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You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Nomachron: Blood Moon Rising Q&A
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Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Nomachron: Blood Moon Rising Q&A

Quick Reference Section:

Quick Status Block:
Name~~~~~~~~~~Hit Points~~~~~~Status Ailments/buffs
Tasso Rontilfellow******21/22
Alcorel Venomar*********12/20
Ellenrae Kar'theraen****27/29
Guh-Amriel**************31/31
Nine Fox Silent Elm*****23/28
Xxandra Xanthoros*******12/14

Character Development Points Name~~~~~~~~~~CD points~~~~~~Bonuses Received Grugg*****************3
Tek*******************1
Ginafae***************1
Party Treasure:
--------------------------------------------------------------------------------
The following is the party Treasure and wealth.

Party Wealth Gold Pieces: 50
Silver Pieces: 50
Copper Pieces: 00

Mundane Items
Gems and Artwork 3 pearls valued at 100 gold each (currently held by Ellen)
Magical Items

Potions
Magic Item 'Tab' Players may bid on magic items until they can pay the total of 1/2 the item's market value to the other party members to officially 'own' an item. If the item were to be sold before that amount is reached, the money spent will be returned to the bidder, while the excess funds will be split as profit amongst everyone.

Personal Wealth (Currency only)
Tasso Rontilfellow: Platinum: 0 Gold: 194 Silver : Copper: 0

Alcorel Venomar: Platinum: 9 Gold: 10 Silver: 0 Copper: 0

Ellenrae Kar'theraen: Platinum: 0 Gold: 109 Silver : 17 Copper: 11

Guh-Amriel: Platinum: 0 Gold: 290 Silver: 0 Copper: 0

Nine Fox Silent Elm: Platinum: 0 Gold: 246 Silver : 23 Copper: 6

Xxandra Xanthoros: Platinum: 0 Gold: 1611 Silver: 0 Copper: 0


Magical Crafting XP Pool Any player capable of crafting magic items requiring xp components may use up to their level x 100xp points. Xp gained in battle will be used to replenish this pool first before being added to character xp, instead of taking xp away for the crafting of items.)


Posted on 2013-06-04 at 00:43:20.
Edited on 2013-07-10 at 01:57:36 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Character Development Points

Since they worked wonderfully in my last game on here, I'm bringing back my Original Reward System, something that sets my games apart from the rest. With that I give you, CD points. (Character Development Points)

Once every Major Update (approximately 1/week) The Pc's will have the opportunity to each award one (1) CD point to ANOTHER PC (or me the DM) based on their post(s)throughout that week. CD points are given to someone who you think wrote an outstanding post, something entertaining, really in character despite character safety or gain, or generally an improvement or extra effort from previous posts. Players are NOT required to give out CD's every week. These are something special to motivate and encourage everyone.

CD's are CUMULATIVE! And are not turned in. Each level nets you the listed reward! So lets see how this goes.


Character Development Chart:

5CD's: Monetary Bonus
10CD's (1 time bonus) +2 rolls, skill checks, saves for one encounter
(state in OOC along with post if you're using this)
15CD's Monetary Bonus#2
20CD's Reroll one failed roll (state in OOC along with post)
25CD's Magic Item of DM's Discretion
50CD's Get on your knees and pray card- (Dm may intervene/fudge a roll to save your hide-since you're such a credit to the game)
100CD's -enough Xp to automatically hit next level.

(In the Event of Accumulated DM points, they will be spent on allied Npc's or some other positive game influence)


Posted on 2013-06-04 at 00:44:24.
Edited on 2013-06-04 at 05:56:13 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


a Brief History of Nomachron

The Scarred Lands were not always so. Less than two centuries ago, the world of Nomachron was healthy -- its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Nomachron's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Nomachron itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.

Mighty though the titans were, they were not yet gods. But their children...

Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Nomachron, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.

The gods' enviable connection to the mortals of Nomachron was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."

The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim -- a very real possibility -- loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign -- and the Titanswar erupted.

Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Nomachron, warping the very land.

Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however -- not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.

Now, Nomachron is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.

Nomachron is no longer. To many of its inhabitants, it is now simply the Scarred Lands -- a wounded world that has yet to heal.

But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle -- and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill -- and no small amount of providence -- perhaps the Scarred Lands can be rebuilt. Perhaps Nomachron can be restored.

The Nomachron Calendar

One year by the calendar of Nomachron consists of 400 days broken down into:

16 months per year
4 months per season
Spring : Corot, Tanot, Enkilot, Belot
Summer : Chardot, Madrot, Hedrot, Vangalot
Autumn : Charder, Mader, Enker, Corer
Winter : Tarer, Belsamer, Hedrer, Vanger

25 days per month, which are broken down into
3 weeks per month

8 days per week with the last week having 9 days
Corday, Madraday, Taniday, Hedraday, Wildday, Charday, Belsaday, Vanday
Last day of the month : Denday (Landsday)

A brief history from the Divine War till present:
The Divine War

3529 OC was the last year of the Old Calendar. Plenty of Nomachron history pre-date that time, of course, including all sorts of interesting wars, historical figures and wondrous inventions. But this Scarred Lands history shall focus specifically on the year 1 AV to the present (150 AV), which comprises the epoch in question.

The first year After Victory (AV), obviously, followed the defeat of the titans. The moment of the year’s beginning was hailed by the high priests of all the greater gods. The priests announced the completion of the gods’ realignment of the cosmos. This divine feat culminated with the sealing of the City of Brass, the Citadel of Stone, the Castle of Currents and the Wall of Winds. It was within these four strongholds, marking the distant corners of the world that the djinn races – those elemental spawn of Mesos and Denev – were imprisoned and where they presumably remain to this day.
These cosmic changes went undetected by most ordinary people, though some claim that it left them feeling a bit uncomfortable or unsettled. The days, now renamed, somehow seemed a bit longer. That kind of thing.

The Early Years, 1 AV through 56 AV

The first half-century After Victory was a precarious time. While the titans had been defeated and imprisoned, their titanspawn in many cases remained at large. The Divine Races, continuing the good fight, suddenly found themselves without the direct assistance of their gods. So by many ways of thinking, the war never really ended (and as such continues to this day), and each side has lost the direct presence of the greater powers that had once fought beside them.

Nevertheless, the Divine Races enjoyed generally better conditions. The final titans fell in battles during which large numbers of titanspawn were routed and killed. The Divine Races were on the offensive, and the nations who pressed this advantage despite the proclamations of victory faired well. Those peoples who prematurely withdrew their force to celebrate were, some cases, annihilated.

Economic systems, trade, diplomatic embassies and all the conventions and institutions of the Divine Races’ civilizations had to be completely reestablished. The nations that had provided the coinage of trade were gone and unable to sustain that role. Seafaring nations, whose fleets once either crossed the oceans to visit other continents or sailed between Ghelspad’s ports, could no longer berth ships. And the land and climatic conditions themselves had radically changed, causing no end of disruption and tragedy. The process of rebuilding staggered forward haltingly.

The Middle Years, 56 AV through 82 AV

In 56 AV, the rulers and / or ambassadors of Ghelspad’s major nations gathered for the Convention of Vera-Tre. The elves of Vera-Tre evinced numerous concerns. The elves suggested that nations were too slow in reestablishing vital peace treaties and cooperative agreements and too wrong-headed in their short-term economic development (for example, several regions of what is now the Calastian Hegemony were racing to be the main agricultural producer for eastern Ghelspad).

That the elves actually broke with their long tradition of isolation, inviting dignitaries into their forests, was clearly a telling moment in the rebuilding of the continent. It certainly garnered the other countries’ attention, and the result of the Convention were for a time very successful.

The Druid War, 82 AV through 90 AV

The alliance that grew out of the Convention of Vera-Tre received their true test in 82 AV, when the cannibalistic, Mormo-worshipping druids of Khet allied with titanspawn from the Hornsaw Forest and the Bleak Savannah. Presuming that the decades-old Convention of Vera-Tre alliance would not hold, the Khet druids directed their titanspawn to fork around, attempting to clamp down on the Ganjus (Vera-Tre is the capitol of the Ganjus, which is also called the Virgin Woods) from both the north and the south. The elves of Vera-Tre miraculously fended off the surprise attack, thanks to the magic of their own Denev-worshipping druids: this turn of events bought enough time for some human nations, including Albadia to the north and a host of nations to the south, to respond.

Vera-Tre was saved, but the war was far from over. The entire titanspawn force might have been rebuffed and a great victory won but for the change of leadership – and martial agenda – in Calastia. Without the added strength of Calastian troops, Khet’s titanspawn force effectively destroyed the old civilization of Amalthea. Khet thus claimed victory, however hollow – one that came at great expense to the followers of Denev.

Concurrently, the nations of western Ghelspad began to fall silent, though that is not the “popular” view. Some historians claim that the western nations’ remoteness is a recent phenomenon and suggest that this earlier silence can be attributed to the collapse of communications across the mid-continent wastelands. This author personally believes that Darakeene and Dunahnae kept to themselves since the end of the Divine War, though clearly for different reasons.

The Rise of Virduk, 90 AV through 112 AV

There is a period of about 20 years that is sometimes referred to as the “First Calastian Advance.” It began in 90 AV, while the Druid War yet raged to the north, when Prince Virduk of Calastia committed patricide and assumed his father’s throne. Boy-King Virduk immediately recalled Calastia’s troops from the Druid War and promptly set about making surprise attacks on his neighbors, who were otherwise occupied helping Vera-Tre fend off the titanspawn. An immediate goal was realized when Virduk’s forces ripped through Lageni and defeated dwarven armies, gaining control of Irontooth Pass. Even though the maneuvering nearly overtaxed his forces, Virduk would probably not be in the advantageous position he enjoys today if the dwarves had had time to reinforce the pass.

In contrast to war-torn southern and central Ghelspad, the other developing regions witnessed few remarkable events during this time period.

Recovery from the Druid War and the First Calastian Advance continued – trade routes were reestablished and some durable goods once again become available in small quantities. But these meager advances were soon rendered meaningless, as thousands upon thousands of people would soon be dead.

Red Water Rising, 112 AV through 126 AV

In 112 AV, a phenomenal natural disaster halted further Calastian advancement – an event that decimated the continent’s eastern and southeastern seaboard and that has ever since been called the Blood Monsoon. The awesome winds along the eastern coast intensified a thousandfold, whipping up enormous tidal waves and drove blood-colored rain inland for months. So severe, the weather sliced through and around the Kelder Mountains, which under normal circumstances protected the inland regions, and Calastia felt the storm’s effects directly. The Hornswythe River reversed its flow, creating Blood Basin. The Blood Monsoon even affected settlements within the Kelders. An entire dwarven city, Bela-Kay, disappeared beneath the floodwaters, and a quarter of Bridged City slid from its perch.

While a handful of similar storms have since been recorded, none was as terrible, and none classifiable as another Blood Monsoon.

As if these natural disasters were no enough, armies of titanspawn rose up out of the Blood Sea’s depths and attacked eastern coastal cities. The debate over these encounters – whether they were attacks of opportunity or part of a planned offensive scheduled to coincide with a preternaturally unleashed monsoon – continues to the current day and troubles the people of Ghelspad. In any event, terrible pisceans led these attacks, which focused mainly along the continent’s coast, though enough horrible mutations clambered ashore in the south to raise a state of alarm and cause panic. King Virduk recalled the bulk of his army to reinforce his coastline.

Sporadic, but violent battles punctuate this period. Storytellers spin yarns of monstrous beasts and the hundreds of men required to subdue them. In some areas, months or even years would pass between such skirmishes. Attacks generally associated with the Blood Monsoon occurred as late as 132 AV, but most scholars bookend this period with the fall of Sky Keep in 126 AV. Eerily, the Blood Monsoon’s final, devastating winds seemed directed at this city in the sky, which subsequently crashed into the Kelders. The violent weather patterns then mysteriously subsided.

Hegemony Triumphant, 126 AV through 150 AV

The last 20 years have witnessed King Virduk strengthening his hold on the territory under his control while pressing for more. Although his military forces have spent the past several years in a hard-fought contest against Durrover, Virduk still seems intent on destroying or at least displacing the dwarves. Once Calastia triumphs over Durrover, the assault on Burok Torn will likely being anew. The dwarven citadel may yet fall before the aging Virduk breathes his last breath.

Resistance to the Calastian Hegemony’s conquest is mounting, however. This scrutiny might explain Calastia’s more recent and conservative military actions - either that or Virduk sees few places into which he wishes to expand, so the old man is savoring his last bites. An alliance of countries east of the Kelders, led mainly by Vesh, is in clear dispute with Calastia and might prevent Virduk from pressing further east. The strength of such opposition would be ensured if Durrover could be saved, but this event is unlikely.

Meanwhile, trade among Ghelspad’s nations flows in earnest, and a number of nations have reestablished a degree of civilization not seen since before the Divine War. In fact, all quadrants of the continent are seeing auspicious growth – the Hegemony in the south, Darakeene in the west, Vesh and a number of city-states in the east and even Albadia in the north. All are striving to make real progress in restoring organization.

Unstable Years in the South, 151 AV to the Present

King Virduk continued to consolidate his power and gather troops for training in the Blossoming Sea. There have been some obvious political maneuvers going in the south, which are cause for worry, but nothing of note has thus far been noted by such spies and messengers as have managed the difficult trip South.


Posted on 2013-06-04 at 00:45:07.
Edited on 2013-06-07 at 14:59:00 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Lore~ The Pantheon of Nomachron

Worship in the Scarred Lands has real and immediate consequences. It was only a century-and-a-half ago that the gods' avatars walked the land, contesting the titans for supremacy, while mortal races sided with the gods or titans and fought at their feet.

