From: Velox Stylxston
To: Theodore Stylxston, Pearl Islands
Dear Father,
I again apologize for leaving you with out any word and I also apologize for not writing to you for so long. I just wanted to let you know that I am well and found a mercenary group in Ethengar. We decided on the name “The Holders” and I am with many friends. One is named Gustav Rorschach (I don't really know how to spell his last name) and he is from Thtyatis just like I am, then there is Simon de'gry who is a mage. Then there is this really cool bird named thesies who is an owl I believe that the techinacal term is a Hisian. These were the first in our marry party then after a week or two came along a man by the name of Iago Rodero who is always drunk, I asked him about his past one time and he said “I'm too drunk to remember”. Then two mages from Alphtia of all places joined our group, by the names of Myst and Blaze, they constantly bicker and can be rather annoying at certain points but they usually volunteer to pay for expenses. Well we started in Ethengar but I'm writing this letter in Glantri, well thats because I have a job here. That is all I really want to say about this subject, oh I bought five horses and named them all I could give you their names but I don't want to boar you with some thing like that. One more thing I had a job at an Ethengar fair and after certain events I found a man claiming to be my uncle by the name of Fredrick…... I forgot his last name, but is this man really my uncle? If so why did you not tell me? And is your brother or mom's brother. I believe he is my uncle because he really saved my butt on more than one occasion. Well the last thing I'm going to say is that I am doing well, I hope you are doing well too and sorry for leaving you like I did but I don't like the merchant life this life suits me better. Hope your doing well
Love, Velox Stylxston
Tuesday, May 25, 2010
Gustav Rorschach Journal V
[It is time for more action written by Gustav. Velox wrote something too. Will post soon after this]
8 Kalmont [Kaldmont] - Bargha-Winter site of Camp 21 [also where the Golden Court of the Khan is located during winter] -We reached the Golden Court
Akmad Ibn Yassef-who we report to
Keshaks-Royal warriors of the Golden Khan
-Blizzard coming from the west-don't leave camp for a while
Rumor: "Shamans took over jobs of Druids"
Rumor: Norworld-colony Alfatia [Alphatia] likes-pirates taken an interest in it
-Rumor: Might be able to find magic items in the Ethengar hoard-full of reclaimed items from foreigners-otherwise had to find magic items
-Rumor: Castles at north end of Ethengar? Heldanic
-Rumor: Ambyrville Castle disappeared, then reappeared-still in New Averoigne
-Rumor: Pirates buired treasure in Ethengar coast? (to the east)
-Rumor: Ethengars still have internal problems-Keeping merc jobs in stock & keeping Ethengars from going on a war rampage
15 Kalmont [Kaldmont] -Blizzard passed-Got a note to go see Akmad-today is the blessing of the Golden Khan's court-big festival events & contests
->Job offer: Find people who didn't make it to the festival
->Burdy dead bodies find identification, mark location, bring ID back to Akmad-travel west for a week, then come back (About 14 days, 400g each)
-Set off west-past frozen river-about 16 miles
-Simon had a dream-three were two of them-one apparently dead, one looking at a crystal in a room-one upside-down
Kalmont [Kaldmont] -Nothing happens, move west
Kalmont [Kaldmont] -Accidentally went east the whole day
16 Kalmont [Kaldmont] -Heard rumbling-Yeti snake [wow....just wow...is that the best you can do to describe it?] -thing ate Blaze & his horse-Myst's horse died (Yeti Snake-White Fang)
17 Kalmont [Kaldmont...man, it gets annoying correcting your mistakes] -Had to stop & rest to take care of Myst & me- too cold to continue - Orcs came toward us-about 20 of them
-> Apparently want peace-asked for food-we gave them rations that were for Myst's horse-they give us 20 flaming arrows
18 Kalmont [Kaldmont] Rest (I'm still stuck) [he was sick]
19 Kalmont [Kaldmont] -Traveled west - Found Ethengars w/ horses stuck in snow-one approached us-said they were here to help people-we offered to help out those stuck-whilewe helped, someone called out that raiders were coming-we stayed behind to gaurd against rear attacks
->Ethengars disappeared into shadows when defeated-one of them shifted into Frost & vanished in an explosion which set carts on fire
->Saved two of the carts; one took major damage
21 Kalmont [Kaldmont] -Set back out east toward camp-got lost-eventually came to frozen river (SW/NE)
22 Kalmont [Kaldmont] -Went south-found trail going SW/NE - went NE - trail became more of a road- asked directions & found Golden Court was to the NE
23 Kalmont [Kaldmont] -Arrived back at Bargha-Made our way back to Akmad-Reported battle to Akmad & told him about odd opponents-He sat & thought for a while - believed then were spirits-beleived creature that approached Myst was the same- aske dus about where & when we encountered spirits
-> Concluded something was going on in southern Taijit land
-> Then he brought in a Shaman, who did a ritual, & he pointed to a spot on the map
-> Mission: Travel SW across road to outpost, then be guided NW to site-may have to visit spirit world-investigate rifts if there are any; report to Shamans & have them investigate if not-we are being sent Shaman-less to avoid causing activity-If we can find a way to close the rift (maybe from the inside)-we should do it
-Bought rations & 30 potions of healing at camp
-Rumor: Arguments among the Khans at the Great Horse Festival
Rumor; Glantri used to be uncivilized, the people settled, then fought, the settled, ect. - Glantri a fairly young nation
-Rumor: Dragon Chess tourney in spring in Glantri-prize 10,000 gp
-Vague rumor: Heldannic Freeholds have things like boats that can fly.
