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John Biles

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Everything posted by John Biles

  1. A magical beard can be as pretty as you like, though
  2. I now have this mental image of the Trolls discovering the Aldryami have taken over Wonderhome and flipping out.
  3. A suggestion - Have the PCs create their characters who will start in 610 and the fathers of said characters, and use a few flashbacks to the Anarchy early on with the Dads, then have each of them decide how their dad died, leaving them as the heir.
  4. Fire Thane of Elmal (Based on the Ranger class) Required: You must be a devortee of Elmal, son of Yelm, who joined the Storm Tribe and watched over it in the Great Darkness. Elmal the Faithful. Or possibly of one of his companion gods who came with him into the Storm Tribe. Play Style: You may fight from horseback (when possible) as a mobile warrior, or snipe people with fire, or get in close with a fire-elemental companion. Ability Scores: Fire Thanes need strength for melee combat and Dexterity for ranged combat; some feats and abilities are stronger if you have more Wisdom. Fire Thanes of Elmal gain a +2 class bonus to Dexterity, Strength, or Wisdom as long as it isn't the same ability you increased with your +2 racial bonus. Backgrounds: You might be a night guardian, trained to keep watch through the night over your home, clan, or tribe. "You might be a former Yelmalio worshipper, who realized Elmal and Yelmalio were one and then were filled with his power. You might be a defender for hire, who sells his spear and bow for good causes. You might be a Elmali preacher, who goes around, telling Yelmalio worshippers to convert to Elmal. You could be a loyal thane, sworn to the defense of your clan or tribe. Perhaps you are a herald, carrying messages for your chief or king. You might be a Keeper of the Old Ways, versed in the lore of the Fire worshippers who followed Elmal into the Storm Tribe but lived on their own for a time in what is now southern Peloria. Gods: You probably serve Elmal, but perhaps your clan or tribe kept knowledge of the other old fire gods and goddesses of your ancestors - like Hyalor, the First Rider, Gamari the Horse Goddess, Osara the Flame Sister (patron of female warriors), Dostal the Hunter, and Tepekos the Smith. Runes: You must have the Truth and Fire runes; your third rune can be whatever you want. (If you serve Dostal or Gamari, you can take Fire and Beast, if you serve Osara you can take Fire and Movement, if you take Hyalor, you can take Fire and Harmony, if you take Tepekos, you can take Fire and Stasis. Level Advancement: I can't do the chart worth squat, so use the Ranger level advancement. Fire Thane of Elmal Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent. Ability Bonus +2 Dexterity, Strength, or Wisdom (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 14 + middle mod of Con/Dex/Wis + Level Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (7 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Truth, Light (Fire), a personal rune of your choice Talents 3 (see level progression chart) Feats 1 per Level Gear You begin with light armor, a melee weapon or two, a ranged weapon or two, and other mundane gear suggested by your backgrounds Armor and Weapons as Ranger Talents Archery, Double Melee Attack, Double Ranged Attack, First Strike, Lethal Hunter: As per the Ranger Rules. If you serve Dostal the Hunter, you can take Tracking. Animal Companion As per the standard (including costing two slots), but there are only two choices: horse and fire elemental. Horse Acts: Before Fire Thane Advantage: The horse gains a +1 attack bonus when it moves before its attack during the same turn. Fire Elemental Acts: After ranger Advantage: The fire elemental's attacks do fire damage instead of normal damage. The fire elemental also deals ongoing fire damage equal to twice your level on a natural attack roll of 18+. Champion Feat: The ongoing damage is three times your level instead. Epic Feat: The ongoing damage is four times your level instead. Fire Arrows of Osara You don't have to be a worshiper of Osara to take this talent, but if you are, you should. On a natural attack roll of 18+, your ranged attacks do ongoing fire damage equal to twice your level on a natural attack roll of 18+. Champion Feat: The ongoing damage is three times your level instead. Epic Feat: The ongoing damage is four times your level instead. Fire Soul Elmal's fire burns inside you and wards off hostile flame. You have Resist 12+ to Fire. Adventurer Feat: Resist 12+ to Cold Champion Feat: Resist 16+ to Fire Epic Feat: Resist 16+ to Cold Hyalor's Blessing: If you are mounted, you can use your move action to get your mount to move. You gain the Background Trick Rider +5. Any horse not currently being ridden will cooperate with you, even if you're in the process of stealing it. Signature talent for Hyalor and Gamari worshipers. Night Watchman: You don't have to sleep if you are on watch duty, and you are very alert, gaining the background Night Watchman at +5. Also, you can see in total darkness as if it was well-lit. Secrets of Tepekos You know how to empower items temporarily with Runes. During each full heal-up, you can empower one item of yours with a Heroquest Gift from one of your runes. It loses its power at the next full heal-up, though you could give it the power again. This does count against the number of Heroquest Gifts you can have in use at a time. This is the signature ability of Tepekos worshipers.
  5. You're welcome! I'm enjoying doing these.
  6. Phalanx Warrior of Yelmalio This is based on the Paladin class, but with some changes. Required: You must be a devotee of Yelmalio, the heroic son of Yelm. Theoretically, you must be human, but you could be something else with an appropriate one unique thing. (A troll Yelmalion would be the greatest thing.) Play Style: You get in close and stab people in the face, or you shoot them with your sacred bow, then stab them in the face. Also, you set them on fire. Ability Scores: Strength is your most important ability score, powering your attacks. Charisma is useful for some feats and to spread the word of Yelmalio. Constitution is always useful for any character but especially for you because you will find life easier the more you can take hits. Phalanx Warriors of Yelmalio gain a +2 class bonus to Charisma or Strength, as long as it isn't the same ability you increased with your +2 racial bonus. Backgrounds: You might be a young idealist, full of the fire of Yelmalio, driven to go out and defeat the darkness in his name. "You might be a former Elmal worshipper, who realized Elmal and Yelmalio were one and then were filled with his power. You might be a defender for hire, who sells his spear and bow for good causes. You might be a Yelmalio preacher, who goes around, telling Elmal worshippers to convert to Yelmalio. You could be a Defender of Pavis, who sees it as the future of Prax and something worth saving. You might be an angry former hermit, who tried to live a monastic lifestyle for Yelmalio but chaos/darkness/Praxians/angry Elmali/bandits/etc burned it down and now you seek revenge. Gods: You serve Yelmalio, heroic son of Yelm. You could also use this class for a warrior of Yelorna, his unicorn-riding sister. Runes: You must have the Truth and Fire runes (technically, Yelmalio has the Light rune, but reworking the rune system to accomodate this would be too hard); your third rune can be whatever you want. Level Advancement: I can't do the chart worth squat, so use the Paladin level advancement. Phalanx Warrior of Yelmalio Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent. Ability Bonus +2 Strength or Charisma (different from racial bonus) Initiative Dex mod + Level Armor Class (heavy armor) 16 + middle mod of Con/Dex/Wis + Level Armor Class (heavy armor + Shield) 17 + middle mod of Con/Dex/Wis + Level Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 11 + middle mod of Int/Wis/Cha + Level Hit Points (8 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Truth, Light (Fire), a personal rune of your choice Talents 3 (see level progression chart) Feats 1 per Level Gear You begin with a spear, a bow, armor, a shield, a backpack, a bedroll, and a holy text of Yelmalio (or Yelorna). Armor and Weapons as Paladin Class Features Light Rune: As a free action, you can choose to glow in a thirty foot radius like a lantern. You can turn it off as a free action as well. You cannot do both in the same round, however. Smite Evil: As a paladin. Talents Bastion, Cleric Training, Divine Domain, Fearless, Implacable, Lay on Hands, Paladin's Challenge: As a standard paladin Armor Geas (Based on the Humakti Talent) Yelmalio has told you to leave armor off one part of your body. You pick which body part. While wearing armor, your AC is 1 lower than normal. Yelmalio honors your sacrifice with a return blessing, but you are not supposed to get comfortable with the geas. At the beginning of each day, roll a d6 to find out what blessing Humakt has for you until the end of that day (your next full heal-up). (If you let the Trickster roll for you, on your head be it.) 1. Yelmalio rewards heroism: You gain a +1 attack bonus with spears and bows today but also take a –1 penalty to PD. 2. A good day for someone to die: You gain a +1 attack bonus with spears and bows today. 3. Armored Assault: You gain a +2 attack bonus with bows and swords, but lose access to all other talents while using a shield. 4. Death is a sword: Your critical hits while using a spear or bow deal triple damage instead of double damage. 5. Today you are the slayer: Your melee attacks with spears deal an extra WEAPON damage die when you hit. 6. Be blessed, be swift: Your ranged attacks with bows deal an extra WEAPON damage die when you hit. 7. Today you will not fall: You gain a +1 attack bonus with spears and increase your recovery dice by one size (for example, d8s become d10s). 8. There is no weakness: You gain a +1 attack bonus with bows and increase your recovery dice by one size (for example, d8s become d10s). 9. Death is certain: All your attacks with a spear or bow inflict your level + your strength bonus in ongoing fire damage (save ends), even if you miss. 10+. You are Death: Choose your geas from the list above. Adventurer Feat: Roll a d8 for your geas instead of a d6. Champion Feat: Roll a d10 for your geas instead of a d8. Epic Feat: After rolling, you can add 1 to your geas roll, if you wish. Darkness Hunter Understandably, many Yelmalio worshipers hate Zorak Zoran and lots generalize it to a hatred of trolls and the creatures of the Darkness Rune in general. You have learned how to limn your weapons with holy light to smite such horrors. Conveniently, it really helps with smiting just about anything. You gain the power Darkness Hunter. Darkness Hunter Close-Quarters Spell Daily Quick Action to Cast: Effect: For the rest of the battle, your weapons inflict 5* your level ongoing fire damage (save ends) on a successful hit. Champion Feat: This power gains a 16+ refresh. Fire Soul Yelmalio's fire burns inside you and wards off hostile flame. You have Resist 12+ to Fire. Adventurer Feat: Resist 12+ to Cold Champion Feat: Resist 16+ to Fire Epic Feat: Resist 16+ to Cold Heroic Defender (Altered Path of Universal Righteous Endeavor) Your nearby allies gain a +1 bonus to saves Adventurer Feat: All allies within far away gain the bonus Champion Feat: As a free action, you can give an ally a bonus to a save equal to your Charisma bonus +1. This uses one charge of your Smite Evil. Epic Feat: When you Smite Evil, an ally within far away can make an immediate save against an on-going condition with the usual +1 bonus. . Smiter of Foes (Way of Evil Bastards Altered) When one of your Smite Evil attacks drops a non-mook enemy to 0 hp, that use of Smite Evil is not expended. Adventurer Feat: Once per day, you can save against all on-going conditions when you use this power. Champion Feat: When one of your Smite Evil attacks drops three or more mooks, it is not expended. Epic Feat: Once per day, when you use this power, you can spend a recovery. Unicorn Companion (Yelorna only) This consumes *two* Talent slots. Treat it like the Ranger Animal Companion ability. Unicorn Acts: Before Phalanx Warrior Advantage: The unicorn gains a +1 attack bonus when it moves before its attack during the same turn.