With such colossal events in recent history, religious practice is never a matter of rote ritual or prayers mumbled to an unresponsive heaven. Certainly the most audacious displays of divine might occur when the gods allow their divine power to flow through chosen saints and champions, granting these mortals the strength to perform miracles. The gods respond regularly to any of their worshipers, however, whether favorably or not. The smith who fails to have his forge blessed to Corean finds that his ironwork shatters under the hammer. The doctor who fails to draw wards on her medicines, displaying the proper fear and respect for Vangal, invites plague upon herself and her patients. Madriel's voice resounds like a deafening wind through a temple of farmers who fail to pray for a good harvest. The gods and goddesses of the Scarred Lands make their presence known daily across the world.

The intelligent races of the Scarred Lands openly worship the eight major deities, and the sole remaining titan: Denev, the Earth Mother. Though these deities have begotten many lesser demigods and goddesses who are also worshipped, these nine are venerated or appeased above all others.

The Gods

Corean

CORE-ay-ahn
the Avenger, the Champion
Lawful Good
Chivalry, Craftwork, Strength, Protection, Wisdom
Domains: Fire, Good, Law, Protection, War
Holy Symbol: Four long swords forming a compass rose

The very picture of the paladin's ideal, Corean is an unflinching crusader among the gods. He has the strength of mountains, and his smoky armor reflects his ties to the earth and the metals that run through it. He bears a long sword that he forged himself from scraps gleaned from a titan's forge -- that of Golthagga, who was the first to taste the blade's edge. Corean is generally unwilling to compromise, although he usually errs on the side of compassion rather than on the side of law. Many people praise him as the ideal of virtue, although more people pay lip service to him than are willing to live up to his standards.


Madriel

MA-dree-el
the Redeemer, the First Angel of Mercy
Neutral Good
Sun, Light, Sky, Redemption, Healing, Agriculture
Domains: Air, Good, Healing, Plants, Sun
Holy Symbol: Spear with a tassel of peacock feathers

Madriel flies on wings of peacock feathers, an armored angel with a spear formed from the purest, whitest sunlight. Although relentless in her struggle against suffering (and particularly against her rival Belsameth), she is the most merciful and compassionate of the gods. Her temples are popular across the Scarred Lands, particularly in areas where people pray for fertility to return to their fields.


Tanil

TAH-nil
the Huntress
Chaotic Good
Travel, Hunting, Forestry, Music, Archery, Freedom, Good Fortune
Domains: Animals, Chaos, Luck, Plants, Travel, Trickery
Holy Symbol: Three bronze arrows lying parallel

Of all the gods, Tanil is most likely to spend some of her time quietly walking the face of the Scarred Lands. However, this doesn't make her sociable -- she prefers back roads and untrodden wilderness to highways and villages. The ultimate champion of the underdog, she is the queen of archery and stealth, generally favored by rogues, bards, and wayfarers. She appears as a lithe archer wearing flexible bronze armor. Her arrows are silver-tipped, as she dislikes the poor treatment of animals and considers the world's werebeasts an insult. Many elves venerate her; her other servants include dryads and unicorns.


Hedrada

heh-DRAH-dah
the Lawgiver, the Judge
Lawful Neutral
Law, Justice, Wealth, Order, Cities, Knowledge
Domains: Knowledge, Law, Protection
Holy Symbol: Two-handed hammer

The Lawgiver is keeper of all the things that civilized beings have learned, and is the patron of society itself. He is the ultimate impartial judge, striving to make certain that each person receives what he or she has earned -- for good or ill. He's commonly shown as a stern man in somber robes, crowned with gold and wielding a massive two-handed hammer. He is particularly popular among dwarves, mages, prosperous merchants, and regional governments, and is the patron of many cities -- foremost of which, of course, is Hedrad.


Denev

den-EV
the Earth Mother
Neutral
Earth, Nature, Natural Death, the Seasons
Domains: Air, Animals, Earth, Fire, Plants, Water
Holy Symbol: Stone sickle with a flowering wooden hilt

The only surviving titan, Denev sided with the gods -- in particular, her children -- against her brothers and sisters who ravaged Scarn. However, the long battle left even more wounds on the world's surface, driving her to retreat to its heart in frustration and fatigue. She still answers prayers from those who venerate her, and is honored by the other gods. She is not a generous or merciful mother, though; she respects nature at its bloodiest as well as at its most beautiful. She is rarely depicted in humanlike form. Tales paint her as a mountain range or forest come to life, although she is said to wield a stone sickle when roused to make war. She is venerated by cults of druids who stubbornly refuse to pray to any of the newcomer gods, and by many elementals and other spirits of the land.


Enkili

en-KEE-lee
the Trickster, the Shapeshifter, the Unlucky
Chaotic Neutral
Storms, Trickery, Chaos, Misfortune
Domains: Air, Chaos, Luck, Travel, Trickery
Holy Symbol: Mask decorated with lightning shooting from the eye slits

The real wild card of the gods, Enkili can't really be said to be on anyone's side -- not even his own. His tempestuous and stormy personality is mirrored in each freak storm or sudden calm. He commonly shapeshifts from form to form, even changing gender so regularly that no two temples portray the same image of him -- or her. As the trickster figure of the pantheon, he also gets into trouble far more often than any divine being should. When he uses a weapon, he commonly wields a thunderbolt-hurling flail that lashes so wildly that others doubt it is truly under his control.


Chardun

char-DOON
the Slaver, the Overlord, the Great General
Lawful Evil
War, Domination, Conquest, Avarice, Pain
Domains: Evil, Law, Strength, War
Holy Symbol: Blood-soaked golden scepter, crowned with a thorny laurel wreath

Tyrant among gods, Chardun exemplifies the worst traits of the most despotic generals, emperors, and masters. His weapon is a golden mace-like scepter, stained deeply with blood. He wears the white regalia of a conquering hero, but his robes and sandaled feet are splattered with blood and dusted with powdered bone. He is particularly venerated by militaristic people with powerful ambitions, but anyone who craves domination is a worthy follower. A general who seeks a throne or a man who covets absolute obedience from his woman are both near to Chardun's black heart.


Belsameth

BEL-sa-meth
the Slayer, the Assassin
Neutral Evil
Darkness, Death, Nightmares, Deception, Witchcraft, Madness
Domains: Death, Evil, Magic, Trickery
Holy Symbol: Thin silver circle on a black field, signifying the lunar eclipse

The vulture-winged goddess Belsameth is the incarnation of everything people fear about the night. Her basalt throne sits on the dark side of the moon; her power over the moon grants her command of lunacy, and makes her the patron goddess of Nomachron's werebeasts. Her preferred weapon is a jet-black dagger, and she is favored by evil sorcerers and witches, Nomachron's harpies, wily and murderous goblins, and of course by werewolves and their like.


Vangal

VAN-gahl
the Reaver, the Ravager
Chaotic Evil
Destruction, Pestilence, Famine, Bloodshed, Thunder, Disaster
Domains: Chaos, Destruction, Evil, Strength, War
Holy Symbol: Cloven shield dripping blood

The volcano-god Vangal is the very embodiment of war. He is commonly depicted as a huge charioteer in filth-covered armor, with beard and dreadlocks matted with blood. He wields two massive axes still encrusted with the blood of the titans he overcame. He has few human followers, as it's said that when he gains sufficient power he'll bring about the destruction of Nomachron itself. The few cults dedicated to him, called the Horsemen, are much-dreaded doomsayers and warriors.

The Titans

The Scarred Lands are the domain of the gods who defeated their titan parents in the cataclysmic Divine War one hundred and fifty years ago. Before that time, it was the titans who commanded the world of Nomachron. For the first time ever, presented here is a list of twelve titans that the alliance of the gods and the titan Denev overthrew, destroying much of nomachron in the process.

Many of the various races created by the titans survived the Divine War and still populate the Scarred Lands. Whether they are pockets of brigands, remote remnants of shattered civilizations, or sovereign nations still contesting the people of the gods for supremacy, the titans' races have not walked meekly into oblivion. Many carve out power in the new world, drawing on what latent vitality they can from their fallen masters. Other titan-created races seek to resurrect their fallen lords and rule the world at their side.

Many of the titans are listed here.

Chern
(CHURN) of the Scourge, of the Last Great Sickness and Suffering

The Flourishing Flats was a broad, fertile plain between two great rivers that ran from the Kelder Mountains to what is now the Blood Sea. It is said this very plain is where the gods gave birth to man. Though the nation of Vesh yet exists here, much of the territory has transformed into the Mourning Marches. This is a result of the contaminated and festering corpse of Chern, said to be interred here after his defeat on Termana -- but not before this vile monster unleashed a curse of disease that has haunted the lands ever since.

Chern created a fair number of vermin and vermin-type humanoid races, as well as many of the magical diseases found in the Scarred Lands.

Gaurak
(GAH-rock) the Glutton, the Voracious One

A hideously obese and always ravenous titan, Gaurak is said to have devoured all the life from the once verdant moon. After his defeat, the gods pulled out every last one of Gaurak's hundred teeth before burying him deep in the earth. His fallen teeth are said to have taken the form of mountains, colossal obelisks, and even trees, always tainting the land near them.

Gaurak created servitor races whose main purpose was either to breed and become food for Gaurak or to hunt and gather food for the titan to eat. His titanspawn races therefore run the gamut of aberrations created to breed and bloat themselves, to more intelligent races meant to be supreme predators or harvesters. His races are particularly hated by druids, for Gaurak's spawn often overhunt natural areas, stripping the area clean of all edible forms.

Golthain
(GALL-thane) the Faceless

He is recalled fondly by the gods, who nevertheless sundered and imprisoned him lest he later seek revenge. He is remembered by the titanspawn as a weakling, singular among the titans in the hint of compassion he seemed to feel for the life he and his kind created. The other titans, of course, mocked him for this, and as punishment for this obvious weakness they stripped him of his senses so he could neither enjoy what was created nor detect how badly the other titans treated these creations.

Golthain created few races himself, more often influencing the development of other races. He did create some servitors to attend him in place of his lost senses, as well as some races of giant-kind.

Golthagga
(gall-THAH-ga) of the Forge, the Shaper

This misshapen brute cared little for the living, but at least that disinterest meant he did not direct much ill towards the struggling life forms of Nomachron. Instead, Golthagga was more intrigued by what he might construct with the material his fellow titans created. Even during the war, Golthagga kept to his forge... and when Corean slew him, he died upon it as well. Now, his essence is dispersed bit by bit into his myriad creations.

Golthagga created many aberrant versions of other humanoids, animals, and beasts. His creations were mainly larger, more hideous, metallic versions of the life forms his brethren created. Golthagga sometimes used other creatures as models for his own creations, and sometimes took these other creatures and reshaped them on his forge.

Gormoth
(GORE-moth) The Writhing Lord

The first of the titans to create a humanoid race, this titan spent centuries in pain and solitude after his sister Mormo poisoned him. Upon his recovery, Gormoth turned his spite and hate upon the world. Where his brethren often destroyed and created on a grand scale, this titan was content to make playthings of individuals, many of whom were forced to attend him and ease the pain that would sometimes still wrack his great frame. His pain is immense to this day, for he was split from skull to crotch by the gods Vangal and Chardun and each half placed on opposite sides of a great chasm. The flailing halves forever struggle to reunite.

Gormoth created few creatures after the Viren

Gulaben
(goo-LAH-bin) Lady of the Winds of Madness

The most difficult of all the titans to defeat was the Lady of Winds. Like the wind, her presence was felt but she went unseen. Finally, the gods granted their most powerful priests the knowledge of a great ritual that would bind a foe. The catch: Gulaben's location remains unknown.

Gulaben has created all manner of aerial aberrations, and some aerial humanoid races. She also created wind spirits, akin to air elementals but even less corporeal, that would deliver the titan's favor or disfavor depending on the nature of the spirit.

Hrinruuk
(he-RIN-rook) the Hunter

Perhaps undetectable even by the gods themselves, the Hunter stalked and slew Miridum, the goddess of lore and the daughter of Hedrada, soon after Mesos was dispersed. The sly and dangerous titan would have taken down Hedrada himself but for the intervention of Corean. Hedrada is now said to have the still-living head of the Hunter, whose indiscernible body fruitlessly searches for it.

Hrinruuk created many of the most lethal monstrosities to ever walk Nomachron. Discontented with the ease of hunting any normal creature, and too infrequently getting to hunt down an errant godling in the days before the Divine War, Hrinruuk resorted to creating many monstrosities which would provide him some level of challenge to hunt across the planes of existence. Hrinruuk's spawn often have means of cloaking themselves and their trails, and they can travel quickly -- even via teleportation and plane shifting -- and are terrible opponents if confronted.

Kadum
(KAH-doom) the Mountainshaker, the Bleeding One

This great beast would uproot entire mountains when enraged, but his strength alone could not save him. Belsameth cut his heart from him, and Chardun chained him to a rock, which Vangal in turn sank to the bottom of the deepest ocean chasm. To this day, the deepest waters of the Scarred Lands run red with the Bleeding One's ichor. It is said that whole new races of horrific merfolk, krakens, and other fell sea monsters have arisen from exposure to Kadum's blood.

The creatures-turned-aberrations that haunt the Blood Sea are a result of Kadum's blood infecting those waters. Before Kadum's defeat, the Mountainshaker created several monstrous giant-kin whose quickness to rage mirrors their creator's.

Lethene
(lay-THEEN) Dame of Storms, the Untamed One

Many godlings fell before the fury of Lethene during the Divine War, although the casualties cannot be tallied, for the Dame of Storms annihilated these gods' worshippers as well. But in the end Lethene was tamed -- though no one seems to know exactly how. The elves and dwarves who lived through the Divine War simply recall a day, perhaps a moment, when the gods concentrated their powers to still the tumultuous world... and suddenly Lethene was no more.