[Party will be waiting at Bargha until next year, which is only six days away. They will be leaving on the first of Nuwmont. This is being done in order to prevent situations from coming up from Simon not being able to cast spells on the Day of Dread. The Day of Dread, for those who don't know, is a day where magic cannot be used. Many magical items and such are rendered useless for the day. The character Simon would know more of it.]
8 Kalmont [Kaldmont] - Bargha-Winter site of Camp 21 [also where the Golden Court of the Khan is located during winter] -We reached the Golden Court
Akmad Ibn Yassef-who we report to
Keshaks-Royal warriors of the Golden Khan
-Blizzard coming from the west-don't leave camp for a while
Rumor: "Shamans took over jobs of Druids"
Rumor: Norworld-colony Alfatia [Alphatia] likes-pirates taken an interest in it
-Rumor: Might be able to find magic items in the Ethengar hoard-full of reclaimed items from foreigners-otherwise had to find magic items
-Rumor: Castles at north end of Ethengar? Heldanic
-Rumor: Ambyrville Castle disappeared, then reappeared-still in New Averoigne
-Rumor: Pirates buired treasure in Ethengar coast? (to the east)
-Rumor: Ethengars still have internal problems-Keeping merc jobs in stock & keeping Ethengars from going on a war rampage
15 Kalmont [Kaldmont] -Blizzard passed-Got a note to go see Akmad-today is the blessing of the Golden Khan's court-big festival events & contests
->Job offer: Find people who didn't make it to the festival
->Burdy dead bodies find identification, mark location, bring ID back to Akmad-travel west for a week, then come back (About 14 days, 400g each)
-Set off west-past frozen river-about 16 miles
-Simon had a dream-three were two of them-one apparently dead, one looking at a crystal in a room-one upside-down
Kalmont [Kaldmont] -Nothing happens, move west
Kalmont [Kaldmont] -Accidentally went east the whole day
16 Kalmont [Kaldmont] -Heard rumbling-Yeti snake [wow....just wow...is that the best you can do to describe it?] -thing ate Blaze & his horse-Myst's horse died (Yeti Snake-White Fang)
17 Kalmont [Kaldmont...man, it gets annoying correcting your mistakes] -Had to stop & rest to take care of Myst & me- too cold to continue - Orcs came toward us-about 20 of them
-> Apparently want peace-asked for food-we gave them rations that were for Myst's horse-they give us 20 flaming arrows
18 Kalmont [Kaldmont] Rest (I'm still stuck) [he was sick]
19 Kalmont [Kaldmont] -Traveled west - Found Ethengars w/ horses stuck in snow-one approached us-said they were here to help people-we offered to help out those stuck-whilewe helped, someone called out that raiders were coming-we stayed behind to gaurd against rear attacks
->Ethengars disappeared into shadows when defeated-one of them shifted into Frost & vanished in an explosion which set carts on fire
->Saved two of the carts; one took major damage
21 Kalmont [Kaldmont] -Set back out east toward camp-got lost-eventually came to frozen river (SW/NE)
22 Kalmont [Kaldmont] -Went south-found trail going SW/NE - went NE - trail became more of a road- asked directions & found Golden Court was to the NE
23 Kalmont [Kaldmont] -Arrived back at Bargha-Made our way back to Akmad-Reported battle to Akmad & told him about odd opponents-He sat & thought for a while - believed then were spirits-beleived creature that approached Myst was the same- aske dus about where & when we encountered spirits
-> Concluded something was going on in southern Taijit land
-> Then he brought in a Shaman, who did a ritual, & he pointed to a spot on the map
-> Mission: Travel SW across road to outpost, then be guided NW to site-may have to visit spirit world-investigate rifts if there are any; report to Shamans & have them investigate if not-we are being sent Shaman-less to avoid causing activity-If we can find a way to close the rift (maybe from the inside)-we should do it
-Bought rations & 30 potions of healing at camp
-Rumor: Arguments among the Khans at the Great Horse Festival
Rumor; Glantri used to be uncivilized, the people settled, then fought, the settled, ect. - Glantri a fairly young nation
-Rumor: Dragon Chess tourney in spring in Glantri-prize 10,000 gp
-Vague rumor: Heldannic Freeholds have things like boats that can fly.
[Party will be waiting at Bargha until next year, which is only six days away. They will be leaving on the first of Nuwmont. This is being done in order to prevent situations from coming up from Simon not being able to cast spells on the Day of Dread. The Day of Dread, for those who don't know, is a day where magic cannot be used. Many magical items and such are rendered useless for the day. The character Simon would know more of it.]
Saturday, May 8, 2010
Thoughts on the Ninja Class
So, Velox wishes to be a Ninja when he grows up. We will see. But right now, here are some thoughts I had on what this class would detail. I am posting this so that it would be more offical. Right now, I am focusing more on the historical ninja, and not that magical anime crap that people think are ninjas. The historical ninja, just so you know, would lose to a historical pirate in a fight. However, a historical ninja is more useful than a historical pirate.