  7. 9th Level Spells Child of the Man Rune Close-Quarter Spell Daily Quick Action to Cast and sustain Target: The caster Effect: You can take on the appearance of any creature which is linked to the Man rune (Aldryamai, Duck, Human, Merfolk, Mostali,. Troll, etc). You must have seen this person or you can become a 'generic' person of this type. This lets you eat what they can eat and breathe what they can breathe, but you otherwise retain the same powers, abilities, etc. This is a physical change, not an illusion. Epic Feat: You can use their appropriate racial ability while changed under its normal conditions. Lhankor Mhy Talks And Talks and Talks Ranged spell Daily Target: 1 close-quarters or nearby enemy Attack: Intelligence + Level vs. MD Hit: 160d10 psychic damage. Until the target disengages and moves away, they take 30 psychic damage each round as you keep blathering at them. Miss: Half damage. Epic Feat: This does not draw an opportunity attack when used in close quarters. Lhankor Mhy Finds the Truth Close-Quarter Spell Daily Quick, Move, and Standard action to cast; Quick action to sustain. Target: The caster Effect: You are now heroforming your God, the power of his runes surging through you. You gain Resist 16+ against Illusion and Disorder magic and creatures and add your Wisdom bonus to any saves against magical conditions. You can also use this power before doing ritual magic, out of combat; in that case, you roll twice for the ritual and take the best result. Epic Feat: Any ongoing conditions on you when you cast this are immediately cancelled. Scrying (as page 152 of the Core) Water Rune Binding Ranged spell Daily Target: 1d3 nearby enemies in a group. Attack: Intelligence + Level vs. PD Hit: 160d10 cold damage and 30 ongoing cold damage (save ends) Miss: Half damage. Epic Feat: The targets need not be in a group. This should cover this. Let me know if you have comments / suggestions / laser eyes.,
  8. Seventh Level Spells Circle of Protection: As core rules, page 100. Command the Earth Close Quarters spell Daily Target: 1d3 enemies engaged with you Attack: Intelligence + Level vs. PD Hit: 10d10 damage and you ride away from them, popping free and taking a move action; you are on top of a stone pillar at the end of the action; you can get down with a quick action and it vanishes, until then, you are out of melee range while on top of it. Miss: You ride away from them, popping free and taking a move action; you are on top of a stone pillar at the end of the action; you can get down with a quick action and it vanishes, until then, you are out of melee range while on top of it. 9th level spell 16d10 damage. Champion Feat: You gain cover until the start of your next turn, adding +4 to your AC Epic Feat: Your foes are hampered (save ends) on a hit. Darkness Rune Binding Ranged spell Daily Target: 1d3 nearby enemies in a group. Attack: Intelligence + Level vs. PD Hit: 10d10 necrotic damage and until they disengage (if necessary) and take a move action away from the Lhankor Mhy, they are blinded. Miss: Half damage. 9th level spell 16d10 necrotic damage. Champion Feat: The targets also take 20 ongoing necrotic damage (save ends) Epic Feat: The targets need not be in a group. Invisibility Purge: As core rules, page 157. Orlanth's Gift (As per the flght power, core rules, page 156.) The Sword Story Close-Quarter Spell Daily Quick Action to Cast and sustain. Effect: This summons Death itself, or at least a shadow of it, allowing the Lhankor Mhy to make Intelligence based melee attacks which do their level in d8s of necrotic damage and 25 ongoing necrotic damage (save ends). This lasts to the end of the battle. Anything which boosts sword attacks works on this power. Champion Level Feat: The blade has a critical range of 19. Epic Feat: The blade has a critical range of 18.
  9. Fifth Level Spells Fire Rune Binding Ranged spell Daily Target: 1d3 nearby enemies in a group. Attack: Intelligence + Level vs. PD Hit: 10d10 fire damage. Miss: Half damage. 7th level spell 12d10 fire damage. 9th level spell 20d10 fire damage. Champion Feat: The targets also take 20 ongoing fire damage (save ends) Epic Feat: The targets need not be in a group. Heroic Legend Ranged spell Daily Quick action to cast Effect: One nearby ally deals +4d6 damage with melee attacks this battle or they can add your Wisdom to all saving throws this battle. 7th level spell Power +4d10 Broad target two allies 9th level spell Power +6d10 Broad target three allies Invisibility (as Core, p. 156.) Painful Truth Ranged spell Daily Target: One nearby creature Attack: Intelligence + Level vs. MD. Against creatures who have the Disorder rune, it criticals on a 12+. Hit: 8d6 psychic damage, and hampered (save ends). Miss: 1/2 damage 7th level spell 11d6 psychic damage 9th level spell 14d6 psychic damage Champion Level Feat: Add 25 psychic ongoing damage (save ends) Epic Feat: You can now target two foes. Trapped in Contemplation Ranged spell Daily Target: One nearby creature Attack: Intelligence + Level vs. MD Hit: 8d6 psychic damage, and the target wanders around, distracted by the problem; they must move in a random direction on their turn and do not attempt to properly disengage (save ends) Miss: The target is vulnerable (save ends) 7th level spell 11d6 psychic damage 9th level spell 14d6 psychic damage Champion Level Feat: This does not draw opportunity attacks. Epic Feat: You can now target two foes. Wrath of Orlanth Ranged spell Daily Target: 1d3 nearby enemies in a group. Attack: Intelligence + Level vs. PD Hit: 8d10 damage and the target pops free and is pushed to far away range, landing prone. Miss: Half damage. 7th level spell 10d10 damage. 9th level spell 16d10 damage. Champion Feat: The targets also take 20 ongoing damage (save ends) Epic Feat: You can use this in close-combat on people engaged with you, without drawing an opportunity attack.
  10. Third Level Spells Air Rune Binding Close-Quarters spell Daily Triggered when someone attacks you Target: 1 close-quarters enemy Attack: Intelligence + Level vs. PD Hit: 3d6 + Intelligence damage and the target is stuck and can't make ranged attacks (save ends both), The Priest pops free of the target and can move as a free action. 5th level spell 5d6 damage 7th level spell 5d8 damage 9th level spell 7d10 damage Champion Feat: You can use this on someone who attacks you from up to nearby range. Epic Feat: The save difficulty rises to Hard (16+). Curse of Incompetence Ranged spell Target: One nearby or far away enemy. Attack: Intelligence + Level vs PD Hit: 5d6 psychic damage and hampered (save ends) 5th level spell 8d6 psychic damage. 7th level spell 10d6 psychic damage. 9th level spell 12d6 psychic damage. Adventurer Feat: Until the target saves, they must roll any disengage checks twice and take the worst result. Champion Feat: Until the target saves, they also must roll any attack rolls twice and take the worst result. Epic Feat: If the target rolls a 1 on an attack while still hampered, they hit themselves. Expose Flaw Ranged spell Once per Battle Target: One nearby creature Attack: Intelligence + Level vs. MD Hit: 4d8 psychic damage, and the target is vulnerable (save ends) Miss: The target is vulnerable (save ends) 5th level spell 6d8 psychic damage 7th level spell 8d8 psychic damage 9th level spell 10d8 psychic damage Adventurer Level Feat: This does not draw opportunity attacks. Champion Feat: You can now attack a foe at far away range. Epic Feat: You can target two foes within range. Inspiring Tale Ranged spell Daily Quick action to cast Target: One nearby ally Effect: One of your allies adds your Wisdom bonus to their crit range until they score a critical hit or the battle ends. 5th level spell When the ally criticals, they add two extra damage dice 7th level spell When the ally criticals, they add five extra damage dice. 9th level spell When the ally criticals, they add eight extra damage dice. Adventurer Level Feat: The ally can be far away. Champion Feat: This benefits two allies. Lightning Bolt (as Core, p. 155) Punish Crime Ranged spell At-Will Target: One nearby creature which has inflicted damage on an ally in this battle Attack: Intelligence + Level vs. MD Hit: 4d6 psychic damage, and the target is weakened (save ends) Miss: The target is weakened (save ends) 5th level spell 4d12 psychic damage 7th level spell 6d12 psychic damage 9th level spell 10d12 psychic damage Adventurer Level Feat: This does not draw opportunity attacks. Epic Feat: You can now shout at foes at far away range.