Lethene created a small number of spirit creatures, but few other creatures.

Mesos
(MAY-zohz) Sire of Sorcery, the Disrupted

The destruction of Mesos was probably the key event that allowed the gods to win the Divine War. Without a doubt, it was the signal event for the beginning of the colossal struggle. This titan literally seethed with magical energies unbelievable even to the gods, and while several among them surely coveted this power, they all agreed the titan must be dispatched. An ambush was prepared. With the assistance of the greatest archmages, whose spells cancelled some minute portion of the titan's power, the gods disintegrated Mesos in an explosion that flung his constituent parts to every corner of existence.

Mesos created some of the most deadly and mysterious of the titanspawn humanoid races. Some monstrous, some beautiful, some giant, some tiny, but all imbued with magical powers, and all vengeful against those who conspired to sunder their creator. Some sages believe Mesos was the most likely creator of the now extinct slarecians.

Mormo
(MORE-moh) Mother of Serpents, Queen of Witches

This gruesome crone was the patron of all witches and hags and was responsible for the creation of serpentine races such as the medusae and wyrms. Her spilled blood has turned the Hornsaw Forest into the homeland of mutated terrors that it is today. Some say her followers seek to recover the pieces of the Serpent Mother that were strewn across the Scarred Lands. They hope to bring these grisly trophies together so that Mormo may be reborn.

Mormo was perhaps the most prolific creator of life forms, from Hags to Gorgons, Dragons, and Wyverns to dozens of other races, many of whom she neglected as soon as they were fashioned. Second only to Mesos' spawn, Mormo's creations often wield sorcerous or druidic power. Now Mormo's blood taints areas like the Hornsaw, creating monstrosities from normal beasts at a rate at which the Mother of Serpents rarely worked when she was whole.

Thulkas
(thool-KAHS) Father of Fire, the Iron God

Where the powerful Kadum was unstoppable, the impregnable Thulkas was unmovable, for he was said to be an extension of the very earth -- and this only if he could be touched at all, for he burned with the heat of a thousand suns. Even Corean could not move this beast, but he could bend him, so he pressed the Iron God upon the forge of Golthagga and hammered the titan into the form of an arrow. Tanil then drew back her great bow and fired that arrow into the sun itself. Thulkas still dwells therein, still an unmovable form.

Thulkas created life forms more by consequence than by design. When natural phenomenon would interact with his fiery body, often life forms were created by the interplay of forces. Most of the creature races spawned off Thulkas have affinities for the earth and fire, and are very resilient, especially when in contact with these elements. In addition, many of the goblin races were influenced by Thulkas in their final development


Posted on 2013-06-04 at 00:45:47.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


The Races of Nomachron

Races of the World:

Dwarves

The precise origins of the dwarves of Nomachron are generally unknown, though many scholars say that dwarves were originally crafted by Golthagga to aid him at his forge - though this is said of many creatures.
The years following the Divine War have not been kind to the dwarves, and as a result they commonly come across as a defiant, tenacious and bitter lot, doing their best to hold onto what few possessions they have left to them reduced to city states and underground fortresses.

Ghelspad and Termana are home to three dwarven subraces. The most prominent of the three matter-of-factly refer to themselves as the dwarven race, while other races often call them "mountain dwarves" to distinguish them from the other dwarven subraces. Mountain dwarves are located primarily in the city-state of Burok Torn, though quite a few have managed lo emigrate to other lands throughout the whole of the Ghelspad continent.

The second dwarven race stands in stark contrast to the nobility of the mountain dwarves of Burok Torn, existing as a festering shadow that reaches out to corrupt everything it touches. These are the black-skinned charduni, who worship the tyrannical god Chardun and seek to recreate their empire on Ghelspad. Though their heavy losses in the Divine War dismantled their influence within Ghelspad, the charduni yet rule a mighty empire in the eastern reaches of Termana, inspiring fear in those who know of them.

The last of the dwarven races, an offshoot of the mountain dwarves now known only as the forsaken dwarves, dwells deep within the Kelder mountains, inside the living rock of their fortress kingdom of Krakadom. All but the most foolish of travellers avoid the home of this brutal and territorial race.

Charduni

The origins of these dwarves are hidden from the races of Ghelspad. One day centuries ago, the first charduni scout frigate appeared on the shores of southwestern Ghelspad. The charduni presence on Ghelspad changed quickly from ships raiding the coastal towns for fresh slaves to invasion fleets that proved to be the vanguard of the charduni forces that would force all of southwestern Ghelspad to submit to their tyrannical rule.
Then came the Divine War. The charduni - once a scourge upon the other divine races of Ghelspad - proved to be one of the continent's saviours from the titanspawn forces, fitted immediately against the forces of the titans at the outset of the war, the Charduni Empire on Ghelspad crumbled.
The charduni encountered now in Ghelspad are a bitter but no less tyrannical lot. Raised in a strict society, charduni expect everyone to know their social station. Superiors are obeyed, respected and feared; inferiors are scorned, mistrusted and brutally punished for any failing. Charduni pride leads them to consider almost any Stranger to be beneath the charduni in station; outsiders will be treated as inferiors, or even made into slaves, depending on the circumstances. This is not to say that the charduni are without social graces toward those who might be useful to them, but who cannot be put into slavery... yet.

Charduni are a militaristic race first and foremost, so warriors earn great station in charduni society. The respect afforded the race's warriors is surpassed only by the honour given those who are priests to the race's namesake god Chardun, Many high-ranking charduni began their careers as warriors and later turned to the priestly path. Like other dwarven races, the charduni also have some affinity for arcane magic, but for these dwarves that affinity is expressed through darkest necromancy.

Charduni are taller and thinner than the dwarves of Burok Torn, bur their bodies are considerably denser, making them quite a bit heavier than their more approachable cousins. Their skin is a sickly shade of grey at birth, darkening with age until it becomes black as pitch. They dress in simple hides and furs, but adorn themselves with trinkets of iron and bone or, among the nobility, silver and gemstones. These latter items are often quite exquisite in workmanship, and serve as one of the charduni's few legitimate sources of commerce.

Regions: The charduni capitol of Chorach lies on the continent of Termana; presumably, the dwarves are rebuilding their empire on that continent first and foremost. Their sphere of influence on Ghelspad remains limited to the southwestern portion of the continent and they are most often encountered there - though, like any race, they may be found anywhere.

Despite their hunger for power and their history of conquest, by outward appearances the charduni seem resigned to advancing their goals in sly and cunning ways instead of military domination by force. Where charduni are found on Ghelspad, they continue their traditions of slavery and necromancy even as Vesh's Vigils try desperately to uncover the extent of the charduni plots. Further, the recent overtures of diplomacy between King Virduk of Calastia and First Minister Asrixthic of Dunahnae lead some to wonder if the charduni are not also involved in these negotiations. Some even postulate that Dunahnae itself is but a puppet state whose strings stretch back to Chorach.

Racial Abilities:
Charduni have the following racial traits:
-2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. Charduni are resilient and cunning, but known for their rock-like slowness and surly demeanor.
'Medium: As Medium creatures, charduni have no special bonuses or penalties due to their size.
Charduni base speed is 20 feet. However, charduni can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Charduni can sec in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight and charduni can function without penalty with no light at all.

Stonecunning: This ability grants charduni a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A charduni who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a charduni can use the Search skill to find stonework traps as a rogue can. A charduni can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Charduni have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their under ground homes.

Weapon Familiarity: Charduni may treat spiked chains and warscepters as martial weapons, rather than exotic weapons.
Stability: Charduni are exceptionally stable on their feet. A charduni gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but nor when climbing, flying, riding or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison and disease. Charduni show remarkable resistance to sickness, whether caused by pestilence, venom or plant toxin.
+1 racial bonus on saving throws against spells and spell-like effects. Some theorize that the charduni resistance to magic, inherent in all dwarves, has been weakened by their near constant exposure to necromantic energies.
+2 bonus to Profession (mining) checks. Charduni mining practices are as brutal as their institution of slavery - but also effective.
+2 racial bonus all Appraise checks that are related to stone or metal items. The charduni have a natural eye for these materials that are dearest to them, worked or unworked.
+2 racial bonus on Craft checks that are related to stone or metal. A thorough understanding of these materials improves the quality of charduni craftsmanship.

Skin of Rock: Charduni skin becomes harder and denser as the dwarf ages, granting a natural armour bonus of +0 to +6 depending on age. Generally, every 40 years of life adds +1 to the bonus, beginning at birth with +0 and culminating at +6 when the dwarf reaches 240 years of age.

Automatic Languages: Common (Ledean or Termanan) and Dwarven. Bonus Languages: Any non-secret languages.

Favored Class: Cleric or Fighter. A multiclass charduni's cleric or fighter class does not count when determining whether she suffers an XP penalty for multiclassing (see PHB, Chapter 3, "Multiclass Characters"). The ties between the charduni and their patron deity are strong, and necromantic cleric/fighters are especially common among their ranks. The choice of cleric or fighter as a character's preferred class must be selected as soon as the character acquires a level in either the cleric or fighter class, and it cannot be changed thereafter.

Forsaken Dwarves

Long ago, before the Divine War, a race of dwarves lived in the wintry peaks of the World's End mountains, along the northern coasts of Ghelspad. The opening volleys of the war annihilated the dwarves' cities and forced them to undertake an arduous trek in search of a new homeland. Unwilling to once again endure the fate handed to them in (he Divine War, the dwarves chose to settle in the most remote, forbidding area they could find. The name of this place was Krakadom, the tallest and most treacherous mountain in all of Ghelspad, and perhaps the entire world. The dwarves have been there ever since, savagely repulsing any who dare to trespass on their lands.

While considered evil by most people of the world, the forsaken dwarves still possess a strong sense of honour and duty, and tend to remember slights and kindness in equal measure. Their paranoia and despair are amplified by the living mountain which now serves as their home, however; they are rapidly descending into a realm of dementia and madness that few people in the Scarred Lands could comprehend or endure.

To an even greater extent than other dwarves of the Scarred Lands, the people of Krakadom appear primitive and lost. They have lost the smithing techniques that give the other dwarves of the Scarred Lands an edge in relations with other races, and rely on weapons inherited from their ancestors to ward off intruders. They are otherwise identical to normal dwarves.

Regions: Forsaken dwarves are found only in the depths of Krakadom. They are extremely territorial, and quite self-sufficient. Thus, they see no need to travel anywhere, and violently repulse any and all intruders in their territory.

Racial Abilities: Forsaken dwarves have the following racial traits:
+2 Constitution, -2 Charisma. Forsaken dwarves are sturdy folk known for their hatred of outsiders.

Medium: As Medium creatures, forsaken dwarves have no special bonuses or penalties due to their size.
Forsaken dwarf base speed is 20 feet. However, forsaken dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Forsaken dwarves can sec in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight and forsaken dwarves can function with out penalty with no light at all.

Stonecunning: This ability grants forsaken dwarves a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A forsaken dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a forsaken dwarf can use the Search skill to find stonework traps as a rogue can. A forsaken dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Forsaken dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Forsaken dwarves may treat heavy and light repeating crossbows as martial weapons, rather than exotic weapons.

Stability: Forsaken dwarves are exceptionally stable on their feet. A forsaken dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (bur not when climbing, flying, riding or other wise not standing firmly on the ground).
+2 racial bonus on saving throws against poison and disease. Forsaken dwarves show remarkable resistance to sickness, whether caused by pestilence, venom or plant toxin.
+1 racial bonus on saving throws against spells and spell-like effects. The living energy of Krakadom erodes the normal dwarven resistance to magical energy.
+1 racial bonus on any non-forsaken dwarf that they fight while on or in Krakadom. The forsaken dwarves fight interlopers tenaciously.
+4 dodge bonus to Armour Class against creatures of the giant type: This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants.
+2 racial bonus to Intimidate checks. Forsaken dwarves are territorial in the extreme, and this makes them frightening to even hardened adventurers.
+1 racial bonus on Appraise checks that are related to stone or metal items. The loss of smithing technology has diminished the expertise of the forsaken dwarves, but an appreciation for what has been lost remains with them.
+1 racial bonus on Craft checks that are related to stone or metal. Some fraction of traditional dwarven techniques is still known to the forsaken dwarves.

Trap-mastery: +2 racial bonus to Craft (trapmaking). Note this bonus stacks with the racial bonus for craft checks involving stone or metal. Forsaken dwarves may attempt Disable Device skill checks even if they are not trained in this skill (normally this skill may not be used without training).

Automatic Languages: Common (Ledean) and Dwarven.

Bonus Languages: Terran, any non-secret languages.

Favored Class: Fighter or Rogue. A multiclass forsaken dwarfs fighter or rogue class does not count when determining whether he suffers an XP penalty for multiclassing (see PHB, Chapter V Multiclass Characters"). Forsaken dwarves excel in the arts of war; they have also learned the methods of stealth and trap-construction necessary to ensure that their seclusion remains uninterrupted. The choice of fighter or rogue as a character's preferred class must be selected as soon as the character acquires a level in either the fighter or rogue class, and it cannot be changed thereafter.

Mountain Dwarves

Ghelspad's dwarves flavor subterranean homes built below mountainous areas, particularly the Kelder mountain range. They have a deep and divine connection to the earth, and are known for their serious demeanors, impressive tactical skills and superior craftsmanship- particularly metalworking such as armour and weaponsmithing. Mountain dwarves also have a rich magical tradition, and count many wizards among their ranks. Dwarven wizards have expanded their formidable powers since the Divine War through research into the runic magic that they acquired during the conflict. In addition, mountain dwarves have a strong bond to their demi-god Goran, and dwarven society respects their priests as much as their warriors. Their mastery of all forms of magic, coupled with their raw tenacity and superior equipment, has allowed the dwarves to survive in Ghelspad despite decades of war with both the Calastian Hegemony and the dark elves of Dier Drendal.