A ninja is basically a spy. The ninja would hire itself out for the jobs of espionage, sabotage, infiltration, countermeassures, and from time to time assassination. One major feature of the Ninja Class that I think I am going to set in stone is that the Ninja Class in not a combat class. It is a class that plays the roles of a spy, scout, ambusher, and someone who tries to mess up the enemy behind their lines. Two me, for game terms, this splits this class up into two major roles. Ninja Stealth and Ninja Infiltrator. Ninja Infiltrator is not a class for the Rake as the Infiltrator would be required to steal. The Ninja Infiltrator sneaks in, steals items that can help his party out or hurt the enemy, attempts to gain inside information, and works behind enemy lines to do as much damage to the enemy as possible before the party reaches them. The Ninja Stealth works on not being seen. They work behind enemy lines mostly to gain information and scout out the area ahead of them. They also seek to kill the right target to help their party out before combat begins. The Ninja Stealth and Infiltrator have very high sneaking skills. The major differences are that the Stealth is better at general sneaking around and sneak attacking while the Infiltrator is better at breaking into things and stealing things.
Though I don't know what it would take to be a Ninja Class, here are the 18 disciplines of ninjutsu (note that I don't use the Japanese names just to make things simple. Also, I modified them a little bit. I might use the normal if I feel like it)
1) Spiritual refinement
2) Unarmed combat
3) Sword Techniques
4) Staff Techniques
5) Spear Techniques
6) Dagger Techiniques
7) Throwing Weapons Techniques
8) Fire and Explosives
9) Disguise and Espionage Tactics
10) Stealth and Infiltration Tactics
11) Retreating and Escape Tactics
12) Horse Riding
13) Water Techniques
14) Botany
15) Meteorology
16) Geography
17) Sociology
18) Teamwork Techniques
Number one deals with basically understanding unity of all things. The Immortals and Mortals. Life and Death. Light and Dark. Ect. ect. ect.
The the next 6 (and sometimes seven as fire can be used in combat) is combat techniques. As ninja are expected to survive they need to be able to fend for themselves if need to be. This doesn't mean that they are fighters, just means that they are expected to be able to be skilled at so many different weapons that they can improvise as the situation calls for it.
The next set (9, 10, and 11 and sometimes 8) are the skills a ninja needs to do his job. To sneak in, get the hidden information, scout the enemy, and ect. They are also the skills a ninja needs in order to stay out of site. A ninja is to remain unseen and he would need this skills to survive. Note that this doesn't surmount to just a die roll. The player would be expected to think for himself on how to do this tasks. Fire is there because it is an excellent tool to use in espionage missions.
The next six (and sometimes seven) are all basic tools a ninja needs to survive on the land. A ninja would be expected to be on its own for long periods, and thus a ninja would be expected to be able to live without outside support for days at a time. A ninja needs to master this skills in order to survive the vast outdoor wilderness. Note that that 8 is also included in this set. Also note that, though not listed here, a ninja would be expected to be able to do some civilian job in order to survive. Jobs such as medicine man, farmer, trader, carpenter, ect.
The final one is Teamwork. From personal experience, stealth works best when you are being helped in some way with a friend(s). I know this from personal experience in the airsoft games I played. I hid best in those games when I had a friend causing a diversion or when I have a friend playing the part of me being an enemy in order to confuse the real enemy. If you want some quick examples of such teamwork, pay attention to how people help the main character out in Metal Gear Solid, Assassin's Creed, and Hitman.
These are just general ideas on how one would play a historical class of the ninja. If young Velox says that this is not for him, then I will put up some more ideas. Also, the rest of you guys need to be talking to me about what you want you want to be when you grow up.
A ninja is basically a spy. The ninja would hire itself out for the jobs of espionage, sabotage, infiltration, countermeassures, and from time to time assassination. One major feature of the Ninja Class that I think I am going to set in stone is that the Ninja Class in not a combat class. It is a class that plays the roles of a spy, scout, ambusher, and someone who tries to mess up the enemy behind their lines. Two me, for game terms, this splits this class up into two major roles. Ninja Stealth and Ninja Infiltrator. Ninja Infiltrator is not a class for the Rake as the Infiltrator would be required to steal. The Ninja Infiltrator sneaks in, steals items that can help his party out or hurt the enemy, attempts to gain inside information, and works behind enemy lines to do as much damage to the enemy as possible before the party reaches them. The Ninja Stealth works on not being seen. They work behind enemy lines mostly to gain information and scout out the area ahead of them. They also seek to kill the right target to help their party out before combat begins. The Ninja Stealth and Infiltrator have very high sneaking skills. The major differences are that the Stealth is better at general sneaking around and sneak attacking while the Infiltrator is better at breaking into things and stealing things.
Though I don't know what it would take to be a Ninja Class, here are the 18 disciplines of ninjutsu (note that I don't use the Japanese names just to make things simple. Also, I modified them a little bit. I might use the normal if I feel like it)
1) Spiritual refinement
2) Unarmed combat
3) Sword Techniques
4) Staff Techniques
5) Spear Techniques
6) Dagger Techiniques
7) Throwing Weapons Techniques
8) Fire and Explosives
9) Disguise and Espionage Tactics
10) Stealth and Infiltration Tactics
11) Retreating and Escape Tactics
12) Horse Riding
13) Water Techniques
14) Botany
15) Meteorology
16) Geography
17) Sociology
18) Teamwork Techniques
Number one deals with basically understanding unity of all things. The Immortals and Mortals. Life and Death. Light and Dark. Ect. ect. ect.