  11. First Level Spells Berate Close-Quarters or Ranged spell Daily Target: One nearby or close creature Attack: Intelligence + Level vs. MD Hit: 4d8 psychic damage, and the target immediately moves away from the Lhankor Mhy. This may trigger opportunity attacks. Miss: The spell refreshes on a roll of 11+; you may roll each round as a free action at the start of your turn. 3rd level spell 5d8 psychic damage, and the target immediately moves away from the Lhankor Mhy. This may trigger opportunity attacks. 5th level spell 8d8 psychic damage, and the target immediately moves away from the Lhankor Mhy. This may trigger opportunity attacks. 7th level spell 2d4 x 10 psychic damage, and the target immediately moves away from the Lhankor Mhy. This may trigger opportunity attacks. 9th level spell 4d4 x 10 psychic damage, and the target immediately moves away from the Lhankor Mhy. This may trigger opportunity attacks. Adventurer Level Feat: Any opportunity attacks triggered by the spell get +4 to hit. Epic Feat: You can now shout at foes at far away range. How Death Came Into the World Close-Quarters spell Daily Triggered when someone attacks you Target: 1 close-quarters enemy Attack: Intelligence + Level vs. MD Hit: The first five points of damage they did to you is reflected back onto them; you take the remaining damage. If this blocks all inflicted damage, any inflicted condition is also reflected, otherwise, you suffer it. 3rd level spell The first ten points of damage 5th level spell The first eighteen points of damage 7th level spell The first twenty-eight points of damage 9th level spell The first fifty points of damage Adventurer Feat: Any condition inflicted by the attack automatically rebounds on the attacker, whether you hit or not. Champion Feat: Add your Wisdom bonus to the attack roll. Javelin of Vinga Ranged spell Daily Target: One nearby or far away creature Attack: Intelligence + Level vs. PD Hit: 4d10 damage, and 5 ongoing lightning damage (save ends). Miss: 5 ongoing lightning damage (save ends), and you regain the spell during your next quick rest. 3rd level spell 5d10 damage, and 10 ongoing lightning damage (save ends). 10 ongoing lightning damage (save ends) on a miss. 5th level spell 8d10 damage, and 15 ongoing lightning damage (save ends). 15 ongoing lightning damage (save ends) on a miss. 7th level spell 3d4 x 10 damage, and 25 ongoing lightning damage (save ends). 25 lightning damage (save ends) ongoing on a miss. 9th level spell 5d4 x 10 damage, and 40 ongoing lightning damage (save ends). 40 ongoing lightning damage (save ends) on a miss. Adventurer Level Feat: If this attack draws an opportunity attack which hits you, the attacker also takes the ongoing damage automatically. (But you still get hit) Orlanth and Aroka Ranged spell Target: 1d4 nearby enemies in a group Attack: Intelligence + Level vs. PD Hit: 2d8 fire damage, and stuck (save ends) 3rd level spell 4d6 fire damage 5th level spell 6d8 fire damage 7th level spell 10d6 fire damage 9th level spell 10d12 fire damage Adventurer Feat: The target cannot attack you while it is stuck. Champion Feat: It also inflicts 15 ongoing acid damage (save ends). . The Unstoppable Curse Ranged spell At-Will Target: One nearby or far away enemy. Attack: Automatic hit Effect: 2d4 psychic damage. 3rd level spell 2d8 psychic damage. 5th level spell 4d6 psychic damage. 7th level spell 6d6 psychic damage. 9th level spell 10d6 psychic damage. Adventurer Feat: You can choose two targets; roll half the damage dice for one curse and half the damage dice for the other, then assign one set of damage dice to each of the two targets. Champion Feat: Roll a d20 when you use the spell; if you roll a natural 20, the curse crits and deals double damage. (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.) Epic Feat: The 7th and 9th level versions of the spell now use d8s as damage dice. Tongues of the Inanimate Close-Quarters Spell Daily Target: Yourself! Effect: You can hear the constant running commentary made by your enemies' possessions during battles, whether you want to or not. They're so chatty, it's hard to focus on everything. But this gives you some warning of what is coming... well, what they *think* is coming. Roll once at the start of your turn, each round: When a foe attempts to engage you, his clothing gives it away; you can react to their engaging you by disengaging as a free action that goes before they can attack you, once before your next turn. Your shoes warn you when you mis-step; if you fail a disengage check, you can roll it a second time and take the second result. Your foe's weapon or maybe your own clothing warns you of incoming attacks; gain +2 AC until the start of your next turn. Your foe's armor talks too much and you find a weakness; your next attack against AC gains +2 to hit The ground guides you where you need to go; you can move twice as far with one move action until your next turn. Your clothing reassures you that you are right. +2 to MD until the start of your next turn.
  12. Priest of Lhankor Mhy Required: You must be a devotee of Lhankor Mhy, the scholar god. You can be a human or a duck. Play Style: You are a cranky old man, whether or not you are a man or old. You function as a mixture of artillery and talking people to death on the battlefield, but you also command some utility magics, because your god is the god of purified sorcery. Ability Scores: Intelligence is your most important stat, given your god is the god of scholars, literacy, and Lore. You may sometimes find Wisdom useful as well. You gain +2 to either Intelligence or Wisdom; this must be a stat different than your racial bonus. Backgrounds: You might be a keeper of clan lore, who keeps the history and laws of your clan. You might be a song-line walker, who traces out, studies, remembers, and expands on the song lines which record traditional lore about places. You might be an artifact collector, with an interest in First and Second age artifacts. You might be a reincarnated sage with flashes of your past lives. You might be a book collector, who finds and restores old tomes. Or you could have been an urban tutor, teaching wealthy city children to read, write and think. Gods: You serve Lhankor Mhy the scholar god. HIs runes are Truth and Law. Runes: You must have the Truth and Law runes; your third rune can be whatever you want. Level Advancement: I can't do the chart worth squat, so use the Wizard level advancement. Priest of Lankhor Mhy Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent. Ability Bonus +2 Intelligence or Wisdom (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level Physical Defense 10 + middle mod of Str/Con/Dex + Level Mental Defense 12 + middle mod of Int/Wis/Cha + Level Hit Points (6 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d6 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Truth, Law, a personal rune of your choice Talents 3 Feats 1 per Level Gear You begin with robes (and underwear), a staff, a dagger, a set of ink, pens, and paper for writing, boots, a lantern, and oil. Armor and Weapons as Wizard Class Features Beard: Whether you are male or female, you have a beard now. If someone shaves it, it grows back overnight. You gain the background Magical Beard at +5; this mainly lets you identify yourself as a Lhankor Mhy to others and be recognized as such. Literacy: You are able to read, write, and make copies of written material; you can treat this as the Background Scribe with a rating equal to your Wisdom bonus. Lorekeeper: You gain 2 points of backgrounds related to lore, stories, or mythology; these can boost one of your Backgrounds to a rating of +6! Ritual Magic: Priests of Lhankor Mhy can cast their spells as rituals (13th Age core rulebook, page 192). Spell Choices: Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up. Talents (Choose 3) Cleanser You have studied the use of the Law Rune to free people from hostile magic. As an at-will quick action, you can target a nearby ally, allowing them to save against a magically-induced condition of your choice. Adventurer Feat: Your ally adds your Wisdom bonus to the saving throw. Champion Feat: You can target two allies within nearby range. Epic Feat: Targets can be up to far away. Lawspeaker: In any social interaction with people who follow Orlanth's law, you can cite obscure laws and tell stories about past law cases (try to restrict yourself to a few sentences, unlike a real Lawspeaker). This allows you to substitute your Intelligence + Scribe for Charisma + Aprorpriate background in a Charisma check once per interaction or battle. Purified Grimoire Access Choose another spell-casting character class. You can choose one spell from the spell list of that class, of your own level or lower, as an extra spell you know how to cast. You can even improve the spell you’ve jacked by taking its feats up to your tier, if it has any. The spell still uses the stat it is normally based on, unless you get the Adventurer feat. This spell is a bonus spell, not included in your Priest of Lankhor Mhy class count. You can’t purify spells that come from class talents. You should rename the spell to suit the Orlanthi myth view. Adventurer Feat: You can use your Intelligence as the ability score that provides the purified spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged. Champion Feat: Choose a second spell-casting class. Purify a spell from that class as well. Epic Feat: Choose a third spell-casting class. Purify a spell from that class also. Read Omens At the beginning of each battle, you roll an omens die (d20). Record what you got. As a free action, during the battle, you can substitute the omens die for something you or an ally or a foe just rolled, explaining what omen predicted the actual result. The action continues as if what was rolled on the omens die was rolled all along. Secrets of Writing You have mastered the Three Sacred Scripts and they do a jig for you; you can hide secret messages among normal writing that only your intended target can see, unless they also have this talent. You can also decipher secret scripts and hidden writing by others (this is basically ritual magic keyed off your Literacy Feature). You gain the Spell Wards of Lhankor Mhy: Wards of Lhankor Mhy Close-Quarters Spell Once Per Battle Quick Action to create and sustain. Effect: When a foe attacks you at Close-Quarters, the spell is triggered: Attack: Intelligence + Level vs MD. Hit: 1d8 * your Level psychic damage. Miss: The target is dazed (save ends) Adventurer Level Feat: The target is also dazed (save ends) on a hit. Epic Level Feat: If the attack hits, the Lhankor Mhy pops free immediately and can take a free move. Truthtalker Lhankor Mhy's job is to find and tell the truth. When you are attuning a rune, if you roll a 1-3, you can choose to attune the Truth rune; you still get a random rune on a 4-6. While the Truth rune is attuned, you can use Wisdom instead of Charisma for any Charisma check based on convincing people of the truth.