Mountain dwarves tend to be short and stocky, weighing roughly the same as an average human but substituting girth and muscle mass for height. Beards are socially important to male dwarves, but they rarely adorn them or tend to them beyond the requirements of good grooming. Female dwarves have clear complexions and no facial hair until they reach old age, at which time they usually have slight facial hair growth. Dwarves prefer to dress in hides and furs to keep themselves warm; only wealthier dwarves possess finer clothing, typically bought from humans. Dwarves have little skill with tailoring and loom work, nor do they raise the animals or plants necessary for producing thread. They do have a long and highly respected craft tradition, which they demonstrate via ornamentation such as finely made jewelry. They also have a tradition that predates the Divine War of using their runic language for ornamentation. Calligraphy, sculpture, and metal crafting tend to be among the most (though hardly the only) respected art forms among mountain dwarves.

Regions: Following the Divine War, Ghelspad's dwarves had many holdings in the Kelder region; unfortunately, recent conflicts with the Calastian Hegemony have reduced that influence to the single city of Burok Torn. However, the dwarves' expertise in the arts of metalsmithing coupled with their need for linens and other items typically found above ground has resulted in strong trade relationships with the human nations of Ghelspad, and as a result dwarves can be found in nearly every civilized region on the continent.

Racial Abilities: Mountain dwarves have all of the following racial traits:

+2 Constitution, -2 Charisma. Mountain dwarves are rough and hearty, but territorial and reserved.

Medium: As Medium creatures, mountain dwarves have no special bonuses or penalties due to their size.
Mountain dwarf base speed is 20 feet. However, mountain dwarves can move at this speed even when wearing medium or heavy armour or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Mountain dwarves can see in the dark up to 60
feet. Darkvision is black and white only, but it is otherwise like normal sight and forsaken dwarves can function with out penalty with no light at all.

Stonecunning: This ability grants mountain dwarves a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A mountain dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mountain dwarf can use the Search skill to find stonework traps as a rogue can. A mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Mountain dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Mountain dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: Mountain dwarves are exceptionally stable on their feet. A mountain dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
Runic Heritage: The innate magical nature of mountain dwarves and (heir racial mastery of runic magic grants them the following spell-like abilities: 2/day - detect magic, arcane mark. These abilities are as the spells cast by a sorcerer of a level equal to the dwarfs character level. Dwarves use arcane marks for a variety of purposes, from invisible battle field instructions, to warnings left in deep tunnels, to marking possessions with their clan name. Dwarves also use such marks on themselves, their clothing and their armaments as decoration, inscribing baleful tidings in their enemy's own language before entering battle with their foe, or inscribing their clan name, clan history and prayers before religious and political ceremonies.
+2 racial bonus on saving throws against poison and disease. Mountain dwarves show remarkable resistance to sickness, whether caused by pestilence, venom or plant toxin.
+2 racial bonus on saving throws against spells and spell-like effects. Dwarves have an intrinsic toughness that allows them to shrug off the worst of most magical attacks.
+4 dodge bonus to Armour Class against creatures of the giant type: This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants.
+2 racial bonus to melee attack rolls if another dwarf is within 5 feet. Ages of tunnel lighting have made the dwarves masters of close-quarters teamwork tactics, and this knowledge is passed down to each generation.
+2 racial bonus on Appraise checks that are related to stone or metal items. The mountain dwarves have a natural eye for these materials that are dearest lo them, worked or unworked.

+2 racial bonus on Craft checks that are related to stone or metal. A thorough understanding of these materials improves the quality of dwarven craftsmanship.

+2 racial bonus on Handle Animal checks that are related to dwarf hounds (see the entry in this book). Mountain dwarves also gain a +4 bonus to their Will saves to resist the deafening bark of the dwarf hound (as noted in that entry).

Automatic Languages: Common (Ledean) and Dwarven.

Bonus Languages: Draconic, any non-secret language.

Favored Class: Fighter or wizard. A multiclass dwarf's fighter or wizard class does nor count when determining whether she suffers an XP penalty for multiclassing (see PHB, Chapter 3, "Multiclass Characters"). Dwarves are known for their heritage as a warlike folk, as well as their mastery of powerful runic magic. The choice of fighter or wizard as a character's preferred class must be selected as soon as the character acquires a level in either the fighter or wizard class, and it cannot be changed thereafter. Many mountain dwarves eventually become members of the dwarven defender prestige class - indeed, it might be said that the survival of Burok Torn is in part due to their might.

!*!*!*!

Elves:

The Titan Denev created elves long before the Divine War. They are the longest-lived of Scarred Land’s races and are connected to the web of life that gives the world growth and sustenance. While the varied races of elves differ considerably in terms of culture and appearance, they have one thing in common: The Divine War devastated them and the ensuing years have been very difficult. The path each of the elven races has chosen to manage the aftermath is a reflection of their inner character.
Subraces
Broadreach Elf: Named thus when the Hornsaw Forest was known as the Broadreach. These elves are relatives to the wood elves of the Ganjus and close allies of the Broadreach dwarves. They are nearly in constant war with the forest’s other inhabitants and their deep connections to now corrupt woods has plagued them violent nightmares and drastic mood swings.
Dark Elf: The denizens of Dier Drendal live deep underground, assailing the mountain dwarves of Burok Torn as part of a mysterious plot that even the dwarves claim not to know. The true purpose of the dark elves’ plans is unknown, and the dwarves refuse to share what information they possess regarding the elves — they insist it is a dwarven matter and will be dealt with in a dwarven way.
Racial Abilities:
Dark Elves have the following racial traits:
+2 Dexterity, -2 Constitution, +2 intelligence, +2 Charisma. Dark elves are quick and wilful and are powerful spellcasters
-Medium size
-Dark Elven base speed is 30 feet
Darkvision: Dark elves can see in the dark up to 120 feet. Darkivsion is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.
Immunity to magic sleep spells and effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on Listen, Search, and Spot checks. A dark elf who merely passes within 5 feet of a secret of concealed door is entitled to a Search check to notice it as if she were actively looking for the door. Elven senses are finely honed.
+2 racial bonus on will saves against spells and spell like abilities. The blood of sorcerers is strong in the dark elves' veins, and most spells are a trivial matter for them.
Spell Like abilities: 1/day- blur, mirror image. These stabilizes are as the spells cast by a sorcerer of the dark elf's character level. Dark elves are known for using these abilities before entering battle, swelling their ranks with illusions and confusing the enemy's eyes.
Automatic Languages: Elven, common
Bonus Languages: Dwarven, and titanspawn language.
Favoured Class: Rogue or Sorcerer.
Level Adjustment: +1. Dark elves are more powerful and gain levels more slowly than most of the other common races of Ghelspad. When creating a character of this race, add this level adjustment to the class levels to determine the character level: thus a dark elven character with four levels in sorcerer (Sorc4) and two in rogue (Rog2) is in fact a 7th level character.

Forsaken Elf: Once called the high elves and now cursed by Chern, this arrogant and difficult race inhabits the continent of Termana. Masters of the arcane arts, they have been extremely isolationist since the end of the Divine War.
Racial Abilities:
Forsaken Elves have the following racial traits:
-2 Strength, +2 Dexterity, -2 Constitution, +2 intelligence. Forsaken elves, like their high elf forbears are graceful and magically adept, but their slight frames make them somewhat frail.
-Medium size
-Forsaken Elven base speed is 30 feet
Low light vision: Elves can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
Immunity to magic sleep spells and effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on Listen, Search, and Spot checks. A dark elf who merely passes within 5 feet of a secret of concealed door is entitled to a Search check to notice it as if she were actively looking for the door. Elven senses are finely honed.
Proficient with longspear, shortspear, OR rapier: Proficient with shortbow, longbow, composite longbow, and composite shortbow

Chern's curse: Very few elves today are of adventuring age. Most of the younger generation died in the Divine War, and those who survived have found themselves unable to bear unhealthy children. As a result, forsaken elves typically begin play as middle aged or older characters (for your convenience see effects of ageing in the Core Handbooks) and must be at least 150 years old.

Curse of the Forsaken: Forsaken elves have lost their ties to their deity, and as such may not advance very far as clerics. Regardless of clerical class level they may never cast divine spells about 2nd level. A very few forsaken elves have turned to other deities for their spells, but these are outcasts from elven society and are viewed as disrespectful at best and heretical at worst.
Wealth: Forsaken elves are typically wealthy and begin play with 50% more gold. In addition they may select one masterwork weapon OR suit of armour.
Automatic Languages: Elven, common
Bonus Languages: Any, other than secret languages.
Favoured Class: Cleric or Wizard

Piradun: Many forsaken elves have forgotten about the Piradun, an offshoot of an elven race that once lived on and under the Grey Mountains of Ganjulael. Now these plagued-baring elves plot the downfall of all of their enemies (which is just about everyone) from their exile beneath the Chained Mountains.

Urian: Descended from the wood elves of the Ganjus, these secretive inhabitants of the island of Uria worship Corean and Denev. There are signs their self-imposed isolation may soon change as great harrier-mounted Urian envoys and scouts have been seen across Ghelspad and parts of distant Termana.

Wood Elf: The elves of the Ganjus are the most common elves on Ghelspad. The wood elves remain close to their titanic root. They continue to practice druidism and venerate Denev. Though they have many philosophical differences with the other divine races, they remain the most approachable of the Scarred Land’s elves.

Racial Abilities:
Wood Elves have the following racial traits:
+2 Dexterity, -2 Constitution. Wood elves are lithe and thin folk considered frail by many others
-Medium size
-Elven base speed is 30 feet
Immunity to magic sleep spells and effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on Listen, Search, and Spot checks. A dark elf who merely passes within 5 feet of a secret of concealed door is entitled to a Search check to notice it as if she were actively looking for the door. Elven senses are finely honed..

Low light vision: Elves can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
Immunity to magic sleep spells and effects

Proficient with longspear, shortspear Or quarterstaff; proficient with shortbow, longbow, composite longbow, and composite shortbow. Wood elves are always familiar with these weapons. Indeed those woof elves who become druids may use these weapons without violating their druidic oaths.
+2 bonus on all Craft (tattoo) checks. Wood elven culture marks rites of passage and similar important events with skin art; they have a strong tradition of decorating one another with tattoos, and many eventually become masters of the art.
Automatic Languages: Elven, common
Bonus Languages: Sylvan, any titanspawn language
Favoured Class: Druid or Ranger

Half Elves:
Most of the half elves in Ghelspad come from the areas around the Ganjus, especially those areas known for their alliances with the elven folk of Vera-Tre, such as the Bridged City, Almathea, and Vesh. In such cases, having elven blood is no hindrance. Indeed, in many such areas it is a positive thing, something of a symbol of an alliance between human and elf that allowed the Divine War to be won.

Life is not quite so idyllic, however, for the majority of half-elves, those born from the forsaken elves of Termana. Cursed by the Titan Chern in the latter days of the Divine War, elves from this part of the world cannot bear healthy children; as such they often steal human infants (belonging to settlers brought to Termana as part of Virduk's Promise), raising them among elves for the purpose of breeding stock. Humans stolen in this manner are meant to be used to perpetuate the elves' own dying bloodlines, in hopes that their progeny might partially offset the effects of the vile curse plaguing their people.

Though they have difficulty finding acceptance among either humans or elves, these half-elves do have considerable value in conflicts, and so find ready acceptance among the legions of King Virduk. This of course upset the elves who bred the half elves to begin with, but since the forsaken elves treat their offspring like half-breed lepers, it should come as no surprise that the half-elves seek their fortunes elsewhere.

Because of their origins, half elves lead hard lives; thus, they favour no profession in particular. They strive for acceptance wherever they can find it and are happy to resort to thievery if it is not forthcoming. Though sometimes despised by both humans and elves alike, half elves clearly tend to exhibit some of the best traits of both species. As a result, the more enlightened leaders of human and Elven nations recognize this potential, training half elves willing to server their own causes.

Indeed, many Termana-born half elves know of the greater level of acceptance that their kind often find in those areas around the Ganjus and have begun moving their in slowly increasing numbers. Though they are welcome in the area, the leaders of Vesh and Vera'Tre wonder how many of these half elves are genuinely seeking new lives and how many are there under Virduk's employ as spies.

Finally, the elves of Uria mingle occasionally with the folk of Karria. Such unions are always brief romances that occasionally leave a human woman pregnant to raise a half-elven child in Karria. Those female elves who sport with the human men of Karria have been known to stay long enough to bear a child, disappearing one night shortly after the child is weaned. These half-elves are never treated any differently from the other citizens of the island nation.