The the next 6 (and sometimes seven as fire can be used in combat) is combat techniques. As ninja are expected to survive they need to be able to fend for themselves if need to be. This doesn't mean that they are fighters, just means that they are expected to be able to be skilled at so many different weapons that they can improvise as the situation calls for it.
The next set (9, 10, and 11 and sometimes 8) are the skills a ninja needs to do his job. To sneak in, get the hidden information, scout the enemy, and ect. They are also the skills a ninja needs in order to stay out of site. A ninja is to remain unseen and he would need this skills to survive. Note that this doesn't surmount to just a die roll. The player would be expected to think for himself on how to do this tasks. Fire is there because it is an excellent tool to use in espionage missions.
The next six (and sometimes seven) are all basic tools a ninja needs to survive on the land. A ninja would be expected to be on its own for long periods, and thus a ninja would be expected to be able to live without outside support for days at a time. A ninja needs to master this skills in order to survive the vast outdoor wilderness. Note that that 8 is also included in this set. Also note that, though not listed here, a ninja would be expected to be able to do some civilian job in order to survive. Jobs such as medicine man, farmer, trader, carpenter, ect.
The final one is Teamwork. From personal experience, stealth works best when you are being helped in some way with a friend(s). I know this from personal experience in the airsoft games I played. I hid best in those games when I had a friend causing a diversion or when I have a friend playing the part of me being an enemy in order to confuse the real enemy. If you want some quick examples of such teamwork, pay attention to how people help the main character out in Metal Gear Solid, Assassin's Creed, and Hitman.
These are just general ideas on how one would play a historical class of the ninja. If young Velox says that this is not for him, then I will put up some more ideas. Also, the rest of you guys need to be talking to me about what you want you want to be when you grow up.
Gustav Rorschach Journal IV
[And now more from our favorite punching hero in Mystara. What does he have to say about his adventures today?]
-Approached by Ethnegar [Ethengar] woman in camp-gave us each 100 gp, said Glantrians would give us a mission & we were to act as double agents.
27 Sviftmont-Traveled via gondola through Glantri City
->very fancy-flying cows, explosions from people practicing magic, etc., water-streets (hence the gondola)
-Met Moisseur Degeyer-supects us of spying-offered us to be double agents & work against Ethnegars [Ethengars, I should start docking experience points every time Ethengar is misspelled]-says we have to pass test to be mercenaries [in Glantri, this is a regulation practice in Glantri to make sure the mercenaries hired have some brains]
[Air-thought, detective work]
-Our job is to find Boris Regal
-Boris Regal, spy for some country-maybe Thyatis-using him to feed false info to Thyatis, Boris someties gets intoxicated & wanders off
->Black hair, 5'5", 44 years old, full black beard & stache, green eyes, missing pinky on right hand, wears dragon ring on left hand (maybe belongs to Dragon Riders)
-> 1 gp per gondola ride-rode to supply shop "Over There," [no, really, thats the name] owned by Peter
-Bought mountain tent (75 gp) from shop (sleeps 4, works on mountains), and 1 week standard rations & 1 week [stops here for some reason, then goes on]
-Went to "Stable Next To Over There," [The names just keep on getting better, at least the players will remember these names with no problems] run by Paul, & bought 5 female draft horses & equipment for 400 gp, [Myst-Alexis] [Gustav still has George] [Simon-Maria] [Velox-Xanphia] [Iago-Helga] [Blaze-Blaze]
-Peter told us to go to Tooth [Two] Fairy Inn-gay bar-chair flies over us as we enter-wild place-barkeep offers to help us in the back
->we paid him 50 gp, he said something about party in Tevoni Massion last night (26 Sviftmont)
-We go there-see a drunk blond man passed out in front-see two eagle statues on gate looking to the east-knock on door & greeted by a servant
-Mansion has enchantments that kill those who try to steal things
->We found Boris dead in basement w/ no marks or runes [wounds]-Blaze carried him out & we went back to court [Wait, you just carry a dead body out away from a crime scene? You didn't even try to find the cause of death. What the bloody hell did he die of? Lose and learn, I guess]
-Test of Void-Must do an evil without breaking the law (getting close to dark)-passed by dragging body out
-Test of Water/Time-We must research something tommorrow-will receive letter in the morning-sleep at Dragon's Teeth Inn [sounds friendly enough...] 10 gp for 2 rooms
28 Sviftmont-We travel to library-Must study story & discuss changes in relationships between characters (Troilus & Criseyde) [The players decided not to do this one because they do like to read]
-Test of Earth-Play Go-We won
Test of Fire-Become members of the Church of Rad
Test Complete! (3/5 complete-Passed Void, Earth, & Fired-Failed Water, Wind)
8 Eirmont [All the testing lasted until 8 Eirmont. They will leave on the next day back towards the Ethengar Khanates. I am montaging there journey there so that they can get back into action]
[Something you guys should have learned in this session was that the DM doesn't always tell you exactly what you need to do. Also, the DM plans on plays screwing up. Trust me, I had a hunch that you were going to fail 2 out of those 5 tests. Again, I remind you that it would be a good idea if someone else were to write a thing or two so you can have multiple view points. Velox says that he wants to write letters to his father, and I will post them up here if he does.]
-Approached by Ethnegar [Ethengar] woman in camp-gave us each 100 gp, said Glantrians would give us a mission & we were to act as double agents.