  13. Thirteenth Age Glorantha adapts the Thirteenth Age system to Glorantha. Thirteenth Age is a 4E D&D Variant which uses level and class. Thirteenth Age Glorantha has these standard classes: The Orlanthi warrior The troll warrior The Humakti The berserker (Storm Bull or Zorak Zoran) The wind lord The storm voice The rebel The monk The trickster The earth priestess The hell mother This is a writeup for a Shaman of Kolat class. Right now, it has rules for Trolls, Humans, and Ducks. Thirteenth Age Glorantha is set during the period after Argath liberates Sartar and the country is a disaster area that needs rebuilding. Time for heroes to step up.
  14. 9th Level Spells Blizzard (Wrong Seasons) Ranged Spell Daily Standard action each turn; 11+ to sustain Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies. Attack: Charisma + Level vs. PD Hit: 10d12 + Charisma cold damage. Miss: — Epic Feat: Two of the targets can now be far away instead of nearby. Heler's Spout (Deep Well) Ranged Spell Daily Standard action to activate Effect: The first person who attacks you after you use this spell is interrupted and counter-attacked: Attack: Dexterity + Level vs. PD Hit: 12d8 + Dexterity damage. If they are engaged with you, you pop free of them and may take a move action. Miss: The spell resets to try to attack the next person after that. Epic Feat: When the spell triggers, you gain Resist 16+ until the start of your next turn. Howling Winds of the North (Uncle Frost's Family) Ranged spell Daily Standard Action Effect: This summons an Epic Air Elemental (see p. 192 of Thirteen True Ways). It fights for you for the rest of the battle; you must command it with a standard action or it takes a random action; roll 1d6: 1-3: It moves in a random direction, disengaging if necessary 4+: If unengaged, it engages the closest of your foes; if engaged, it inflicts +2d8 with opportunity attacks until the end of its next turn. Spirit Ways Close-quarters spell Daily Special: This must be done outdoors, out of combat. This opens a route through the spirit world to any destination on the surface of Glorantha; it takes about one hour per thousand miles of travel and you must end your travel outside any buildings. As ritual magic, you can use this to enter the Hero Plane or the Underworld. Okay, I think this does it for the Shaman; let me know if I left any obvious holes. This draws in part from Clerics, Bards, and Necromancers.
  15. 7th level Spells Come Endless Darkness (Hell Demon) Ranged Spell Daily Standard Target: One nearby foe Attack: Charisma + Level vs PD Hit: The target takes 7d10 + Charisma necrotic damage and is blinded (save ends) 9th Level: 9d10 necrotic damage and is blinded (save ends) Champion Feat: Until the target saves against blinded, you can see through their eyes what they *would* have seen, and you can cast spells that use them as the starting point. Epic Feat: Until the target ceases to be blinded, they take 1d4 * your level ongoing necrotic damage. Find the Unseen Soul (Sky Defender) Ranged Spell Daily Standard Target: One nearby foe Attack: Charisma + Level vs MD. Further, you ignore all visibility penalties and you can attack through walls as if they did not exist. Hit: The target takes 7d10 + Charisma psychic damage and is soul-marked (save ends). Under the soul-marked condition, until they make their save, all your attacks on them ignore all visibility penalties and you can attack them through walls as if they did not exist. 9th level: 9d10 + Charisma psychic damage and is soul-marked (save ends). Champion Feat: While the target is soul-marked, you can aim any attack you make at their MD. Epic Feat: You can target a far away foe. Spirit Form (Breath Friend) Close-quarters spell Quick action to cast Recharge 16+ after battle Effect: You release your soul to fight while your body lies on the ground and sleeps. You lose 10% of your max HP when you use this spell, because those are left behind in your body. Your spirit form can perform spells and has Resist 12+ to untyped damage (normal physical damage). It can only make physical attacks against spirits, essences, and the like, and you gain +2 to hit such creatures in this form. If you return to your body voluntarily, you regain the 10% you lost when you activated the spell and can spend a recovery. If you are knocked unconscious, you return to your body, regaining the lost 10%. Champion Feat: Recharge check is now 11+. Epic Feat: While you are in Spirit Form during a Heroquest, you can reroll one failed roll per battle.
  16. Yes. One or two more posts and I should have the whole thing finished. I then may fiddle around with either trying to do Chalanna Arroy or Lhankor Mhy next.
  17. Fifth Level Spells Chilling Wind (Uncle Frost's Family) Ranged spell Daily Standard Target: One nearby enemy with 96 hp or fewer Attack: Charisma + Level vs. PD Hit: 7d12 + Intelligence cold damage, and the target is weakened (save ends) Miss: Half damage. 7th level spell 2d6 x 10 damage. 9th level spell 2d10 x 10 damage. Adventurer Feat: The spell can now target an enemy with any number of hit points while the escalation die is 3+. Champion Feat: The save against weakened is now a hard save (16+). Epic Feat: On a miss, the target is also dazed (save ends). Lightning Storm (Wrong Seasons) Ranged Spell Daily Standard action each turn; 11+ to sustain Opening & Sustained Effect: Make the following attack against 1d4 + 1 nearby enemies. Attack: Charisma + Level vs. PD Hit: 7d6 + Charisma lightning damage. Miss: — 7th level song 9d8 damage. 9th level song 10d12 damage. Champion Feat: The number of targets increases to 2d4. Epic Feat: Two of the targets can now be far away instead of nearby. Spiritual Protection (Deep Well Spirits) Close-quarters spell Daily Quick Action Effect: Choose yourself or a nearby ally. Enemies with 100 hp or fewer cannot attack the chosen target until that creature attacks or the escalation die reaches 6+. 7th level spell 160 hp or fewer. 9th level spell 250 hp or fewer.
  18. Third Level Spells Sky Liberation (Sky Defenders) Ranged spell Once Per Battle Quick Action Target: One nearby ally Effect: The ally saves against all ongoing conditions; any condition he saves against is transferred to a foe of your choice within nearby range. 5th level spell You affect two allies within range 7th level spell Those affected may spend a recovery. 9th level spell You can target your Charisma bonus worth of targets Adventurer Level Feat: You can use this power on yourself Terror of the Hell Demons (Hell Demons) Ranged spell Daily Standard Action Target: One nearby enemy with 75 hp or fewer Attack: Charisma + Level vs. MD Hit: The target is weakened until it makes a saving throw. Each turn that it is weakened, if it’s unengaged, it does not attack and moves away from you until it cannot see you. If it’s engaged, the target attempts to disengage as its first action, and moves away if it succeeds. If it fails, it moves away as its second action (drawing opportunity attacks). In either case, it will not attack unless it has no options for escape. Miss: The target hates you for having tried to scare it, and it wants to hurt you most of all, but it won’t be any stupider than usual in pursuing that goal. 5th level spell Target with 120 hp or fewer. 7th level spell Target with 190 hp or fewer. 9th level spell Target with 300 hp or fewer. Adventurer Level Feat: The target also takes ongoing psychic damage equal to your Charisma (*2 at Champion and *3 at Epic tier) until it makes the save. Epic Level Feat: You can target two foes if their combined hit points are under the amount determined by the level of the spell. Wandering Wind (Breath Friend) Ranged spell Daily Standard Action Target: One nearby enemy Attack: Dexterity + Level vs. PD Hit: 4d10 + Dexterity damage. First Miss: Half damage, and make the attack again against an enemy you haven’t already targeted with Wandering Wind this turn. Second Miss: Half damage, or full damage if the escalation die is 1+ and you choose to decrease it by 1. 5th level spell 7d10 damage. 7th level spell 10d10 damage. 9th level spell 2d8 x 10 damage. Adventurer Feat: The spell can now target far away enemies. Champion Feat: The spell’s damage dice increase to d12s. Epic Feat: The spell now targets two nearby enemies, but you can’t attack the same target twice as you work through the misses and hits.