Racial abilities:
-Medium Size
-Half base speed is 30 feet.
-Immunity to sleep spells and effects
+2 racial saving throw bonus against enchantment spells or effects
-Low light vision: Elves can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions.
-+1 racial bonus on Listen, Search, and Spot checks. Like their elven parents, half-elves have razor-sharp senses.
Elven Blood: for all special abilities and effects a half elf is considered an elf.
Half elves get one additional skill point at each level (but no bonus skill points at first level like a human)
Automatic Languages: Elven and Common
bonus Languages: Any (other than secret languages)
Favoured Class: Any

~*~*~*~*~
Half-Orcs:

Once, the orcs were mighty. Created by Gaurak the Glutton, the orcs fought with one another and preyed upon the weaker races around them. Yet now, it is a rough time to be an orc in Nomachron. The last of the titanspawn races with any real presence on Ghelspad, orcs are hated and reviled by the whole of the divine races. Even King Virduk and the dwarves of Burok Torn agree on one simple fact: orcs are the enemy and must be destroyed. Tolerance is not something for which the victors of the Divine War are well known, and so nearly every orcish settlement outside the Plains of Lede has been rooted out and destroyed. Yes, it is a bad time indeed to be an orc in the Scarred Lands.
An orc's child on the other hand...
In contract to their orcish parent, half-orcs are not typically killed on sight in most of the ciivilized regions of Ghelspad. This is because the two most common origins of half-orcs are fairly unpleasant: they are either bred for slave labor in lands such as Dunahnae or are the result of orcish raids upon settlements near the Plains of Lede. Indeed, some orc tribes have taken to keeping breeding harems of human women carried off for the express purpose of producing strong chock troops for the tribes. Half-orcs who make their way to more civilized lands have often escaped one fate or another, and as such garner a fair bit of sympathy from those they encounter. This does not mean they are treated well, far from it. Rather, they are simply allowed to live and make their own way in the world like everyone else.
When enough half-orcs gather in a particular region, they tend to form communities to the best of their ability. These are rarely allowed to remain in one place for long, as they become rowdy fairly quickly. Interestingly, some half orc communities have turned this fact into an advantage, becoming nomadic groups of entertainers, laborers, and mineworkers who descend upon a town for a fortnight while they seek to put their prodigious physical talents to good use. Given the half orcs talents with hard physical labour, such groups are typically tolerated wherever they choose to go (and in at least one case, that of Mullis Town. The half orc's were officially recognized as citizens and allowed to remain part of the town permanently). Unfortunately, due to their brawling and thieving, they are rarely allowed to stay for very long.
Half orc adventurers tend to be scrappers, and their appearance shows it. They own only what they can beg borrow or steal, and they are typically not clever or wealthy enough to create their own wares. Oddly enough, the tight-knit nature of their communities ensures that none live in abject poverty: this situation means that their hodge podge appearance is fairly consistent, with none becoming particularly wealthy or obscenely poor. Half orcs of a more militaristic bent will seek out the Ledean war colleges of Darakeene, hoping to become mercenaries or elite warriors. This calling seems to suit them well, as the Legion of Ash has been recruiting more and more half-orc troops into its ranks in recent years. The Legion's harsh regiments of physical training and proclivity for ritual scarification give the half-orcs a constructive way to express their orcish heritage, without forcing them to abandon human societal mores.

Racial Abilities: Half Orcs have all the following racial traits:
+2 Strength, -2 Intelligence (mimimum intelligence of 3), -2 charisma
Medium Size
Half orc base speed is 30 feet
Darkvision: Half Orcs can see in the dark up to 60 feet. Darkivsion is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.
+2 racial bonus to bluff, intimidate, and sense motive checks. Surprisingly, half orcs are very good at talking their way out of trouble and have managed to survive in the Scarred Lands despite the titan blood running through their veins. Growing up in an orc society based on bullying and dominance, and in a human society where they are oppressed and scorned, forces half-orcs to become adept at these skills.
Orc Blood: for all special abilities and effects, a half orc is considered an orc.
Automatic Languages: common and Orc
Bonus Languages: Any (other than secret languages)
Favoured Class: Barbarian or Rogue

~*~*~*~*~
Halflings

Few peoples in the Scarred Lands have suffered to the extent of halflings, and none of those were victors of the Divine War. Small and weak, halflings never had much to offer the other races of Nomachron. As a result, their neighbours constantly bully and abuse them, taking advantage of every opportunity to disenfranchise the smaller folk. On Ghelspad, the worst offenders in this region are dwarves and humans. Humans take advantage of the fact that halflings are agrarian, and thus tend to have good, hearty land suitable for human use. Dwarves on the other hand, feel that halflings are weak and stupid, unwilling to stand up to human oppression and thus unworthy of kindness. To the dwarves' way of thinking, if the halflings will not fight, they should not be taking up valuable resources and space that can be put to better use.
Despite these unkindness. Halflings remain resolute in their desire to lead peaceful lives. Sadly, this desire for peace leaves their lands ripe for invasion, a fact King Virduk took full advantage of when he chose to occupy halfling lands. Unwilling to be bullied by dwarves, and unafraid of humans and dwarves alike, the halfings simply accepted their fate and did their best ot move on. As a result, the have become willing slaves in Calastia's war machine, supplying food and labor in exchange for a chance at peace. They eagerly lap up the platitudes bestowed upon them by King Virduk, even though they know such things are based on false pretenses. The truth of the matter is irrelevent to them; they have been taken for granted for so long, trampled beneath the heels of so many different races, that even false kindness is like meat and drink to them. Even those who do know of Virduk's falsity are quick to compare him to others who have outright abused the halfling folk for so long. Perhaps, they argue, it is a matter of degrees.
The abuses reaped upon halflings have not robbed them of their most enduring characteristis: a quiet dignity and resolve unseen in the rest of the Scarred Land's races. In some, this resolve leaves them incenced over the indignities heaped upon them and moves them to take whatever action they deem necessary to secur a better future for their people. Sometimes, such action is open revolt, but more often the halflings' rebellion manifests in quieter, subtler ways. Damaged goods may be sent to a Calastian noble, for instance, and a particularly oppressive warlord might find a slow poison taking his life where no blade ever could. True it may be that halflings are rarely skilled in direct confrontation, but that does not mean they cannot fight.
When not being crushed under the foot of turrany, halflings enjoy the finer qualities of life. Indeed they are perhaps the most indulgent of all of the Scarred Land's races in this respect. While their clothing and accoutrements are rarely ornate, they are nonetheless exceedingly comfortable, a fact Calastian nobles have noticed and exploited for their own ends. Halflings adore ostentation and wealth because they are accustomed to pverty. The alleviation of poverty in some form or another seems to be a common thread in many halfling tales, so much that “rags to riches” tales and songs are often called “halfing yarns.” Halfling food and wines are deservedly popular, and the small folk have come up with innovative ways to produce the fine goods even though they have little to work with.

Racial Abilities:
Halflings have all the following racial traits:
+2 Dexterity, -2 Strength. Halflings are incredible dexterous but their small frames are not very strong.
-Small size
Halfling base speed is 20 feet
+2 Racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws. Though halflings are limited physcially, the god's have gifted them with phenomenal luck
+2 morale saving throw bonus against fear
+2 racial attack bonus with a thrown weapon: halflings are poorly equipped for melee combat and too short to use heavy bows effectively, so they become highly skilled with thrown weapons.
+2 racial bonus to Bluff checks. Halflings are good at talking their way out of rough situations.
Poverty: Halflings are typically quite poor and start with 25% less gold than normal.
Automatic Languages: Common and Halfling
bonus Languages: Dwarven, Elven, any titanspawn language. Smart halflings learn the langauges of their enemies, as well as those of any titanspawn races in the area
Favoured Class: Rogue

~*!~!*~!*~!*~!*

Humans

Humans:

Of all the races of Nomachron, the Divine War hit humans the hardest. All of their technological and magical knowledge, all of their traditions, and seemingly the entirety of their civilization was crushed between the massive armies of the titans and the gods. In the end, all that remained of the once proud human kingdoms was bands of refugees, who found themselves struggling to survive against the might of the remaining titanspawn armies and divine races who were dubious about the merits of humankind. With the end of the Divine War, humanity's struggle for survival began.
Surprisingly, the humans rose to the challenge and used their innovation and rapie rate of growth to their best advantage. They grew quickly, depending on large families and extended clan-units that are, to this day, a mark of humankind. The remnants of old nations were swept away (or, if possible, restored to proper working order) and in their place grew new traditions, new alliances, and new economies. In the years before the Druid War, humanity laid the foundations for explosive growth and development, and that war proved to be the crucible in which the current world order was forged. The nation of Albadia was all but destroyed, its few cities leveled, its survivors turning to the nomadic ways of their ancestors in order to survive. The nations of Dunahnae and Darakeene took isolationism to new heights. The kingdom of Vesh did much to help its elven and dwarven neighbours, while the kingdom of Calastia gathered its forces and solidified its hold on its southern neighbours. In the years following the Druid War, Calastia annihilated the remnants of titanspawn in the southern kingdoms, crushed the dwarven presence in the Kelder mountains, and subjugated the halflings in what is now the Heteronomy of Virduk. Humanity's recovery was complete. Currently, humanity reigns surpreme in Ghelspad, challenged only by dwarven stubbornness and internal human divisiveness.

No matter their point of origin, humans seem better equipped than most other races i nthe Scarred Lands, particularly in terms of textiles and other, non-metal ornamentations. Though the secrets of smithing were lost during the Divine War (kept alive only by the dwarves of Burok Torn), humans have since regained mastery of smithing, thanks greatly to the ranks of Corean's priesthood. Few but Albadians decorate their skin as the elves do, but they compensate with fine fabrics and intricate jewelry of various sorts. Many, especially those near the Planes of Lede, have taken to wearing rings of metal through their ears, noses and other parts of their body as decoration.
Human ingenuity is apprent in just about everything they do. They seem t oexcel at nothing but are instead competent at nearly everything. They vary tremendously in terms of customs and temperament, with some nations embracing the most heinous aspects of slavery and domination while others stand as bastions of righteousness and cooperation. As such, humans do not seem particularly inclined to favour and one class as adventurers.
Regions: Humans are found all over Ghelspad, much to the consternation of most other races. They are especially dominant in the souther regions, where the Calastian Hegemony rules with an iron first. The the northeast, the humans of Vesh enjoy good relations with most of their neighbours, while the barbarians of Albadia and the merchants of Darakeene hold their own against invasion from all sides. Despite their current conflicts, the position of humans on Ghelspad seems quite secure.
Humans are known for their vast variety-indeed, it is practically the mark of humans that two humans might have fewer traits in common with one another than a human and a member of another race. Humans enjoy great diversity, depending on their place of origin; those humans of eastern Ghelspad, from Calastia to the Plains of Lede, seem to have darker, slightly olive complexions; Southwestern Ghelspad sees a darker complexion; while the northwests pale hair and skin is epitomized in Albadia. The humans of Termana tend to be much darker toned than then the newly arrived Calastian settlers.

Racial Abilities:
Humans have all the following racial traits:
Medium Size
Human base Speed is 30 feet.
1 extra feat at 1st level. (This Feat may be substituted for a Regional Ability adjustment instead see below)
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common
Bonus Language: Any (other than secret langauges)
Favoured Class: Any

Variant Human Subculture: Humans by Region
Using this variant rule, humans from different regions may have bonuses and penalties to abilitiy scores rrather than the additional beginning feat for which humans are known. Thus, Southerners are known for their impetuous charm, Albadians for their stamina, and citizens of the scholarly cities of the Gascar Peaks for their intellect and frailty. Note that not all areas have modifiers of some kinds, those areas are made up primarily of those from other locales tend to reflect their origins.
Those who take this option tend to be looked upon as the 'epitome' of the folk in their areas-- no one familiar with the look of his folk could ever mistake hi mas anything but one of them.

Calastia & and the Sweltering Plains: -2 Wisdom +2 Charisma. The dark-toned dark haired, green eyed charmers who from from Calastia and Shelzar are known throughout Nomachron for their dashing personalities and lack of common sense. Those bardic tales that feature the unfaithful lover usually paint that character with these features.

Gascar Cities & Dunahnae: -2 Strength, +2 Int OR Wisdom. Dunahnae and the three scholar-cities of the Gascar Peaks (Lokil, Hollowfaust, and Glivid Autel) are known for thier pale, dark haired scholars and philosophers who are weak in body but strong in mind. Indeed, it is not uncommon to find the citizens of these areas dying their hair black and avoiding sunlight to make themselves adhere to this ideal all the more. These modifiers also apply to the titanspawn-tainted nation of Khirdet.

Karria, Darakeene, & Albadia: +2 Strength Or Constitution, =2 Intelligence Or Wisdom. Though they are known for coming from “barbarian stock” the tall strong, fair folk of Ghelspad's northwest are rarely underestimated. Known for strength of body, though not necessarily of mind, the folk who match this appearance are becoming rarer in Darakeene, as that civilized nation breeds among other peoples. Albadians, however often meet these criteria, especially among the northern tribes.

The Plains of Lede: +2 Dex, -2 Cha. The folk of this part of Ghelspad (which actually includes the Bridged City) have the same olive tones as the rest of eastern Ghelspad; however they tend to grow their hair long and are known for their quick, clever hands and their surliness. They are found both among the nomadic horse tribes of Mansk as well as the folk of the Bridged city.
Vesh, Cordrada, and the Repose Peninsula: -2 Int, +2 Wis. The religious nature of these places is evident- most folk strive to understand the teachings of priests, be they clerics or druids. Book learning and raw intelligence is less important in these places. This included Mullis Town, Ontenazu, and Amalthea.

Durrover & The Kelders: +2 Con -2 Cha. There are many towns scattered throughout the Kelders and Durrover. Most of these are known for the hardy but surly folk they produce. Some suggest that this may be due to close association with the dwarves of the Kelders, but others point out that even dwarves are rarely as unfriendly as these folk tend to be.


Posted on 2013-06-04 at 00:46:09.
Edited on 2013-06-04 at 07:23:57 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


The Job Board

(I will be posting Rumors, Side quests, and other notable job opportunities here as they become apparent. If a town has a wanted poster noted, a bulletin board or employment contract listed, Those options will be posted here as general knowledge by area. Note that my campaigns have definitive timelines, and the world and other entities keep moving while you're off doing extra side jobs, so these should be considered before undertaking.)

2nd of Madrot
~A Hard Choice~ Nel is Petrified and covered in living bramble in the Kelder Steppes south of the Basin. How do you plan to free her?

~A Message of Urgency~ The High Commander of Lave has requested the aid of the Crimson Blades, it sounds important!