27 Sviftmont-Traveled via gondola through Glantri City
->very fancy-flying cows, explosions from people practicing magic, etc., water-streets (hence the gondola)
-Met Moisseur Degeyer-supects us of spying-offered us to be double agents & work against Ethnegars [Ethengars, I should start docking experience points every time Ethengar is misspelled]-says we have to pass test to be mercenaries [in Glantri, this is a regulation practice in Glantri to make sure the mercenaries hired have some brains]
[Air-thought, detective work]
-Our job is to find Boris Regal
-Boris Regal, spy for some country-maybe Thyatis-using him to feed false info to Thyatis, Boris someties gets intoxicated & wanders off
->Black hair, 5'5", 44 years old, full black beard & stache, green eyes, missing pinky on right hand, wears dragon ring on left hand (maybe belongs to Dragon Riders)
-> 1 gp per gondola ride-rode to supply shop "Over There," [no, really, thats the name] owned by Peter
-Bought mountain tent (75 gp) from shop (sleeps 4, works on mountains), and 1 week standard rations & 1 week [stops here for some reason, then goes on]
-Went to "Stable Next To Over There," [The names just keep on getting better, at least the players will remember these names with no problems] run by Paul, & bought 5 female draft horses & equipment for 400 gp, [Myst-Alexis] [Gustav still has George] [Simon-Maria] [Velox-Xanphia] [Iago-Helga] [Blaze-Blaze]
-Peter told us to go to Tooth [Two] Fairy Inn-gay bar-chair flies over us as we enter-wild place-barkeep offers to help us in the back
->we paid him 50 gp, he said something about party in Tevoni Massion last night (26 Sviftmont)
-We go there-see a drunk blond man passed out in front-see two eagle statues on gate looking to the east-knock on door & greeted by a servant
-Mansion has enchantments that kill those who try to steal things
->We found Boris dead in basement w/ no marks or runes [wounds]-Blaze carried him out & we went back to court [Wait, you just carry a dead body out away from a crime scene? You didn't even try to find the cause of death. What the bloody hell did he die of? Lose and learn, I guess]
-Test of Void-Must do an evil without breaking the law (getting close to dark)-passed by dragging body out
-Test of Water/Time-We must research something tommorrow-will receive letter in the morning-sleep at Dragon's Teeth Inn [sounds friendly enough...] 10 gp for 2 rooms
28 Sviftmont-We travel to library-Must study story & discuss changes in relationships between characters (Troilus & Criseyde) [The players decided not to do this one because they do like to read]
-Test of Earth-Play Go-We won
Test of Fire-Become members of the Church of Rad
Test Complete! (3/5 complete-Passed Void, Earth, & Fired-Failed Water, Wind)
8 Eirmont [All the testing lasted until 8 Eirmont. They will leave on the next day back towards the Ethengar Khanates. I am montaging there journey there so that they can get back into action]
[Something you guys should have learned in this session was that the DM doesn't always tell you exactly what you need to do. Also, the DM plans on plays screwing up. Trust me, I had a hunch that you were going to fail 2 out of those 5 tests. Again, I remind you that it would be a good idea if someone else were to write a thing or two so you can have multiple view points. Velox says that he wants to write letters to his father, and I will post them up here if he does.]
Saturday, April 24, 2010
New Character creation method
I decided, to speed things along, everyone should have at least two or three back-up characters (i.e. Characters to use when you die). So that we do not have to sit there and work on said back-up character during game play, I would like for you to print-out and fill out the details on your own.
http://www.dragonsfoot.org/cd/
http://www.dragonsfoot.org/cs/index.shtml
I would recommend the Classic D&D Character Sheet thing (it is the one you guys used last time) Though you can find other ones that you might like.
Now, the finer details (skills, items, and so forth) can be during meet with the books I bring. However, the ability scores need to be done by you.
We are using an alternate of the Dungeons & Dragons Point Buy System.
For this system, all your stats start at 3
You have 45 points to spend on ability scores. Each increase costs you one point. You must spend all points.
Keep in mind that you cannot go above 18. As a reminder
3= (-3 bonus)
4-5= (-2 bonus)
6-8= (-1 bonus)
9-12= (0 bonus)
13-15= (+1 bonus)
16-17= (+2 bonus)
18= (+3 bonus)
Yes yes yes. I know using the term bonus is an oxymoron, but shut it.
With this system, here are a few of the possibities: (I hope my math is right)
18, 18, 18, 3, 3, 3
18, 16, 13, 6, 5, 5
18, 17, 16, 4, 4, 4
18, 13, 13, 7, 6, 6
16, 13, 13, 7, 7, 7
13, 13, 13, 13, 8, 3
13, 13, 13, 8, 8, 8
13, 13, 10, 9, 9, 9
13, 10, 10, 10, 10, 10
There are many many many more possiblities. I let our real math man figure that one out. Now, unlike more modern D&D, you need to remember that every point in a stat counts since you use the ability score to do certain things (meaing, where as in later D&D versions, you only care about the bonus, this one you care about the score) So, one point more or less can hurt and help you.
http://www.dragonsfoot.org/cd/
http://www.dragonsfoot.org/cs/index.shtml
I would recommend the Classic D&D Character Sheet thing (it is the one you guys used last time) Though you can find other ones that you might like.
Now, the finer details (skills, items, and so forth) can be during meet with the books I bring. However, the ability scores need to be done by you.