  19. The White Moon is one of those prophetic symbols that everyone seizes on in order to oppose the current order, but they oppose each other too. 1. One White Moon cult supposedly worships Dendara. Conservative Dara Happan women who view the Red Moon as basically a foreign whore who has usurped Yelm's affection from his rightful wife. In my Glorantha, a lot of Dara Happan women have abandoned traditional ways, joined the Lunar cult, and basically do what they want. The White Moon Dendarans see them all as traitors and their cult is devoted to undercutting and destroying those women, with the eventual goal of destroying the Red Moon and replacing it with the White Moon of Dendara. They see themselves as washed white by the shedding of foreigner and traitor blood. The Lunars keep rooting these cults out but by existing, the Lunars spur the creation of yet more. 2. The Pure Moon sect argues that the Red Goddess is red and black because she was reborn to kill people. That's what the Seven Mothers wanted -- a gore-soaked killer who would punish their enemies -- and that's what they got. The Red Goddess must die so she can be reborn as the White Moon of Harmony, to rule over a golden age. The cult faces a fundamental problem - they can't kill her without tainting themselves, so they are basically just predicting a better day to come and perserverance during the current age. The Lunars keep an eye on them but basically, they're waiting to be saved and behaving well in the meantime. 3. The White Mask sect basically preaches that all who wear the White Mask and recite the appropriate mantras each day will know paradise on the White Moon after death. Highly popular because it promises much for very little, it is basically a giant scam to give your magical potential to its high priest, who gives a substantial tithe of the power to the Lunars so they don't just kill him. (He developed this scam from studying the Rokari church.) 4. A variety of white moon sects spread among the slaves, depicting the White Moon as one of themselves, who will rise up, slaughter the Lunars and then rule in their place. The Lunars keep frantically trying to kill this off and it just pops up again.
  20. Trying to figure out the appropriate power level of summons is hard. Cold Wind (Uncle Frost's Family) Ranged spell Once per battle Target: One nearby enemy Attack: Charisma + Level vs. MD Hit: 4d6 + Charisma bonus cold damage, and your nearby ally with the fewest hit points gains a +4 bonus to AC until the end of your next turn. (He is protected by a layer of ice) Miss: Your nearby ally with the fewest hit points gains a +2 bonus to AC until the end of your next turn. 3rd level spell 7d6 damage. 5th level spell 7d10 damage. 7th level spell 10d12 damage. 9th level spell 2d8 x 10 damage. Champion Feat: You also gain the bonus to AC until the end of your next turn on a hit. Cooling Wind (Wrong Seasons) Ranged spell Once Per Battle Standard Action Effect: You or an ally within nearby gains Resist Fire 12+ for the rest of the battle. 3rd level spell Resist Fire 14+ 5th level spell Resist Fire 14+ and Resist Cold 12+ 7th level spell Resist Fire 16+ and Resist Cold 14+ 9th level spell Resist Fire and Cold 16+ Adventurer Level Feat: You and an ally within range are effected Epic Level Feat: A combination of you and allies up to your Charisma bonus are affected. Hot Smoke Wind (Sky Defender) Ranged spell Daily Target: One nearby ally Effect: A cloud of firey ash and smoke surrounds the ally; when a foe attacks him, the spell triggers, interrupting the attack with its own attack: Attack: Charisma + Level vs PD Hit: 3d10 + Charisma fire damage and the ally gains +4 to all defenses against the triggering attack 3rd level 5d10 + Wisdom holy damage. 5th level spell 8d10 damage. 7th level spell 2d6 x 10 damage. 9th level spell 2d10 x 10 damage. Champion Feat: The spell now deals half damage on a miss. Epic Feat: The spell is now recharge 16+ after battle instead of daily. Spirits of Shadow (Hell Demons) Ranged spell Daily Standard Action Effect: This summons a Dehori (see Pages 158-167 of AiG). It fights for you for the rest of the battle; you must command it with a standard action or it takes a random action. Dehori expect to be fed. You must sacrifice 5 * the level of the Dehori HP to summon it; it's fine if you heal said damage afterwards. This power can be used as 1st, 3rd, 5th, 7th, or 9th level once you can cast such things.
  21. First Level Spells Breath of Life (Breath Friend) Ranged spell Daily Triggers when an ally falls to 0 HP Effect: A nearby ally can heal using a free recovery. 3rd level spell The target can also roll a save against each save ends effect. 5th level spell This spell is now recharge 16+ after battle instead of daily. 7th level spell The target can heal using two free recoveries instead of one. 9th level spell This spell is now recharge 11+ instead. Deep Well Guardian (Deep Well) Ranged spell Daily Standard Action Effect: This summons a Deep Well Guardian, which fights at your command. It functions as an ordinary creature (you must use your standard action to command him.) If you don't command him, roll on the default behavior table. Deep Well Guardian (Level 1) 1st level Blocker Initiative +4 Watery Slap +6 vs AC; 4 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn Ordinary Creature Action Table: 1-4: It braces for impact (it does nothing, but adds +4 to all defenses) 5+: If unengaged, it engages the closest enemy. If engaged, it gains +2 to hit with any opportunity attacks it gets to use. AC 18, PD 16, MD 12. 17 HP Deep Well Guardian (Level 3) 3rd level Blocker Initiative +6 Watery Slap +8 vs AC; 8 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn Ordinary Creature Action Table: 1-4: It braces for impact (it does nothing, but adds +4 to all defenses) 5+: If unengaged, it engages the closest enemy. If engaged, it gains +2 to hit with any opportunity attacks it gets to use. AC 20, PD 18, MD 14. 35 HP Deep Well Guardian (Level 5) 5th level Blocker Initiative +8 Watery Slap +10 vs AC; 14 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn Ordinary Creature Action Table: 1-4: It braces for impact (it does nothing, but adds +4 to all defenses) 5+: If unengaged, it engages the closest enemy. If engaged, it gains +2 to hit with any opportunity attacks it gets to use. AC 22, PD 20, MD 16. 50 HP Deep Well Guardian (Level 7) 7th level Blocker Initiative +10 Watery Slap +12 vs AC; 30 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn Ordinary Creature Action Table: 1-4: It braces for impact (it does nothing, but adds +4 to all defenses) 5+: If unengaged, it engages the closest enemy. If engaged, it gains +2 to hit with any opportunity attacks it gets to use. AC 24, PD 22, MD 18. 90 HP Deep Well Guardian (Level 9) 9th level Blocker Initiative +12 Watery Slap +14 vs AC; 50 damage and the Deep Well Guardian gains +2 to all defenses against its target until the end of its next turn Ordinary Creature Action Table: 1-4: It braces for impact (it does nothing, but adds +4 to all defenses) 5+: If unengaged, it engages the closest enemy. If engaged, it gains +2 to hit with any opportunity attacks it gets to use. AC 26, PD 24, MD 20. 180 HP More first level tomorrow
  22. Shaman of Kolat Required: You must be a devotee of Kolat, the Orlanthi god of spirits and shamans Play Style: You mix commanding your spirits to fight for you, attacking with wind or spirit power directly, and assisting your allies. Ability Scores: Charisma is your most important ability score because you make deals with spirits or sometimes control them by force of will. Dexterity is important because the storm pantheon is all about motion and winds are literal motion and you are linked to wind spirits. Shamans of Kolat gain a +2 class bonus to Charisma or Dexterrity, as long as it isn't the same ability you increased with your +2 racial bonus. Backgrounds: You might be a wandering shaman, who travels where the spirits tell him to go. You might see yourself as the guardian of a spirit grove, a place where spirits like to frolic. You might be a tribal shaman, affiliated with a particular tribe or clan. Some Kolati are Spirit Seekers, who wander the land, identifying and befriending new spirits. You might hold the duty of fetish releaser, finding old fetishes and freeing the bound spirits who did their duty long ago. Others become song line masters, learning the songs which contain lore of an area which they can use to navigate it. Gods: You serve Kolat, Orlanthi god of spirits. His runes are Air and Spirit Runes: You must have the Spirit rune; your other two runes can include Kolat's Air rune but don't have to. (Though it's unusual for an Orlanthi to not have the Air rune.) Level Advancement: I can't do the chart worth squat, so use the Necromancer level advancement from Thirteen True Ways. Shaman of Kolat Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent. Ability Bonus +2 Intelligence or Charisma (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level Physical Defense 10 + middle mod of Str/Con/Dex + Level Mental Defense 11 + middle mod of Int/Wis/Cha + Level Hit Points (6 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d6 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Spirit (all), Air (Unless you're some odd shaman who serves Kolat and another god), a personal rune of your choice Talents 3 Feats 1 per Level Gear You begin with a tunic and underwear, leggings and boots, a staff, a belt you string your fetishes on, and various fetishes for your spirits. You also have a bag with a blanket and two weeks of bread and cheese and dried fruit. Armor and Weapons as Necromancer Class Features Ritual Magic Shamans can cast their spells as rituals (13th Age core rulebook, page 192). Spell Choices Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up. Spirit Sense You can make a Wisdom check with a +5 bonus to sense anything relating to spirits. This bonus counts as a background, Spirit Sense. Summoning Your summoning spells use the standard summoning rules from page 67. The following feats enable you to improve your summoning powers. Adventurer Feat: Your summoned creatures can add the escalation die to their attacks. Champion Feat: When you summon mooks, increase the number of mooks you summon by 1. Epic Feat: The first time one of your non-mook summoned creatures is dropped each battle, roll a normal save. If you succeed, the summoned creature is not slain but instead remains in the battle with 10 hp. Talents You get three talents at creation, but do not get more. You gain +2 to hit with any Daily spell related to one of your talents. Breath Friend Contract: Geas: You must remain faithful to your spouse or lover or lose any ability to use Breath Friend magic until your next full heal-up. Power: Even if naked at the bottom of the ocean, you can call on Wind spirits to attack foes with a range of up to far away, rolling your Dex to hit and inflicting 1d6 per level + Dex bonus damage. Adventurer Level Feat: Anyone you hit with this attack is dazed until the end of your next turn. Champion Level Feat: Anyone you hit with this attack is dazed until they make a saving throw. Epic Level Feat: You now inflict 1d8 per level + Dex bonus. Deep Well Spirit Contract: Geas: You must refrain from alcohol or lose any ability to use Deep Well magic until your next full heal-up. Power: Any spirit which attacks you is treated as if it was dazed. Adventurer Level Feat: You gain +4 to hit dazed creatures. Champion Level Feat: You gain +4 to save against conditions imposed by spirits. Epic Level Feat: If you hit a dazed creature, add two to the number of damage dice you roll. Hell Demons Contract Geas: If you kill anything other than the undead, death spirits, or disease spirits, you lose your ability to use Hell Demon magic until your next full heal-up. Power: You can call on Hell Demons (darkness) spirits to attack foes with a range of up to far away, rolling your Cha to hit and inflicting 1d6 per level + Cha necrotic bonus damage. Adventurer Level Feat: Anyone you hit with this attack is vulnerable until the end of your next turn. Champion Level Feat: Anyone you hit with this attack is vulnerable until they make a saving throw. Epic Level Feat: Your crit range with this attack is 18 or higher. Sky Defenders Contract Geas: You must sleep under the open sky or lose your Sky Defender powers until your next heal-up. Power: Once per battle, when someone imposes a condition on you, you can roll a save against it; if you succeed, it it imposed on the attacker instead. Adventurer Level Feat: If you make the save, you can impose the condition on any foe you wish within far away range. Champion Level Feat: When you activate this power, roll twice and take the better result. Epic Level Feat: If you make the save, the foe you impose this on suffers a penalty equal to your charisma bonus (without your level added) to the saving throw. Uncle Frost's Family: Geas: You must spend some of your time tending oak trees; if you harm one, you can't use your Uncle Frost's Famiy powers until your next heal-up. Power: Resist Cold 16+ Adventurer Level Feat: You can share your resistance with one nearby ally. Champion Level Feat: You can share your resistance with a number of allies equal to your Charisma bonus. Epic Level Feat: Add your Charisma bonus to any saves against conditions imposed with cold damage. Wrong Seasons Geas: You must rise from bed an hour before dawn and pray with them in the early morning chill, or you lose your Wrong Seasons powers until your next heal-up. Power: You gain +4 to any needed rolls when using Ritual Magic to manipulate the weather. Adventurer Level Feat: Add an extra target when making Wrong Seasons Daily spell attacks. Champion Level Feat: If you forfeit your move action, add 2 damage dice to any Wrong Seasons Daily spell attacks Epic Level Feat: If you take cold, lightning, or thunder damage, immediately save against all ongoing conditions as a free action. I will work on dailys tomorrow or down the road, anyway.