~A Hunting We Will Go!~ Guh Amriel has promised Tasso to find him some ham! She wants to hunt some Wild boar! will you assist her?


Posted on 2013-06-04 at 00:46:19.
Edited on 2013-06-14 at 21:18:51 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Maps

Maps you uncover along the Journey



 photo WesternGhelspad.jpg
Albadia

Albadia was once a flourishing kingdom filled with the hearty Horse Lords of the north, with sprawling white limestone walled cities, a successful economical center as well, the. The Divine War happened, and Albadia was all but eradicated from the face of Ghelspad and reduced to little more than a frozen wasteland.

Despite overwhelming odds, the strength of the Albadian spirit would not be crushed underfoot, and the scattered remnants of the proud people turned to nomadic settlements, forming tightly knit tribal communities, traversing the tainted lands and surviving the often uninhabitable regions through sheer grit and fervor.

Without heraldry or defined inter-regional borders, the Albadian tribes took up clan standards and began tattooing tribal symbols and marks of valor or honor upon their muscled flesh. In reverse the dreaded "Brakh No'ra" brand, was forcibly bestowed upon any who would betray the tribal community or jeopardize their already harsh way of life.

The "Brakh No'ra" is the forceful subjugation of the indivudual, where an iron brand is heated over hot coals, and then slowly, painfully pressed into the guilty's flesh, typically upon the forhead or somewhere else difficult to hide their shame. The brand is shaped like a horseshoe bound in barbed brambles. A symbol of slavery or a lack of freedom, one suffering the "Brakh No'ra" is considered an exile not protected by tribal law, and may only seek salvation through rite of combat, the open challenging of the clan leader or opposing clansmen who sought the branding in the firstplace.

There are dozens of scattered clans across the region, though there are three noticable tribes of significant size in which notoriety has been established.

There are the Winters Fang, a fiercely competative tribe of warriors known for their taming of exotic and fierce monsters, adding them to a menagerie of beasts and slaves. They believe that combat and war are true signs of strength, and that peace leads to apathy and weakness, and they are typically resistent to deal with anyone outside of their tribe, as they are firm in the belief that if you have something they truly desire, it is their right to simply take it from your lifeless corpse lest you possess the strength to deny them, and perhaps gain a modicum of respect in the process.

The Winters Fang, are lead by a fiercesome warrioress named Grundle Chillbane, a woman of incredible strength and prowess. She is rumored, though it is unconfirmed, to be not entirely human, and tales range from troll blood, to being born of a frost giant, to even being partially dragonborn. Suffice to say this far noone has grown close enough to verify the claims and survive to tell the tale.

Next there are the nomadic people of the "White Stallion". The most approachable of the three tribes by far, the White Stallion tribe abides more closely to the gypsy way of life than their war like brethren. When the Divine War destroyed their homeland, many people were left homeless and scattered, and month after month they were picked up here or there under the watchful hand of a former Horse Lord. Lord Alexandyr Cormyr, formerly a Count, now just a leader of men without a real home, runs a caravan of carriages and carts, a mobile convoy constantly on the move scavenging what they can where they can, favouring watering holes and natural refuges over a permanent settlement. The White Stallions still hold the secret breeding traditions which lead Albadia of old to foster the world's best thuroughbred horses. They are fiercely protective of this secret, for their horses are their protection, and their salvation. Their mobility keeps them able to avoid most conflict, just the way they like it.
Big on tale and folklore, the White Stallions are not opposed to trade or commerce with outsiders, and generally show good will to those who happen upon them though they are superstitious and wary of all strangers.
Alexander Cormyr is said to be extraordinarily handsome, glib and skilled at both song and swordplay.

The final Tribe is known as the Frostguard. In this tribe, magic runs deep, and even though the titan's have been removed from power save Denev, it is evident their power still permeates the lands. The Frostguard are ruled by a triumverate of three sisters, hags, witches, heretics against the Gods, but incredibly powerful just the same.

This clan is secretive and always scheming, working from frozen caves and within the chill of shadows to further their own nefarious agendas. It is said the Frostguard are bound by their faith in the old Gods (titans) that they shall make a ressurrection and bring a reckoning against all who abandoned them. Unabashedly utilizing necromancy and a twisted mockery of druidic form the Frostguard are the living embodiment of the blighted land.

While it's been 154 years since the victory for the Divine races over the titanspawn and the world has made considerable advancements towards trying to regain some semblance of it's former glory, it still has a long ways to go, and countries like Albadia, do little to further that goal, as infighting and dissemenation amongst the clans and tribes leave any unification seemingly impossible.



Calas tj a
Full Name: The Kingdom of Calastia
and Seat of the Calastian
Hegemony.
Population: 1,500,000 (Duchies:
Arminoff 17%,
Chandalvine 27%,
Golehest 14%, Jandalore
17%, Turrows 16%, Varuba
9%).
Government: Absolute monarchy.
Ruler: King Virduk (male human,
Capita1:Vashon (75,000).
Major Citieselis (1 1,000), Eldmadren
(10,000), Pahrae (9,000).
Language:Calastian.
Religion:
All nine of the major gods
are worshipped, with the
nobility and military
worshipping Chardun.
Currency: Calastian currency is
spread across the Hegemony:
platinum calas (1
pp), gold dominion ( 1 gp) ,
silver regent (1 sp), copper
drake ( 1 cp).
Resources:
Wheat, cattle, fish,
lumber, arms and armor.
Allies: Calastian Hegemony.
Enemies: Burok Tom and Durrover.

Vesh:
Official or Predominant Worship: Madriel and Tanil
Complete Name: United People of Vesh
Capitol: Lave
Other Cities of Note: Ezel, Moor and Rika
Ruler: Home Commander Kelemis Durn
Government: Absolute command over the populace and the military rests in the hands of a "home commander," popularly elected every five years from a perpetual pool of retired military field officers.
Population Composition Estimate: Human 77%, Dwar 10%, Elf 6%, Halfling 5%, Half-elf 1%, Half-orc 1%
Allies: Amalthea, Bridged City, Burok Torn, Durrover, Gleaming Valley, Hedred, Mansk, Mithril, Mullis Town, Ontenazu and Vera-Tre
Enemies: Calastian Hegemony and Khirdet

Numerous perils beset the peoples of Vesh; the slitheren of the marshes, the monsters of the Blood Basin, the orcs of the Plains of Lede, the armies of the Calastian Hegemony and so on. Yet the Veshian people have remained steadfast and unified, fending off these threats while carving a nation for themselves from a wilderness that is only passably secure.

Further, the Veshian peoples, rising above their own concerns, ordained themselves the champions of the oppressed people of the continent--even though those of the world. Presumptious, perhaps, but it is a mantle borne with overweening pride by the peoples of Vesh, who are servants of Tanil and do her good work for her good because that work is good. To this end Vesh created its Vigils. Appointment to these prestigious units means inductees have a rich history to live up to and an honorable tradition to uphold. Veshian Vigils roam the continent (especially its eastern half), searching for lore and information that aids in defending the helpless and expose the many enemies of freedom.

Vesh is not universally loved (even among the people it aids), and its devotion makes it an easy mark to forscorn. Life in Vesh is life that is truly free, and in a world wracked by pain-- a world still recovering from a devastating war among its gods-- little else seems more valuable.

Of Course, Vesh cannot-- should not be defined only by the enemies that beset it and the responsibilities it assumes in fighting the enemies of Tanil across all of Ghelspad. Trade routes from Mithril through the Cordrada Corridor, Serpentine Pass and Mullis Town; those up from Hedrada up the Hornswythe; and those from western Ghelspad through Ontenazu: they have all contributed to stronger commerce among many nations. In addition, Vesh's traditions of masterful brewing, leather working, weaving, wine making, blacksmithing and (of course) more brewing provide it with goods to barter to other nations. And despite the tainted land that surrounds Vesh, there is enough arable farmland, verdant forests and plentiful game within its borders to amply provision its population year round.

The bards who travel around Vesh keep Tanil's musical tradition alive and spread the lore of a great nation. These things, which make a free life worth serving, have inspired many vigilants to sacrifice their lives to maintain and advance the cause of freedom.



Posted on 2013-06-04 at 00:46:30.
Edited on 2013-06-10 at 19:54:28 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


People and Organizations of Interest

Alanelia Zelphyr "The Crimson Blade"
Alanelia is your leader and benefactor. A female elf of Forsaken lineage, she stands just over 5 feet, has long silver hair which hangs freely down her back, and dons golden leather armor of the finest quality. Sporting an enchanted longsword and dagger which upon closer inspection seems to have vines and brambles living around and through it's hilt encircling an obsidian blade.
Alanelia or "Nel" as friends call her, is warmhearted and wise, and though she jests about the impoliteness of inquiring to her age, it's rumoured she's easily into her third century though knowing that means she was alive during the divine war, and understandably speaks little of the past.

Kelemis Durn: is an aging but well known and equally respected human who is the epitome of strong Vigilant morality. Well known for his former combat prowess in past events, the former soldier turned political tactician is the current Acting ruler (Home Commander) of Vesh.

Trophion the Majordomo of the Vigils of Vesh is a man with a strong jaw and a coloration that suggests his years spent under the sun. He carries himself with the poise of a warrior though he walks with a pronounced limp, and also seems to be missing part of his right hand.He handles many of the daily affairs at Kelemis' behest.


Posted on 2013-06-04 at 00:46:38.
Edited on 2013-06-10 at 19:55:18 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


The Guild Hall (currently non-existant)

(Here will be where a base of operations is potentially established, and where notes towards its development and upkeep shall be kept.)


Posted on 2013-06-04 at 00:47:48.
Edited on 2013-06-04 at 20:07:33 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Tasso Rontilfellow -Grugg

Name: Tasso Rontilfellow
Race: Halfling
Gender: Male
Age: 29
Hair: Brown, Shoulder Length, Ponytail
Eyes: Green
Class: Beguiler 3
Alignment: Neutral
Deity: Tanil

Stats:
Str 9 (-1)
Dex 18 (+4)
Con 16 (+3)
Int 18 (+4)
Wis 14 (+2)
Cha 16 (+3)

HP: 22
AC: 18 (+3 Armor, +1 size, +4 Dex)
Initiative: +8
Speed: 20ft.

BAB: +1
Melee: +0
Ranged: +5 (+7 thrown)

Weapon: Dagger (Melee)
To Hit: +1 (+1 BAB, -1 Str, +1 size)
Damage: 1d3-1, 19-20, x2

Weapon: Dagger (Thrown)
To Hit: +8 (+1 BAB, +4 Dex, +2 race, +1 size), Range Increment 10ft.
Damage: 1d3-1, 19-20, x2

Fortitude +4
Reflex +5
Will +6
(Additional +2 Morale bonus against Fear)

Skills:
Bluff +11 (+3 Cha, +2 race, +6 ranks)
Concentration +9 (+3 Con, +6 ranks)
Diplomacy +7 (+3 Cha, +2 ranks, +2 synergy)
Disable Device +12 (+4 Int, +6 ranks, +2 item)
Hide +14 (+4 Dex, +4 size, +6 ranks)
Intimidate [Cross-Class] +7 (+3 Cha, +3 ranks, +2 synergy)
Listen +10 (+2 Wis, +2 race, +6 ranks)
Move Silently +12 (+4 Dex, +2 race, +6 ranks)
Sense Motive +6 (+2 Wis, +4 ranks)
Spellcraft +10 (+4 Int, +6 ranks) (+12 to Decipher Magic Scrolls)
Use Magic Device +9 (+3 Cha, +6 ranks) (+11 related to Magic Scrolls)

Languages: Common, Halfling, Dwarven, Elven, Orcish, Draconic

Feats: Improved Initiative, Spell Focus (Enchantment)

Class Abilities: Armored Mage (Light), Trapfinding, Cloaked Casting (+1 Spell DC), Surprise Casting, Advanced Learning (Distract Assailant 1st Level Spell [Complete Adventurer])

Spells per Day: 6/6, Spell DC 14 + Spell Level (15 + Spell Level for Enchantment Spells)

Gear: 5 Daggers, Masterwork Studded Leather Armor, Backpack, Bedroll, Flint and Steel, 1 Week Trail Rations, Masterwork Thieves’ Tools, Spell Component Pouch, Everburning Torch, Waterskin, Tanglefoot bag, Gloves of Filching (as Hand of the Mage but Gloves), Potion of Jump, Three Potions of Cure Light Wounds, 2 Potions of Endure Elements,

Funds: 194gp

Appearance: Tasso stands 3’0” and weighs in at a little over 35lbs. His fair and clean shaven face always seems to bear a childlike grin, and if it wasn’t for the knowing twinkle in his green eyes and shoulder length hair (which he prefers to keep tied back) he’d probably be mistaken for a child. Not really afraid to display any good fortune that comes his way, he tries to maintain his best appearances, from ensuring his earrings always carry a good shine to the way he meticulously cleans his finely crafted suit of armor (ensuring each stud doesn’t carry a fleck of dirt after use), Tasso gives off a bit of an air of superiority despite his upbringing and size.