We are using an alternate of the Dungeons & Dragons Point Buy System.
For this system, all your stats start at 3
You have 45 points to spend on ability scores. Each increase costs you one point. You must spend all points.
Keep in mind that you cannot go above 18. As a reminder
3= (-3 bonus)
4-5= (-2 bonus)
6-8= (-1 bonus)
9-12= (0 bonus)
13-15= (+1 bonus)
16-17= (+2 bonus)
18= (+3 bonus)
Yes yes yes. I know using the term bonus is an oxymoron, but shut it.
With this system, here are a few of the possibities: (I hope my math is right)
18, 18, 18, 3, 3, 3
18, 16, 13, 6, 5, 5
18, 17, 16, 4, 4, 4
18, 13, 13, 7, 6, 6
16, 13, 13, 7, 7, 7
13, 13, 13, 13, 8, 3
13, 13, 13, 8, 8, 8
13, 13, 10, 9, 9, 9
13, 10, 10, 10, 10, 10
There are many many many more possiblities. I let our real math man figure that one out. Now, unlike more modern D&D, you need to remember that every point in a stat counts since you use the ability score to do certain things (meaing, where as in later D&D versions, you only care about the bonus, this one you care about the score) So, one point more or less can hurt and help you.
Gustav Rorschach Journal III
[Boy, we didn't get to play much this April due to me being busy and all that jazz. Well, now we are getting back to action. Now let me put up some more from Mr. Rorschach. By the way, Rorschach is kinda a hard name to spell.]
[DMs Note: Players decided to do the Tell Your Tale & Translator contracts. Gustav and Velox will do Tell Your Tale while Theseus and Simon will do Translator]
Theseus & Simon return 9 Sviftmont
6 Ambyrmont-Velox met a drunk talking about cities [DM's note: What cities?] in Ethengar
-Gustav heard about new mines opening & hiring miners in Rockholm [Rockhome]
-Both spread the word about sparring matches
8 Ambyrmont-1st spar-Velox got his butt kicked
->Met Alesia Gnatz, Paladin of Maat-she heard Velox & went off to gather information-by default, she is a subordinate of Gustav
Rumor: Dragon horde in Broken Lands?
Rumor: Jherek Virayana-Glantri prince or Ethnegar [Ethengar] descent-son is apparently missing
Alesia Gantz-Paladin of Maat
9 Sviftmont: Theseus & Simon return
[Three new party memebers join up. Iago, Myst, and Blaze]
12 Sviftmont-Left for Glantrian Border, followed trail northwest-36 miles
->Cold night-Winter might be coming in early
13 Sviftmont-traveled [illegible] along road, thicker, more paved road section
->36 miles-getting colder
14 Sviftmont-Come across a river and a foresty area-inside forest is court of Golden Khan
->Fork: 1 road north, 1 road SW-passage W/NW blocked by river
->River running SW/NE-decided to turn SW,
->Came closer to Broken Lands, less paved road-Glantiran Mountains closer
15 Sviftmont-36 miles SW-river gets stronger
16 Sviftmont-Crossed river to the west-spent day drying off.
17 Sviftmont- Went toward massive mountains-went 24 miles
->lost direction, not sure which way we went-pointed back toward Glantri
18 Sviftmont-24 miles-came to a swamp-boiled water to refill water skins
->Myst saw a dark thing that vanished when she told it her name.
-> 2 Ethnegars [Ethengars] approached camp & were suspiscious of us-we said we were on mission for Great Khan they left
19 Sviftmont-Found river going S/N-crossed river & spent day drying off
20 Sviftmont-Moved 24 miles west
21 Sviftmont-24 miles west-came to hilly area, likely Glantrian border
->camp set up right on border
22 Sviftmont- Went west over border, in hills-10 miles-bought food from Hobgoblin
23 Sviftmont-Went west, mountains to the north & the south-we see a town in the distance [they saw this town at night time by seeing lights in the distance]
24 Sviftmont-Arrived at town (Mulsoth)-welcomed warmly-heard about something in Glantri city offering 1000g per helper-Guards came & escorted us west (20 battlemages escorting us, not interested in conversing)
25 Sviftmont-Came across trail W-NW
26 Sviftmont-Travel SW 16 miles, turn N-can see Glantri city at day's end-Guards brought us Iago-he was drunk & lost
->Iago told us Camp 21 was closed due to upcoming winter-we can go back to Golden Court to complete mission
->We arrive at Glantri City
[At this point I should tell you guys might want to have other people than just Gustav making notes so that you can have multiple view points....like what happened to Simon and Theseus?]
[DMs Note: Players decided to do the Tell Your Tale & Translator contracts. Gustav and Velox will do Tell Your Tale while Theseus and Simon will do Translator]
Theseus & Simon return 9 Sviftmont
6 Ambyrmont-Velox met a drunk talking about cities [DM's note: What cities?] in Ethengar
-Gustav heard about new mines opening & hiring miners in Rockholm [Rockhome]
-Both spread the word about sparring matches
8 Ambyrmont-1st spar-Velox got his butt kicked
->Met Alesia Gnatz, Paladin of Maat-she heard Velox & went off to gather information-by default, she is a subordinate of Gustav
Rumor: Dragon horde in Broken Lands?