  23. Before the Guide came out, I made a massive wiki with my own versions of things, including cheap handmade hex maps. I've invested too much effort in it to ditch it. Here's what I did to southeastern Genertla. South Verenela (Fethlon Forest, Matkondu, and Teshnos) My crude Hexmap Once the three great peoples of this region lived in harmony (or so they all claim), human, Elephant Hsunchen, and Embyli Elf alike. (And the Mreli but they're fewer in number and always end up the little brother.) But everyone else fucked it up, no it's not OUR fault, and now the land is rapidly sliding towards war. It doesn't help that everyone has conflicting versions of past history and that the God-Learners and Sheng Seleris both did great damage to the region's traditions, economy, and in some cases, landscape. The Aldryami assert that they used their jungles to shelter the other two, protecting them from the Great Darkness, then formed a covenant with them to share the land, until the Elephant Hsunchen betrayed everyone to the God-Learners and Sheng Seleris and had to be taught their place and then the humans cut down half the jungle and now it's time for everyone to learn not to mess with the people who speak for the trees. The sacred flame has had enough of your ill behavior, it's no wonder it's removed its grace! The Elephant Hsunchen assert the other two groups have always treated them badly, so frankly, they deserve to get sold out and this land rightly belongs to *them*. It was their strength which saved everyone during the Great Darkness and yet they were reduced to servitude to the other two groups. The sacred flame is nothing but a damn scam. The Humans assert that when the Elves abandoned them to be conquered by first the God-Learners, then Sheng Seleris, they had to cut down more jungle or *starve* and where were you when we *needed* you? The Sacred Flame is all we need now! And it's only removed its grace from the rebels who reject the peace it brings. Like you bastards! Pre-Sheng Seleris records are confusing and often contradictory. What remains are legends and each of the three groups has its own. Aldryami Version of History During the Great Darkness, we sheltered the Humans and Elephant Hsunchen in our jungle in return for their fealty and aid in fighting the monsters of the Great Darkness. We taught them to live in harmony with the jungle and our hero Chal found the Sacred Flame, known as Somash, and we learned to worship it; thus our plants had light and everyone could eat for the plants would grow. Then came Sekever, the Demon Emperor of the far northern land of black flame, who led an army of humans and trolls to conquer the land and eat everything. But Chal the Sage now forged weapons for the human warrior Bulthshasam, and his mighty steed, the Elephant Hsunchen Aruna. They battled the fearsome five-headed Sekever and cut off three of his heads, forcing him to flee. (Chal dazzled one of the heads with the light of truth, causing it to kill itself in despair for its sins. Bulthshasam set another head on fire with his ever-flaming spear. And Aruna trampled another head underfoot.) Sekever fled to Kralorela where Emperor Daruda cut off another head and ate it, becoming a dragon. Reduced to mortal status, Sekever was eaten by the trolls he could no longer control. Bulthshasam became the First Vessel of Light, the sacred king of Lur Giap, a land which encompassed all three modern states and the islands south of it as well. Guided by the wise priests of Somash, he ruled justly and was followed by many sacred kings. But in time, the humans grew ambitious and the Elephant Hsunchen rejected their place in the great cycle of life and they fell into sin, wrecking the great wheel of fate. The result was conquest by the filthy God-Learners. They burned the priests of Somash in their own sacred flames and used it to cook meat! The filthy curse of meat-eating swept through the land, corrupting the Humans and Elephant Hsunchen further. Worse, even we, the holiest of peoples, fell into sin. Our first efforts to defeat the God-Learners were a miserable failure; their magic was strong and their pacts with demons strengthened them. In our despair, we turned to Errinoru and listened to his message of trampling the God-Learners under the feet of Elvenkind through bloody force and worshiping angry gods. We built great cities in the jungle, raised armies, and prepared ourselves for war. No more did the God-Learners advance upon our lands. We united with the tribes of the great island to the East of us. All was ready finally and then... The Closing cut us off from most of our eastern brethren, shrinking our numbers. The God-Learner's magics turned on them, destroying them. Worse, our forest began to die because our magics had become too much embued with darkness and wrath! Elves began to die and though we turned back to Somash, our cities crumbled and we fought a hideous civil war among ourselves. The faithful won, but now Sheng Seleris swarmed down from the north, enslaving the Humans and the Elephant Hsunchen. We eventually helped them to win free, but centuries of God-Learner rule and then Sheng Seleris laid waste to the jungles of Teshnos and its traditions. The human priests of Somash have fallen into heresy and assert their primacy and the human ruler is nothing but a puppet for them. They distort the sacred teachings. And now the Elephant Hsunchen have revolted and taken over one of the remaining provinces (two of them drowned during the Fall of the God-Learners). They reject the Sacred Flame entirely! If we ever find the Flame Thief who stole the sacred flame of Somashtun, he will DIE, though by now he's probably dead. Stupid humans. And our eastern brethren have fallen into heresy as well. It won't be easy but we will put this land back to the sacred way, or die trying! A Human View of History Once this was a land of peace, but during the Great Darkness, it became necessary for some men to arm themselves and fight. Chief among them was Bulthshasam the Mighty. He defeated the chief of the Elephant Hsunchen, Asuna, and together, they defeated the monsters devouring the tree people's trees. In gratitude, Chel, leader of the Elves, led his people to make deadly weapons for the noble warriors who defended everyone, then prayed to Somash, the Sacred Flame, and his servitor gods for victory. Led by Bulthshasam the Mighty, the noble warriors rode their elephant servants to victory, armed with the flame weapons empowered by the prayers of the Elves. Then came the eight headed Sekever, who possessed one head for each of the eight directions. From the frozen north, he lead an army of darkness to conquer everything, commanding vast legions of the Men of Darkness, for this was the Great Darkness, when In their first battle, Bulthasam, armed with his flaming spear, slew three of the heads, and the very world changed; now only five directions exist. Sekever was no longer a greater god though his power was still vast. He came a second time and now Asuna pinned him down and Chal blocked his darkness with light, so Bulthshasam could see him. One by one, he slew the heads until only two remained and the army broken and fled, and Sekever was eaten. From what I understand, as he retreated through Kralorela, he was eaten by a dragon named Daruda, who eventually declared himself Emperor of Kralorela. But frankly, Kralorela was a pathetic shadow of the glory of Lur Giap, the kingdom founded by Bulthshasam. Somash himself declared Bulthshasam a god, his child on Earth and he became the First Vessel of Light, ruling in glory for many decades. A series of good and holy kings now reigned over the kingdom but nothing good lasts forever. With time, some of the sacred teachings were forgotten and the Elves got delusions of grandeur and began thinking they were more important than the Kings. They quarreled and when the God-Learners came, the Elves abandoned us and the Elephant Hsunchen sold us out to the God-Learners, who promised them power. Doubly betrayed, centuries passed in which we were enslaved by the God-Learners, becoming the mere peasants of the poor province of Eest, while the Elves fled into their jungle. But we persevered and stole some of their secrets to turn against them, and when the Closing came, we rose and slaughtered the God-Learners. We prayed and Somash guided us to find our way to him and we created a new kingdom, forcing the Elephant Hsunchen to understand their true place in the universe: those who fail in their study of the holy way in life are reborn to serve the faithful as half-man, half-animal creatures, the various kinds of Hsunchen. Those who serve well will return to full humanity in later lives. Unfortunately, the new nation of Paran Nai was then invaded by the filthy, but unstoppable evil of Sheng Seleris. He fed the Vessel of Light to a demon and ruled the land for long, bloody years. But after he died in 1460 at the hands of the Lunars in the battle of Kitor, there was a rebellion; as it raged, some filthy thief stole the Sacred Flame from the grand temple of Somashtun; all the lesser flames in the province went out! The result was a revolt of the Elephant Hsunchen, who seized control of Matkondu. And who remain restless everywhere else. Because of the damnable Thief of Flames, the power of Somash fails there now; the name of its capital is but a mockery of the god, retained by the Elephant Hsunchen solely to emphasize their BLASPHEMY. Further, the uppity Elves are now trying to force us to reforest vast tracks of our homeland and to reclaim their old role as the priests of Somash. Given they abandoned us to the God-Learners and Somash chose us as his true faithful, we're not foolish enough to invite them in. And their policy would force everyone to starve. The First Damas may be spiritual cripples but they will never overcome that if they are born, starve to death and then are reborn. The Elves and the Elephant Hsunchen are going to have to learn their place. Under us. The Elephant Hsunchen View of the Past Long ago, there was a golden age in which man and animal lived together. But the storm gods and the sky gods warred with each other, plunging the land into darkness when the Sun went out. The war was caused by the inevitable corruption of power; the Sun ruled unchecked, never leaving the sky, never allowing the other elements to have a place in the world. So they revolted and slew the Sun. But