Posted on 2013-06-04 at 00:47:58.
Edited on 2013-06-06 at 08:05:35 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Alcorel Venomar ~ Jozan1

Character Name: Alcorel Venomar
Player: Jozan1
Class & Level: Wizard 2/Cleric 1
Race: Urian Half elf
Alignment: Neutral Good
Deity: Corean
Size: M
Age: 35
Gender: M
Height: 5'3
Weight: 130
Eyes: Blue/Grey
Hair: blonde
Skin: Fair

Abilities:
STR: 13 +1
DEX: 14 +2
CON: 16 +3
INT: 18 +4
WIS: 16 +3
CHA: 14 +2

HP: Max 1st level +7, +1d4+3, +1d8+3
AC: 12
EXP: 3000/6000
INITIATIVE: +2

Saving Throws:
FORT: +5
REFL: +2
WILL: +8
BAB: +1
Grapple:

Attacks:
Long Spear: +2, D8+1, x3
Mstrwrk Heavy Mace: +3, D8+1, x2
Mstrwrk Dagger: +3, D4+1, 19-20
Mstrwrk Dagger(range): +4, D4+1, 19-20, 10 ft. range

SKILLS:

Concentration (Con) 3 ranks +3 Constitution = +6
Diplomacy (Cha)
Heal (Wis) 1 Rank +3 Wisdom = +4
Knowledge (arcana) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Architect & Engineering) (Int) 3 ranks +4 Intelligence = +7
Knowledge (history) (Int) 3 ranks +4 Intelligence = +7
Knowledge (religion) (Int) 3 ranks +4 Intelligence = +7
Knowledge (the planes) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Dungeoneering) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Geography) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Local) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Nature) (Int) 3 ranks +4 Intelligence = +7
Knowledge (Nobility & Royalty) (Int) 3 ranks +4 Intelligence = +7
Spell-craft (Int) 3 rank +4 Intelligence = +7
Decipher Script (Int) 1 rank +4 Intelligence = +5
Listen (Wis) 0 ranks, +3 Wisdom, +1 Racial = +4
Search (Int) 0 ranks, +4 Intelligence, +1 Racial = +5
Spot (Wis) 0 ranks, +3 Wisdom, +1 Racial = +4

Armour:
-
Shield/Protective Item:
-
Protective Item:
-
Protective Item:
-

Total Possessions:
Potion of Barkskin
Potion of Cure Moderate Wounds(if approved)
Backpack
Bedroll
Flint & Steel
Trail rations/ 1 wk.
Adventuring outfit
Spell Book
long Spear
Masterwork Heavy Mace
Masterwork Dagger
wand of Magic missile
Wand of Cure Light Wounds 33/50 charges
Spell component pouch
Silver holy symbol of Corean
Hooded Lantern
3 pints of oil
50 ft. Rope
Heavy blanket
belt (on adventuring outfit) with 3 small pouches, 1 large pouch, 3 vial holders.
3 vials in belt
Coin pouch (on belt) 9 Platinum, 10 Gold

Feats:
Divine Metamagic(Extend)
Extra Turning

Special Abilities:
Summon familiar(Raven)
Scribe Scroll
Turn or Rebuke Undead (9 times)

Languages:
Common
Elven
Dwarven
Orc
Giant
Draconic

Spells:

Wizard Spells Known:

0 Level:

Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1st Level:

Color Spray, Obscuring Mist, Mage Armor, Ray of Enfeeblement, Lesser Orb of Acid, Grease, Summon Monster I, Charm Person, Bigby's Tripping hand

Cleric Domains:

Protection Domain

Granted Power
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells
1.Sanctuary: Opponents can’t attack you, and you can’t attack.
2.Shield Other : You take half of subject’s damage.
3.Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4.Spell Immunity: Subject is immune to one spell per four levels.
5.Spell Resistance: Subject gains SR 12 + level.
6.Antimagic Field: Negates magic within 10 ft.
7.Repulsion: Creatures can’t approach you.
8.Mind Blank: Subject is immune to mental/emotional magic and scrying.
9.Prismatic Sphere: As prismatic wall, but surrounds on all sides.


Good Domain
Granted Power
You cast good spells at +1 caster level.

Good Domain Spells
1.Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2.Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3.Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4.Holy Smite: Damages and blinds evil creatures.
5.Dispel Evil: +4 bonus against attacks by evil creatures.
6.Blade Barrier: Wall of blades deals 1d6/level damage.
7.Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8.Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9.Summon Monster IX*: Calls extraplanar creature to fight for you.


Spells Prepared:

Wizard:
0(4 per day)etect Magic x2, Mage Hand, Light

1(3 per day): Color Spray, Summon Monster I, Mage Armor

Cleric:

0(4) Resistance, Create water, Guidance, Detect Poison

1(2+1 Domain) Bless, Summon Monster I, Protection from Evil (D)



Appearance:
Standing around 5'4, Alcorel is usually seen with a serene smile upon his face. His fair skin is coupled with his just as fair blonde hair which is kept back in a large, loose braid that reaches down to his lower back. His light blue eyes match his powder blue baggy sleeved shirt. The cuffs are tight and leaves his sleeves to be baggy and airy, giving a puffed up look, and his belt gives the same effect to the rest of his ensemble. On his shirt are two red thick stripes that zig zag from his collar down his sleeves, like elongated lightning bolts.

A thin tan leather belt keeps his shirt tucked and tight, and his pants are made of almost the same material as his shirt, albeit thicker. The Cream colored pants are tight around the ankles giving his pants a baggy slightly puffy look, which altogether as an outfit would look silly to someone who first meets him. his leather boots are dyed red, and are tucked underneath his pant legs. The final piece to his colorful outfit is a light green poncho he wears draped over the entire thing, with both the front and back emblazoned with four golden yellow longswords, forming a compass rose.

If anyone would closely walk by Alcorel, they would swear he wore the strangest perfumes and colognes, but that would just be his incense and spell components, which he uses every day heavily.


Background:


Posted on 2013-06-04 at 00:48:08.
Edited on 2013-06-14 at 23:22:27 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Ellenrae Kar'theraen ~ Ginafae

Personal Information
Name: Ellenrae (Ellen) Kar’theraen
Player: Ginafae
Race: Half-Elf
Class/Level: Ninja 1 / Fighter 2
Deity: Lip service to all (formerly Belsameth).
Homeland: Calastia
Alignment: CN
Height: 5'6"”
Weight:123 lbs
Age: 23

Ability Scores
Strength: 14
Dexterity: 18
Constitution: 16
Intelligence: 13
Wisdom: 16
Charisma: 14

Hit Points: 29

Initiative: +4

Speed: 30’

Saves
Fortitude: +6
Reflex: +6
Will: +3

Armour Class: 18 (Bracers of Armour +1; Dexterity +4; Wisdom +3)

Feats:
Two-Weapon Fighting
Weapon Finesse
Weapon Focus (Short Sword)
Quick Draw

Racial/Class Abilities

(Half-Elf racial)
Immune to magical sleep and +2 saves vs enchantment spells and effects
Low-Light Vision (twice as far as humans in conditions of poor illumination)
+1 racial bonus to spot, search and listen checks
Elven Blood (considered an elf for all spells and effects)
1 additional skill point each level after first

(Ninja abilities)
AC Bonus (Wisdom Bonus to Armour Class if unarmoured)
Ki Power (4 times per day; no powers known currently)
Trapfinding
Sudden Strike (+1d6 whenever target is denied Dexterity bonus to AC; doesn’t apply when flanking)

(Fighter abilities)
Bonus Feats (Weapon Focus; Quick Draw)

Skills: (36 skill points)

(Class skills)
Bluff: 4 (2 ranks)
Climb: 6 (4 ranks)
Disable Device: 8 (4 ranks; +2 mw thieves tools)
Disguise: 6 (2 ranks; +2 disguise kit)
Hide: 10 (4 ranks; +2 when dark via black bodysuit)
Jump: 8 (4 ranks)
Move Silently: 8 (4 ranks)
Open Lock: 10 (4 ranks; +2 mw thieves tools)
Search: 7 (4 ranks; +1 racial)
Tumble: 8 (4 ranks)

Untrained:
Balance: 4
Spot: 4
Listen: 4
Swim: 2

Attacks:

(Dual Wield)
Cold Iron Shortsword mw (right hand): +6 attack roll; d6+2 damage; 19-20/x2 crit
Shortsword mw (left hand): +6 attack roll; d6+2 damage; 19-20/x2 crit

(Single Attack)
Cold Iron Shortsword mw (right hand): +8 attack roll; d6+2 damage; 19-20/x2 crit

(Others)
Longbow (Comp. +2): +6 attack roll; d8+2 damage; 20/x3 crit
Daggers (thrown): +6 attack roll; d4+2 damage; 19-20/x2 crit
Silver Dagger: +6 attack roll; d4+1 damage; 19-20/x2 crit.

Gear:

(Weapons/Armour that Ellen is carrying)
Bracers of Armour +1
Cold Iron Shortsword (mw) – 2 lbs (sheathed upon her back)
Shortsword (mw) – 2 lbs (sheathed upon her back)
Comp. (+2) Longbow – 4 lbs (hitched over shoulder)
Quiver (40 arrows) – 6 lbs (left hip)
3 daggers – 3 lbs (right hip and thigh)
Silver dagger – 1 lb (hidden in the folds of her left boot)

(Other equipment Ellen wears)
Clothing worn: Bodysuit, Black (1 lb); Knee-high Boots (1 lb); Cloak (hooded, lined with grey fur) (2 lb); Silk Chemise (white); Red Silk Sash; Leather Vest (½ lb); Leather Gloves; (1 lb); Fine Belt; Belt Pouch (½ lb); Elven Ring (silver).

(Equipment stowed away)
Backpack (2 lbs)
Bedroll (1 lb)
Chalk (5 pieces)
Flint and Steel
Rope, Silk (50’) (5 lbs)
Mirror, small steel (½ lb)
Bandolier (½ lb)
Sack (empty) (½ lb)
Soap (1 lb)
Waterskin (4 lbs)
Whetstone (1 lb)
2 vials of ink, 2 inkpens, 10 sheets of Parchment (1 lb)
Manacles (mw) (medium-sized) (2 lbs)
Everburning Torch (1 lb)
Disguise Kit (8 lbs)
Thieves’ tools (mw) (1 lb)
Shoes (dancing)
Nightshirt (silk)
Trail Rations – 7 days

Potions/Consumables (held in bandolier)
Potion of Cure Moderate Wounds x 1
Alchemist’s Fire x2 (1 lb)
Antitoxin x2
Smokestick x2 (1 lb)
Thunderstone x2 (2 lbs)

Nel's Red Backpack-
Nel's map of the area
1 waterskin
1 bar of soap
4 days trail rations
1 ink, wax and stamp set bearing the crimson blade insignia
3 sheets of parchment in a scroll case (blank)
2 small pieces of charcoal
2 small pieces of chalk
2 candles
4 vials of unknown liquid (one suspected to be a quick dry adhesive) (one suspected to be a healing potion)

Total Weight Carried: 56.5 lbs (light load)

Funds: 109 golds, 17 silvers, 11 coppers

Languages:
Common
Elven (not well by Elvish standards)
Thieves’ Cant


Appearance

Ellen is a striking woman when she chooses to be. She is blessed with an alluring mixture of elven and human beauty. She is taller than most pure-blood elves, her skin tanned more deeply and her frame thin but still feminine. Her face contains the angular grace of elves – large azure eyes and high cheekbones tapering to full lips and a narrow chin. Her nose and cheeks are lightly dusted with freckles, her pointed ears usually hidden by a shock of medium-length, purple-blue hair.

Ellen’s usual manner of dress, however, puts most suitors off. Her clothing is usually a mixture of form-fitting black silk and darkened leathers - the only dash of colour being a red silk sash and the gleaming hilt of throwing knives that encircle her right thigh. A large fur-lined and hooded cloak usually obscures her face and the two finely crafted short swords sheathed upon her back, but not a wickedly recurved longbow slung over her shoulder or used as an impromptu walking stick.

It's a look that inspires fear rather than veneration or lust. Something to which Ellen has grown accustomed.


Posted on 2013-06-04 at 00:48:18.
Edited on 2013-06-13 at 18:56:04 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Guh-Amriel ~ Hammer

Name: Guh-Amriel
Played By: Hammer
Race: Half-Elf
Gender: Female
Age: 24
Hair: Jet Black
Eyes: Green
Class: Barbarian 3
Alignment: Chaotic Good
Deity: Tanil
Height 5'7” 
Weight: 125 lbs

Stats:
Str 18 (+4)
Dex 15 (+2)
Con 18 (+4)
Int 11 (+0)
Wis 14 (+2)
Cha 12 (+1)

HP: 31
AC: 15 (+3 Armor, +2 Dex)

MW Hide Armor AC 3 Max Dex 4 Armor check penalty -2 Movement speed 20ft (null by class feature)

Initiative: +2
Speed: 30ft. 

BAB: +3
Melee: +7 (3 bab +4 strength)
Ranged: +5 (3 bab +2 Dex)

Weapon: Silver Dagger (Melee)
To Hit: +7 (+3 BAB, +4 Str)
Damage: 1d4 +4 (str)-1 (silver), 19-20, x2

Weapon: Silver Battle Axe (Single swing)
To Hit: +7 (+3 BAB, +4 Str,).
Damage: 1d8+4 (str) -1 (silver), 20, x3

Two Weapon Fighting With Silver Battle Axes
To Hit: Main Hand +3 (3bab +4 strength -4 penalty w Two weapon fighting feat)
Damage 1d8+4 (Str) -1 (silver), 20, x3
To Hit: Off Hand + 3 ( 3 bab +4 strength -4 penalty w Two weapon fighting feat)
Damage 1d8+4 (Str) -1 (silver), 20, x3

MW Mighty Composite Longbow ( 18 Strength)
To Hit: +6 ( 3bab, +2 dex +1 Mw)
Damage 1d8+4, 20, x3
(normal arrows assumed)


Fortitude 7 (+3 base + 4 constitution)
Reflex +3 (+1 base +2 Dexterity)
Will +3 (+1 base +2 wisdom)

Skills:4x4=16+1 +4+1+4+1 =27 total

Climb 2+6 Strength =8
Craft: Tribal Attire: 5+0 =5
Handle Animal 3+1 Charisma =4
Intimidate 4 + 1 Charisma =5
Jump 2 +4 Strength = 6
Listen 2 +2 Wisdom + 1 Racial =5
Ride 2 +2 Dex = 4
Survival 4 + 2 Wisdom = 6
Swim 3 +2 Strength = 5


Languages: Common, Elvish

Feats: 1st Level:Two-Weapon Fighting Bonus 3rd level: Extra Rage (2 extra rages / day)

Class Abilities:
Weapon and Armor Proficiency: A barbarian is proficient with
all simple and martial weapons, light armor, medium armor, and
shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet,
rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.

Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend
2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other
class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian
gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a
spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses
the rage modifiers and restrictionsand becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for theduration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer
applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action (see Initiative, page 136), not in response to someoneelse’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from theincreased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck
(This can be offset by taking the Instantanios Rage Feat from Masters of the wild sourcebook at a future level)

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge(see below) instead. (improved uncanny dodge comes at 4th level fyi)

Trap Sense (Ex): Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Gear: Backpack,
bedroll,
Winter blanket,
trail rations x7 days
Waterskin
! Sack of Lime
1 Potion of remove Fear
Nel's Flint and Tinder

2x Masterworked Silver Bladed Battle Axe (398 gold ea.) 10 Silver tipped arrows (10gold 5 silver) 10 regular arrows (5 silver) 2 Arrows of Cure Light wounds (107 gold ea.) 1 MW Mighty Composite Longbow (18 strength) (800 gold) Masterwork hide Armor (165 gold) Silver dagger (22 gold) 1 potion cure light wounds (50 gold) 2x Oil of Magic Weapon (50 gold ea)

Funds: 290 gold

Appearance:

Guh-Amriel is a strikingly beautiful, athletic young woman. Her skin color is a light bronze from her Elvish Father, her eyes are definitely Elvish Almond Shaped, her ears are Elvish and she shows them proudly as their contours are quite seductive to look upon.
Her hair is tied back in a pony tail that goes down to the middle of her back, where she cuts the ends with her Silver Knife.
She protects the top of her head from the sun and elements with a skull cap made from a creature she killed, a raccoon type of creature featuring the black circled eyes, a small protruding snout that affords some protection for her eyes from the sun, but with sharp fangs that protect her temples and curve down below her ears, almost to her jaw line.
She wears her Silver Knife in a Boot Sheath in her soft soled moccasin type boots that protect her feet and ankles, but rise only about 3 quarters up her shins and well below her knee caps, covering her shapely calves.
She wears a deer skin type shirt under her hide armor. She has made a deer skin type skirt that covers her waist, hips, buttocks and measures about a third of the way down her well shaped thighs, with a slit up each side to provide more freedom in combat or running and jumping.
She has also fashioned some type of a pantie short out of rabbit fur and hide, also utilizing rabbit fur in a type of combat style sports bra to provide her shapely breasts both comfort and protection underneath her deerskin shirt.
She also has specially made panties made of rabbit fur that she keeps in her back pack for the times of her menstrual cycle to provide comfortable protection in that area. She can wash them out if need be and can always hunt more rabbits to make more protective wear!
She is not flirtatious with men. Holds no sexual interest for women, but does welcome a non-sexual friendship with any women who know the value of a good weapon and how to use it; plus exhibit the freedom of the woman's own choice in sharing her natural assets with a man on her own terms, rather than being a helpless victim of a man's unbridled drive for satisfying his own lust with her body!
She is not promiscuous with men, but is not a virgin and knows what to do to make the experience passionately pleasant both for herself and the fortunate male! A Male Partner would have to be extraordinary to catch her attention and affection for any length of time!
She wears no make up per se, other than rubbing herbs and oils on her skin and face, to protect her from the elements and to cause her scent to blend in with the natural surroundings where she is either hunting game or stalking humanoids for the kill.
Her skirt is made in such a way that her 2 battle axes can be easily secured on each hip and readily accessible, like a gunfighter pulling his six shooters from his holster!
Her skirt also has belt pouch type pockets for her potions and herbs and oils and whatever else she may decide to carry, like a pretty gem or more than a few to her liking!
She usually carries her bow with her quiver of arrows over her back, but at times she will carry the bow on her back and choose to carry her 2 Silver Bladed Axes!
Under each cheek she has attractive scars from some past battle, which she wears proudly like 2 badges of honor!
Her legs and arms show the signs of countless battles in rough terrain, but these also add to her attractiveness!
Her hands are tough, but not rough from using oils and she trims her nails short with her Knife.
She also wears a talon and bone necklace; plus wears talon and bone wrist bracelets that are uncomfortable against the face of any unwelcome suitors or enemies she chooses to slap with the back of her hands!
She can be seriously grim, or joyfully radiantly beautiful, depending upon her mood or the present company she is keeping and the circumstances surrounding her!


Posted on 2013-06-04 at 00:49:23.
Edited on 2013-06-13 at 18:57:10 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Nine Fox Silent Elm~ Tek

Name: Nine Fox Silent Elm
Player: Tek
Race: Human
Class: Druid
Level: 3
Sex: Male
Age: 27
Height: 6’4”
Weight: 215lbs
Hair: Dark brown, dreadlocked
Eyes: Green
Alignment: Neutral-Good
Homeland: Rookery outside Almathea
Deity: Reverent of Nature in its entirety.
Concept: “We are Legion...”

Ability Scores
Strength: 13
Dexterity: 16
Constitution: 14
Wisdom: 18
Intelligence: 14
Charisma: 16

HP: 28
Initiative: +3
Speed: 30’

Saving Throws
Fortitude: +5+1
Reflex: +4+1
Will: +7+1

Armour Class: 16 (+3 Hide, +3 Dex)
BaB: +2
Melee: +3
Missile: +5

Feats
Exotic Animal Companion: Swarm
Skill Focus: Handle Animal
Animal Affinity

Racial/Class Abilities
(Human Racial)
Bonus Feat
Extra Skill Point

(Druid Class Abilities)
Animal Companion
Nature Sense
Wild Empathy
Woodland Stride
Trackless Step
Druidic Spellcasting
Spontaneous Casting

Skills (42 Points)
Concentration: 7 (5 Ranks)
Craft - Animal Food: 7 (5 Ranks)
Herbalism: 7 (3 Ranks)
Handle Animal: 10 (5 Ranks, 2 Animal Affinity)
Heal: 9 (5 Ranks)
Knowledge - Nature: 6 (4 Ranks)
Knowledge - Animals: 7 (5 Ranks)
Survival: 9 (5 Ranks)
Spellcraft: 4 (2 Ranks)
Ride: 8 (3 Ranks, 2 Animal Affinity)

Languages
Common
Druidic
Sylvan
Elven

Attacks
Spear: +3 Attack; 1D8+1 Damage; x3 Critical
Sling: +5 Attack; 1D4+3 Damage; x2 Critical

Gear; Worn
Hide Armour - Body
Bearskin Cloak of resistance +1 -Body
Knapsack - Back
Stone Sack - Waist
Bracers - Forearms

Gear; Stored (Knapsack)
Bedroll
Trail Rations (1 Week)
Waterskin (Full)
Torch x 4
Sack (Filled with corn)
Birchbark Cup

Gear; Stored (Cloak Pocket)
Flint and Steel
Healer’s Kit (Homemade with natural ingredients)
Infusion of Tree Shape - Waybread
Potion of Owl’s Wisdom
Potion of Bull’s Strength
Potion of Cure Moderate Wounds x2
Nel's Bag of Polished stones (marbles)

Wealth
Dominions: 246
Regents: 23
Drakes: 6

Spellcasting; Druid
Per Day
0: 4
1: 3
2: 2

DC Base: 14

Animal Companion

Murder of Crows (30)
Tiny Animal (Swarm)
Hit Dice: 3d8 ( 16 hp)
Initiative: +3
Speed: 5ft (1 square). Fly 40 ft. (good)
Armor Class 17 (+3 size, +2 Dex), +2 Natural, touch 15, flat footed 15
Base Attack/ Grapple: +2/ -
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach 10ft /0ft.
Special Attacks: Distraction, wounding
Special Qualities: half damage from slashing and piercing, low-light vision, swarm traits
Saves: Fort +3, Ref +7, Will +3
Abilities: Str 4, Dex 16, Con 10, Int 2, Wis, 14, Cha 4
Skills: Listen +11, Spot +11
Feats: alertness, Lightning Reflexes
Total Tricks: 4
Link, share spells, Evasion

(Swarm vulnerabilities: Lit torches deal a bonus 1d3 damage on hit, energy enhancements on weapons deal full energy damage to a swarm even if the actual weapon damage itself is reduced)


Posted on 2013-06-04 at 00:49:33.
Edited on 2013-06-13 at 18:58:47 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Xxandra Xanthoros

Xxandra Xanthoros
Female Dark Elf Rogue 2
True Neutral
Representing Takley

Size: Medium 
Height: 5' 4" 
Weight: 120 lb 
Skin: Black 
Eyes: Red 
Hair: White Wavy 

Strength 14 (+2) 
Dexterity 20 (+5) 
Constitution 15 (+2) 
Intelligence 16 (+3) 
Wisdom 14 (+2) 
Charisma 16 (+3) 



Total Hit Points: 14

Speed: 30 feet

Armor Class: 18 = 10 +2 [leather] +5 [dexterity] +1 darkwood buckler

Touch AC: 15
Flat-footed: 13
Initiative modifier: +5 = +5 [dexterity] 
Fortitude save: +2 = 0 [base] +2 [constitution] 
Reflex save: +8 = 3 [base] +5 [dexterity] 
Will save: +2 = 0 [base] +2 [wisdom] 
Attack (handheld): +3 = 1 [base] +2 [strength] 
Attack (unarmed): +3 = 1 [base] +2 [strength] 
Attack (missile): +6 = 1 [base] +5 [dexterity] 
Grapple check: +3 = 1 [base] +2 [strength] 


Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common, Elven, Dark_Elf_Silent (sign language) Goblin (titanspawn) Dwarven


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Mw silver Dagger: [1d4-1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Shortbow [1d6, crit x3, range inc. 60 ft., 2 lb., piercing]
Kukri [1d3(s), 1d4(m), crit x3, range inc. 10ft, 2lb, slash]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.] 

Feats: Nimble Fingers 

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier 
Appraise Int 6 = +3 +3 
Balance Dex* 9 = +5 +4 
Bluff Cha 3 = +3 
Climb Str* 6 = +2 +4 
Concentration Con 2 = +2 
Craft_1 Int 3 = +3 
Craft_2 Int 3 = +3 
Craft_3 Int 3 = +3 
Diplomacy Cha 3 = +3 
Disable Device Dex 11 = +5 +4 +2 [nimble fingers] 
Disguise Cha 5 = +3 +2 
Escape Artist Dex* 8 = +5 +3 
Forgery Int 3 = +3 
Gather Information Cha 3 = +3 
Heal Wis 2 = +2 
Hide Dex* 7 = +5 +2 
Intimidate Cha 3 = +3 
Jump Str* 2 = +2 
Knowledge (history) Int 5 = +3 +2 
Knowledge (local) Int 7 = +3 +4 
Listen Wis 4 = +2 +2 [elf] 
Move Silently Dex* 9 = +5 +4 
Open Lock Dex 11 = +5 +4 +2 [nimble fingers] 
Perform_1 Cha 3 = +3 
Perform_2 Cha 3 = +3 
Perform_3 Cha 3 = +3 
Perform_4 Cha 3 = +3 
Perform_5 Cha 3 = +3 
Ride Dex 5 = +5 
Search Int 9 = +3 +4 +2 [elf] 
Sense Motive Wis 5 = +2 +3 
Spot Wis 7 = +2 +3 +2 [elf] 
Survival Wis 2 = +2 
Swim Str** 2 = +2 
Tumble Dex* 9 = +5 +4 
Use Rope Dex 8 = +5 +3 


* = check penalty for wearing armor


Dark Elf:


+2 Dexterity, -2 Constitution, +2 intelligence, +2 Charisma. Dark elves are quick and wilful and are powerful spellcasters
-Medium size
-Dark Elven base speed is 30 feet
Darkvision: Dark elves can see in the dark up to 120 feet. Darkivsion is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.
Immunity to magic sleep spells and effects
+2 racial saving throw bonus against enchantment spells and effects
+2 racial bonus on Listen, Search, and Spot checks. A dark elf who merely passes within 5 feet of a secret of concealed door is entitled to a Search check to notice it as if she were actively looking for the door. Elven senses are finely honed.
+2 racial bonus on will saves against spells and spell like abilities. The blood of sorcerers is strong in the dark elves' veins, and most spells are a trivial matter for them.
Spell Like abilities: 1/day- blur, mirror image. These stabilizes are as the spells cast by a sorcerer of the dark elf's character level. Dark elves are known for using these abilities before entering battle, swelling their ranks with illusions and confusing the enemy's eyes.



Rogue:

Sneak Attack +1d6

Trapfinding

Evasion (level 2)

Trap Sense (level 3)

Uncanny Dodge (level 4)

Improved Uncanny Dodge (level 

Special Abilities (choices begin at 10th level)


Class HP rolled 
Level 1: Rogue 6 
Level 2: Rogue 4 

Xxandra Xanthoros's Equipment:
53 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x2
Backpack
Flint and steel
Grappling hook
Rations (1 day) x7
Rope (50', hempen) x1
Climber's kit
Thieves' tools
soap(3 bars)
Daggers(5)
kukri
darkwood buckler (no armor check detriment)
full face ninja mask

4x Cure light wounds potions

Nel's thieves tool's Kit (Mw quality)
_______________________

Total 68 lbs

1611gold leftover

Background:


Posted on 2013-06-04 at 00:49:42.
Edited on 2013-06-13 at 18:59:25 by Kaelyn

   
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