Rumor: Jherek Virayana-Glantri prince or Ethnegar [Ethengar] descent-son is apparently missing
Alesia Gantz-Paladin of Maat
9 Sviftmont: Theseus & Simon return
[Three new party memebers join up. Iago, Myst, and Blaze]
12 Sviftmont-Left for Glantrian Border, followed trail northwest-36 miles
->Cold night-Winter might be coming in early
13 Sviftmont-traveled [illegible] along road, thicker, more paved road section
->36 miles-getting colder
14 Sviftmont-Come across a river and a foresty area-inside forest is court of Golden Khan
->Fork: 1 road north, 1 road SW-passage W/NW blocked by river
->River running SW/NE-decided to turn SW,
->Came closer to Broken Lands, less paved road-Glantiran Mountains closer
15 Sviftmont-36 miles SW-river gets stronger
16 Sviftmont-Crossed river to the west-spent day drying off.
17 Sviftmont- Went toward massive mountains-went 24 miles
->lost direction, not sure which way we went-pointed back toward Glantri
18 Sviftmont-24 miles-came to a swamp-boiled water to refill water skins
->Myst saw a dark thing that vanished when she told it her name.
-> 2 Ethnegars [Ethengars] approached camp & were suspiscious of us-we said we were on mission for Great Khan they left
19 Sviftmont-Found river going S/N-crossed river & spent day drying off
20 Sviftmont-Moved 24 miles west
21 Sviftmont-24 miles west-came to hilly area, likely Glantrian border
->camp set up right on border
22 Sviftmont- Went west over border, in hills-10 miles-bought food from Hobgoblin
23 Sviftmont-Went west, mountains to the north & the south-we see a town in the distance [they saw this town at night time by seeing lights in the distance]
24 Sviftmont-Arrived at town (Mulsoth)-welcomed warmly-heard about something in Glantri city offering 1000g per helper-Guards came & escorted us west (20 battlemages escorting us, not interested in conversing)
25 Sviftmont-Came across trail W-NW
26 Sviftmont-Travel SW 16 miles, turn N-can see Glantri city at day's end-Guards brought us Iago-he was drunk & lost
->Iago told us Camp 21 was closed due to upcoming winter-we can go back to Golden Court to complete mission
->We arrive at Glantri City
[At this point I should tell you guys might want to have other people than just Gustav making notes so that you can have multiple view points....like what happened to Simon and Theseus?]
Monday, March 29, 2010
DMonic Comedy
I looked through the stuff I posted here, and I said to meself, "Well, mister DM, it has been far too long since you last made a real joke post." So I decided to cure that problem.
I will start with:
REASONS WHY I THINK THE PLAYERS WILL FAIL:
1) Because they don't bother to look deeper into matters that come their way.
2) Because they have a (-n!) Luck Stat.
3) Because they don't burn bodies this time.
4) Because they are obsessed with power.
5) Because they forget to be as detailed as possible.
6) Because they forget to role play all the time.
7) Because they forget to use their brains.
8) Because they don't look deeper into rumors that come their way. (Though I notice you are getting better at this)
9) Because they don't look deeper into what my posts might mean. (You think I write these for my health? Well...I do, but there is a point to them!)
10) Because they bring Game Boys to a fantasy world.
11) Because I feel like it.
12) Because you broke my game.
13) Because you won the debate in debate class.
14) Because you stole my teddy bear.
15) Because violence does not solve all problems.
16) Because they keep talking to the DM as though he was a real person. (I just zinged myself)
17) Because the DM ran out of ideas and decided to through a Multh level Nightmare at them.
18) Because they will jump on the chance to gain immortality.
19) Because last campaign they solved their problems by blowing stuff up.
20) Because the DM rolls natural twenties.
21) Because everyone dies. Unless they are just an optical illusion.
22) Because they didn't pick the Lumberjack class.
23) Because they ticked off the DM's girlfriend. (No, no, no. She is cool with you guys. Don't worry....yet)
24) Because they believe they can convert hex charts to square charts.
25) Because http://www.caffeinenebula.com/quizzes/quizFiles/oregontrail/dysentery.gif
26) Because there are monsters with OVER 9000!!!!! hit dice.
27) Because THIS-IS-MYSTARA!!!!
28) Because.......
29) Because there is no spoon.
30) Because the players got some unfinished buisness.
31) Because that unfinished buisness will lead to an almost H.P. Lovecraft like story.
32) Because the DM has been looking at random fantasy pictures to get some ideas.
33) Because you are expected to outlive your characters.
34) Because the B button is stuck.
35) Because with the next item on this list, I will be at max level for just making a list.
36) Because the DM made a list about why I think you will fail....(probably the biggest reason)
Now for some FUN LINES TO USE WHEN KILLING SOMEONE
1) Your life is too short, let me cut it.
2) Hey look! There is a knife on that table. And now it is in your face.
3) At least you didn't get dysentery.
4) I meant to "axe" your a question!
5) THIS-IS-MYSTARA!!!!
6) Yes! Quest for large intestine is complete.
7) I see a corpse in your place.
8) I like to keep our relationship short.
9) Excuse me, I like to preform a scientific experiment on you. Tell me what it is like to die.
10) Oooooh. Spaghetti.
11) To bad you can't see me winning.
12) Now I get to do that victory dance I have been practicing.
13) Give me your heart! I love you!
14) FALCON-STAAAB! (when backstabbing stealth-like)
15) Now I don't have to remember your name.
16) I want to raise a few maggots for healing. I need your corpse.
17) You n'wah!
