [[Dolfanc]] and all. A pair of strange Brag saw this smiled at the thought their cousins were exterminated. They went inside [[Brek-Tek-Vwrga]], and sealed the doors in a suicide pact that left them now unopenable. With the gates to [[Brek-Tek-Vwrga]] now sealed and the Mogdwrgans gone, there is no iron coming from the Brag's, and no communication with the rest of the unsuspecting west.
1 CR -King Horen sends an emissary to [[Brek-Tek-Vwrga]] via [[Choshutoquen]] to see what has caused this sudden loss and why no scrying has been successful. A band of Klo-Choshu disguised as the surface brethren attack the mostly Nordren peace caravan as soon as it crossed the [[Nordren]] border into Choshu. They killed most everyone including the women and children. They left one woman to escape who would return back to [[Nordren]] and report what ocurred. Tensions increase and skirmishes begin to erupt around the West. King Horen sends contingents of his troops to stop this and to bring peace back to West. This, however, leaves him vulnerable at home.
Corten Rama Deyneira (The Day of Blood Rivers) - Queen Annya, caught in a spell of darkest sorcery, murders her husband King Horen and her son Prince Caleb before taking her own life. As King Horen is being murdered, a large force of Klo, also disguised as surface Choshu, storm the palace of Caer Derugar and slaughter all but a few inside.
The Racewar begins - With the seeds now lain the Choshu, while they are focusing on a surge of [[Dolfanc]] through the pass, are attacked by forces from Nordren to their west . The Brag's are occupied and have no ability to help anyone on the surface. The island of [[Derugar]] is in turmoil and civil wars erupt from the baronies vying to take control of the power vaccum created by the death of King Horen. The viking-like warriors of [[Northreach]] are beset upon by the Dragonlords and their monstrous steeds. It is the darkest time in the history of the West, and war rains down upon the poor souls for years to come, causing death and destruction.
Character Sheet for [[Tob ap Huwell|http://lostcoastgaming.com/DG/tob.html]]
The oracle is located on the mainland of Northreach. This is the same oracle that appeared at the end of the War of the Dead with her prediction. Legend has it she is the same oracle from the dawn of recorded time, but others state a new oracle is chosen every so often. She has a special relationship with the Ice Clans, some of whom live at the base of her mountain to keep her safe from harm.
Lord of Light
Fire of Truth
Alignment: Lawful Good
Worshipper’s Alignment: Lawful Good
Symbol: "The Sun"
Spheres of Influence:
Major: Combat, Guardian, Healing, Law, Protection, Sun
Minor: All, Divination, Summoning, Wards
Granted Powers:
Protection from Evil 10’ Radius 1/day (1st level)
Turn undead at 1 level higher
Detect Undead 10' by 60' path (3rd level)
Energy Drain resistance (5th level)
Power Word Stun (9th level)
Restrictions:
Requirements: Str14, Wis16, Cha15
Armor Worn: any and must use shield
Weapons Allowed: any blunt
Non-weapon Proficiencies:
Bonus: Riding Land Based Animal
Forced: Etiquette, Read/Write Vergait (The ancient language of the order. It is most similar with our Latin.)
Verengaard is the god of justice, honor, truth and light. He and his knights are the protectors of the people and the bitterest enemies of Traugur and his undead minions as well as the Dolfanc. The Knights of Verengaard are a chivalrous religious order that are very devout and pious. The knights are made up of soldiers, priests, and special holy warriors called the Warriors of the Light (paladins). There are no Warriors of the Light as of the time of the Racewar!!! The Knights dwell in outpost towers, castles, and huge, ornate temples. The temples are all called The Temple of the Sun and are denoted by their location, such as The Temple of the Sun at Banamyr. The Knights are ruled by the Council of Eight. Each council member resides in a Temple of the Sun, except on Derugar. The Triad of Light is located in the temple on Derugar and answers to the Holy Father of the Sun. Members of the knighthood are not allowed to marry and celibacy is required. No women are allowed in the knighthood, but there have been a few very rare examples of women called to become Warriors of the Light.
Anvil of Dryg-Gwra
Father of Creation
Lord of the Earth
Alignment: Neutral (lawful tendencies)
Worshipper’s Alignment: Neutral, Lawful Neutral, Neutral Good, Lawful Good
Symbol: "The Bellows"
Spheres of Influence:
Major: All, Creation, Elemental, Guardian
Minor: Combat, Healing, Protection
Granted Powers:
Magical Stones (1st level)
Stoneshape 1/wk (3rd level
Meld with Stone 1/day (5th level: This allows the priest to alter his molecular structure, enabling him to pass into solid stone. The priest can also alter up to 250#’s of living or non-living matter. If the target is unwilling, they get a saving throw vs. spells to avoid.
Restrictions:
Requirements: Str 13, Con 1