this didn't help for now darkness took over and rampaged unchecked. A group of men and a group of elephants both fled the darkness to a hidden valley in the southern ShanShan? mountains. They defeated the Great Serpent, and forced him to serve them and to give them their secrets. He taught them how to shed their skin and change into something else. Some of the Elephants now became Men and some of the Men, Elephants. Thus they became one people, us, who outsiders call the Elephant Hsunchen. But we call ourselves Goondas, the children of Wise Elephant, who never forgets. Unfortunately, Wise Elephant was eventually eaten by Cousin Tiger and though we escaped, we knew we could not survive without help. In the darkness, the plants were dying. We knew of a place of light but not how to dwell near it safely, for here the fire of the sun had fallen to earth and burned wild and unchecked. But Chief Asuna was wise; he brought together the Elven wise man Chal who knew magic and the strong human leader Bulthshasam by convincing each of them he was in charge; thus two men too proud to bow to another could be made to serve the common cause. Together, they braved the Great Fire and transformed it into the God Somash, who would protect the people during the Great Darkness by making the crops grow in return for sacrifices. Together they defeated the Children of Darkness, led by the horrible ten-headed demon god Sekever, who had ten bodies but one soul. Asuna tricked two of his heads into fearing the other plotted against him and they killed each other. But that trick could only work once. Then he used the secret of skin-shedding and took the place of one of the missing heads. He quietly poisoned their food, so when they confronted Asuna, Bulthshasam and Chel, Bulthshasam easily slew three of them and the rest fled, now growing much weaker. But that trick could only work once. Now that they were weak, Chal called upon Somash's power to blind the remaining heads; it is meet that we give him his due glory, for favors must be returned and all must know to credit the giver. Without it, Asuna would have been slain when they set upon him all at once, and Bulthshasam as well. Asuna now trampled one of the heads and Chal burned one to death and Bulthshasam slew the third with his mighty spear, empowered by Chal's prayers. Two heads remained but they could not come to consensus without another head to break the tie, and so they fled; one of them tried to fight a dragon and was eaten; the other was devoured by the Children of Darkness when his now faded power could not sate their hunger. And thus to all tyrants. Bulthshasam and Chal were wise and had a strong bond with Asuna, but their descendents soon forgot this land was built and Somash tamed by all three peoples. They jockeyed for power and only agreed on one thing: our ancestors were fit only to serve them. And it must be said, they succeeded in having their way for centuries. All the glories of Lur Giap were based on OUR labor. Our blood, our tears, while they lounged around in palaces and wrote poems and drank wine. We worked, and we watched and we learned. And when the God Learners came, we tore down their temples and trampled the degenerate lines of priests and kings under our mighty feet, for we are the children of Wise Elephant, who NEVER FORGETS. But the God-Learners betrayed us in turn, locking us in human form or elephant form and forcing us to serve, for no one could be their equals. They stole our legends, stole our secrets, stole our magic and used it for their own purposes. They used us as slaves. But they forgot something. Everything we see, Wise Elephant sees. He will never forget it and whispers it to us when we need it. It's amazing how much people will say in front of their slaves who they think are forever under their thumb. Even with him chained to their Great Wheel, he knew it all, saw it all, remembered it all. And he waited, for Elephants are patient. They live as long as men and Wise Elephant lives forever. The appointed day came and he struck, destroying the Great Wheel. Two entire provinces fell into the sea, destroyed as the works of the God-Learners collapsed and the sea's children claimed them for themselves. And his Children rose up and so did the humans and the Elves and the God-Learners fled and the sea turned against them and the land was cleansed. But the humans had stolen secrets of the God-Learners too and used them to enslave us once more. Ironically, it was the coming of a child of Darkness, descended from the heads of Sekever, who brought us freedom; Sheng Seleris, the great demon of the north came and conquered this land. He slaughtered our enemies but he also enslaved us himself. But all things end in time and he overreached and the Red Goddess destroyed him at the Battle of Kitor. Wise Elephant was ready. His prayers brought us our savior, the Flame Thief, whose name is a secret but who stole the Sacred Flame of the northern province, setting us free. And now we have kept our freedom, for we know how to turn back the power of gods, for we know that all the gods are false, liars who steal the power of men and spirits. Wise Elephant has seen the End of All Things and brought back the wisdom he found there and shared it with us. We know what he knows and he knows what we know. And what we know is that the gods must die if we are ever to be free. And Somash, the god we foolishly made, will be first. But not last. And then we will be free. The Peoples of Southern Verenela Aldryami: Embyli (Jungle) and Brown (Deciduous) elves are found here, though a lot of Red Elves lurk around the jungle; most, in fact, are Embyli, who outnumber the Brown Elves eight to one. They have come to heavily deviate from normal Elven religion, as will be described later. Some show a few human traits but try to deny any connection. Babadi: They are Clay Mostali, yet unlike normal Mostali, they worship Somash, reproduce like humans, and are typically initiates of lesser gods and goddesses of the pantheon. They craft the prayer wheels and other holy artifacts for the higher priests. They also usually lead the construction of any building, road, or mine. Normal dwarves tend to find them utterly repugnant; they view normal dwarves with great pity. They are not immortal but they are long-lived. Kvitti (Elephant Hsunchen): They are divided into savannah and forest clans; the savannah clans are smaller and more endurant; in human form they are only four feet tall, though as strong as a full sized human, with an intermediate complexion and wavy hair. The forest clans are taller and stronger in both human and elephant form; their human forms are dark skinned with tighly coiled hair, though they often shave their heads. In both forms, they are very perceptive and have strong memories. Kvitti have little magic in the human and elven lands but are animists and sorcerors in Matkondu. In Teshnos, they are often called 'Goondas' as an insult. Humans: Dark, straight hair and intermediate in complexion, they generally worship Somash and are otherwise normal humans. Some show an Elven feature or two, but will try to deny any connection. Fethlon Forest Population: Roughly 400,000 Embryli, 100,000 Slorifing, and 80,000 Mreli. 60,000 Elephant Hsunchen serve the others. The Fethlon Forest Elves are mostly Embyli, dwelling in a mix of deciduous forest and jungle which spends Sea and Storm season in nigh-perpetual rain. The lowlands flood frequently and hang off a spine of thickly forested hills where most of the Mreli dwell. Hordes of Red Elves (Slorifings) also live here, used as troops in war by the Yellow Elves. They are devout worshipers of Somash, though their version of his worship has gone down different roads than that of the humans. They follow the Yellow Lotus Sutra of Chel, a document written by his disciples and lost until the Hate Blight nearly killed them all back during the Fall of the God-Learners. The modern worship of Somash among the Elves emerged at that time after a long period of heresy and embracing the message of Errinoru. The Closing also cut off the eastern Embryli of Spear Island, who reverted to barbarism and now live simple, primitive lives worshiping Aldrya and Flamal. The Yellow Lotus Sutra teaches that the role of Elves is to pray, of humans to fight and to make crafts and of Elephant Hsunchen to labor to assist the others. (Red Elves also exist for fighting and are an intermediary stage between true elves and humans.) This reflects their relative spiritual capacities. All three must live in harmony with the forest, which will then facilitate the survival of all three through its bounty. Somash will bring his bliss to all if they obey him. The Fethlon elves mix theism, mysticism and a little bit of sorcery derived from the Yellow Lotus Sutra and commentaries on it. They STRICTLY reject animism as derived from demons. It is a serious problem that the humans of Teshnos are massively overpopulated which will make a movement back to proper harmony rather difficult. (It is a serious problem that the Elves are pushing the limits of what the jungle can support too.) The Elves of Fethlon have a firesense in addition to a lifesense, able to commune with and through fire and sense it; they keep sacred fires of Somash burning around the jungle, holy trees which burn with Somash's non-consuming flame. These trees radiate the peace of Somash as do the sacred fires in Teshnos. These fires also store knowledge for the Elves. Instead of having books, they write their knowledge into the fire, then any priest can access it by staring into the sacred flame. Five High Priests, one for each of the five most Sacred Trees govern the land, meeting in council at the holiest of the trees, which is defended by the fortress of Errinstala. They are currently deadlocked on what to do about Teshnos and Matkondu being consumed by heresy; two are known to support an invasion, two call for missionary work and one argues in favor of invading Kralorela to plant more trees before the population begins to starve. Errinstala (30,000): This magnificent city is built out of wood and large parts of it are actually alive; a massive tree, 200 feet tall and on fire, rises from the central temple without immolating the rest of the pentagonal city. Elephant Hsunchen constantly work to tend the plants and keep the city alive; it sits on a bluff overlooking the Hakala River. It is the one place in the country with Inns; there are a dozen, catering to those who come here to trade. The river is navigable to the sea and there is a small artificial lake which they can park their boats in. (A lock system is used to get people over the dam south of the city.) It is an especially good place to come to for woodworking, spices, or rare woods. There are rumors of secret gold trade with Ban Mi but surely the priests would not stoop to smuggling! Matkondu Population: 97,740 Matkondu is ruled by a council of clan elders, who elect a chief to lead the nation; there are thirteen clans, a mix of Babadi, Kivitti, and Humans, though two-thirds of the population is Goonda now. The humans are dwindling as intermarriage produces Goonda children. Chief Asuna is named after the legendary hero, though it is yet to be seen if he will live up to the name. The Matkondu are animists, practicing shamanism mixed with sorcery; they are strict enemies of the gods, especially Somash. They are more or less stalemated with regard to Teshnos; the powers of Somash fail in Matkondu but they are too few to invade and overthrow it. Some talk of an alliance with the Pentans but many consider that like dealing with rats in your house by inviting in a tiger to eat them. Statues of the Flame Thief, the hero who stole the Master Flame of Somashtun, are everywhere, though no one knows his real appearance, so he is depicted as a masked elephant trampling a fire with his feet. Humans are second-class citizens here, not hugely oppressed but basically stuck doing the scut-work; they are gradually dwindling as the ambitious marry into Goonda families and have Goonda children. Somashtun (20,000): Called Hallicutar by the natives, this city was originally a very holy city of Somash. But now it serves Wise Elephant and is the seat of power in Matkondu. There are several schools of sorcery and many shrines to the spirits; it's also a major trade center for mahogany and ivory and spices; the city flows with rice wine and barley bread. At the center is a burnt out ruins, the old temple of Somash; the brazier, essentially indestructable and made of jade, rises in the center of the ruins; there is no hint of the green flame which once burned here. (The five master flames were said to be connected to Beast, Man, Mineral, Plant, and Soul respectively. This was the Plant flame.) Teshnos Population: 555,756 Babadi: 85,250 Kivitti: 190,002 Humans: 280,504 This holy land is ruled by the Vessel of Light; a group of ten holy souls are periodically reincarnated and the priests of Somash find the one destined to rule and install him at his palace of Lur Nop, where he will rule in splendour for the rest of his life, leading holy rites and communing with Somash about cosmic affairs. While he battles our enemies on the higher planes, the priests use the prayer wheels built by his holy servants, the Babadi, to divine his will in mundane affairs. They do likewise for the other Nobles as well. The holy teachings of the first Vessel of Light are revered by all and they divide men into four Damas, stages of spiritual enlightenment. The first Dama is the Dirt Dama, made up of people who wallow in the mud of physicality: prostitutes, farmers, craftsmen, and the like. They live simple lives and must strive to overcome addiction to earthly pleasures if they are to be reborn in the second Dama. This is done by minimizing their contact with such pleasures, as they are not ready to face and overcome pleasure head on as third Damas do. They labor to support the more enlightened, knowing one day, other souls will support them in turn, if they do their duties and move on. It may take many lives but eventually, everyone moves to the second Dama. The Second Dama is the Water Dama; purified by many lives of dedicated labor, the priests of Somash and the other gods interpret the will of those within the Third Dama and govern the people in their name. They will labor for many lives until they are rewarded by reincarnation into the third Dama. It is the duty of the Water Dama also to determine who people's past lives were so they can be moved to their proper place in society, whenever something goes wrong and people are reincarnated into the wrong station or place. The Third Dama is the Air Dama; they rise above the filthy land and the cleansing waters, living in the great sky palaces and both enjoying the reward for many lives of hard work AND struggling to transcend attachment to it. Those who cannot overcome this attachment or who turn their minds to earthly things soon mire themselves in the physical and will never transcend the mortal clay. Further, they constantly work against Darkness in the higher planes. Eventually, purified of attachment, they ascend to the Fourth Dama. The Fourth Dama are few in number; they are the ones who stand on the threshold to guide others through; the Zitars know what was, what is and what will be and guide us all towards the flame of Somash. They are the Fire Dama and they are reborn over and over until they can no longer remain and go to dwell forever with Somash in mystical unity with him. One day, all will return to the holy fire of Somash and the world will again be one as it was in the beginning. Rumors of a fifth Dama of Darkness are blasphemy; Darkness is but another name for Chaos and it must be destroyed. All faithful Somashti have access to common magic and practice some degree of mysticism; higher degrees mix theistic initiation and mystical enlightenment. They STRICTLY reject animism as derived from demons. Teshnos is divided into five provinces, even if one of them has been in rebellion for a fifth time; perhaps it was fate; they have chosen the path of darkness and will be destroyed. When Somash tells us to strike. Each is headed by a Vessel of Joy, one of the leading nobles; other nobles tend to the lesser cities and the priests interpret their will while they deal with higher issues. Every province has a Master Flame at the central temple and lesser flames it feeds; these radiate the joy of Somash, which lightens all the burdens of mortal life and is a shadow of the bliss towards which ascended souls aspire. The faithful gather once a week on Godsday to pray at the temples and meditate; it is a day of fasting and abstension from material pleasures to help speed one's reincarnation. Ban Mi (15,000): This city is crucial but small; this is not meant as a slight against the hard working Babadi who labor here to extract sacred metal for use across the land. But there is only so much room in the mines and the Elephant Hsunchen who assist them take up a lot of space and so the city is not as big as you would think. They ship the gold down the river to Dan Chang, from which it passes to all the provinces and of course to Lur Nop itself. Every so often, they need help when they find pockets of darkness which were imprisoned by the sacred metal, and then we must, of course, aid them promptly. Let none fear for light always banishes darkness! Dan Chang (40,000): It is rumored that in this city, the sacred metal, gold, is degraded by being used to trade with foreigners, so the priests of the city wish to assure you in the name of the Vessel of Wisdom that this is a lie and that it is only that many foreigners are afraid to approach too closely to the Vessel of Light, knowing he can burn with the holy wrath of Somash as well as shine with his mercy; they are ignorant foreigners and we must forgive them their fear; karma will punish them. Certainly, the shipments from Ban Mi are in line with tradition, down to the exact ounce, neither more nor less. So perhaps we should forget such scurrilous rumors. Dan Kung (13,000): This city's main job is to coordinate the defense of the border and handle a certain amount of trade with the freakish creatures who destroyed two entire provinces and now call the area 'Hallas'. Unfortunately, they control the waters and access to certain sunken sacred sites which we must visit for certain rituals, so appeasement must be made even if these things are further down the chain of being than Elephant Hsunchen by many rungs. Especially the twisted men. And their women GO NAKED. Filthy whores. Bestiality-loving whores. How is a priest supposed to concentrate knowing these watery tarts are lurking off the coast and might appear at any time? How, I ask you? Now I must go dunk my head even if it reminds me of the sea. Hon Buri (18,000): In a perfect world, there would be more gold, the sacred metal, enough for all weapons and armor and sacred items and sacrifices and medicines. But there isn't, so we mine bronze in the hills here and the people of Hon Buri and Lo Won live miserable lives of breathing smoke and hunching over forges in order to process it. Their sacrifice is worth as many as TEN lifetimes of a farmer. We know this because in 1567, on the verge of his ascension, Zitar Kian Go gave a final sermon in which he laid down this principle. Now, far more people apply to move here than we can even employ! It's a great honor to catch the attention of one about to Ascend! And being a priest here counts double; we are spared the worst suffering but *is* harder than other places, not that we are proud of it, since that is a sin. We are merely honored by it. Lur Nop (90,000): This huge city is the heart of Teshnos, the very jewel of Genertla, the greatest of its cities, or so the priests say. Here the Vessel of Light, Pubnashap, the Vessel of Light and scion of the Chalite Dynasty, dwells in his great sky palace, the highest of them all, and does battle with Darkness in our name. So long as he remains faithful, the Darkness cannot enter into our land. Here burns the Master Flame of Somos, the largest of them all, fed by the constant prayers of the Water Dama and by two of the Fire Dama and by the prayers of everyone else and the great prayer wheels of the Babadi. A great city of marble and granite and wood sprawls under it, providing homes like an onion for the damas, the highest under the sky palace and the lowest of the low at the outskirts. Great Trade Vessels dock here, some of them having come all the way from Loksalm and Arolanit or even beyond the Isles of the Red Men! For the light of truth and hope draws all men to it. One day, the fire of Somash will burn in every city and on that day, the last age will begin. The age of glorious return to the golden age!
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