18) YARGLEBARGLE!
19) HULK SMASH!
20) LERROOOY JENKINS!
21) I LOVE YELLING BECAUSE IT IS IN ALL CAPS!
22) I go above and beyond the natural twenty.
23) Feel the wrath of Canadian Lumber fool!
24) You cannot escape the pain my Gazebo Slayer can dish out!
25) It's just that simple...
26) Chalk on up to me!
27) I will give you all a beautiful end.
28) Me...enemy...defeat!
29) Witness the might of the Sanada!
30) Ha! Another victim slain like a Koei npc!
31) Gotta slaughter.....
32) Ninja vanish!
33) I like to stab.
34) REAGAN SMASH!
35) Yippie-ki-yay
36) Devils D0 Cry because I make them cry!
37) Don't worry! I want to be your friend!
38) This hurts me more than it hurts you.
39) HADOKEN!
40) Ha! I rolled a natural forty!
41) I will roll to make a witty comment!
42) Life, Universe, Everything.
What will that zanny DM do next? Sorry about the corny jokes here and there. And yes, the title of this post is pronounce "Demonic"
I will start with:
REASONS WHY I THINK THE PLAYERS WILL FAIL:
1) Because they don't bother to look deeper into matters that come their way.
2) Because they have a (-n!) Luck Stat.
3) Because they don't burn bodies this time.
4) Because they are obsessed with power.
5) Because they forget to be as detailed as possible.
6) Because they forget to role play all the time.
7) Because they forget to use their brains.
8) Because they don't look deeper into rumors that come their way. (Though I notice you are getting better at this)
9) Because they don't look deeper into what my posts might mean. (You think I write these for my health? Well...I do, but there is a point to them!)
10) Because they bring Game Boys to a fantasy world.
11) Because I feel like it.
12) Because you broke my game.
13) Because you won the debate in debate class.
14) Because you stole my teddy bear.
15) Because violence does not solve all problems.
16) Because they keep talking to the DM as though he was a real person. (I just zinged myself)
17) Because the DM ran out of ideas and decided to through a Multh level Nightmare at them.
18) Because they will jump on the chance to gain immortality.
19) Because last campaign they solved their problems by blowing stuff up.
20) Because the DM rolls natural twenties.
21) Because everyone dies. Unless they are just an optical illusion.
22) Because they didn't pick the Lumberjack class.
23) Because they ticked off the DM's girlfriend. (No, no, no. She is cool with you guys. Don't worry....yet)
24) Because they believe they can convert hex charts to square charts.
25) Because http://www.caffeinenebula.com/quizzes/quizFiles/oregontrail/dysentery.gif
26) Because there are monsters with OVER 9000!!!!! hit dice.
27) Because THIS-IS-MYSTARA!!!!
28) Because.......
29) Because there is no spoon.
30) Because the players got some unfinished buisness.
31) Because that unfinished buisness will lead to an almost H.P. Lovecraft like story.
32) Because the DM has been looking at random fantasy pictures to get some ideas.
33) Because you are expected to outlive your characters.
34) Because the B button is stuck.
35) Because with the next item on this list, I will be at max level for just making a list.
36) Because the DM made a list about why I think you will fail....(probably the biggest reason)
Now for some FUN LINES TO USE WHEN KILLING SOMEONE
1) Your life is too short, let me cut it.
2) Hey look! There is a knife on that table. And now it is in your face.
3) At least you didn't get dysentery.
4) I meant to "axe" your a question!
5) THIS-IS-MYSTARA!!!!
6) Yes! Quest for large intestine is complete.
7) I see a corpse in your place.
8) I like to keep our relationship short.
9) Excuse me, I like to preform a scientific experiment on you. Tell me what it is like to die.
10) Oooooh. Spaghetti.
11) To bad you can't see me winning.
12) Now I get to do that victory dance I have been practicing.
13) Give me your heart! I love you!
14) FALCON-STAAAB! (when backstabbing stealth-like)
15) Now I don't have to remember your name.
16) I want to raise a few maggots for healing. I need your corpse.
17) You n'wah!
18) YARGLEBARGLE!
19) HULK SMASH!
20) LERROOOY JENKINS!
21) I LOVE YELLING BECAUSE IT IS IN ALL CAPS!
22) I go above and beyond the natural twenty.
23) Feel the wrath of Canadian Lumber fool!
24) You cannot escape the pain my Gazebo Slayer can dish out!
25) It's just that simple...
26) Chalk on up to me!
27) I will give you all a beautiful end.
28) Me...enemy...defeat!
29) Witness the might of the Sanada!
30) Ha! Another victim slain like a Koei npc!
31) Gotta slaughter.....
32) Ninja vanish!
33) I like to stab.
34) REAGAN SMASH!
35) Yippie-ki-yay
36) Devils D0 Cry because I make them cry!
37) Don't worry! I want to be your friend!
38) This hurts me more than it hurts you.
39) HADOKEN!
40) Ha! I rolled a natural forty!
41) I will roll to make a witty comment!
42) Life, Universe, Everything.
What will that zanny DM do next? Sorry about the corny jokes here and there. And yes, the title of this post is pronounce "Demonic"
Saturday, March 27, 2010
Dwarves in Ethengar?
Now to explain to you the reason why you found dwarves in the Ethengars and why they were considered to be citizens of the Ethengars.
Now, me, the DM, knows more about the history than what I am about to tell you. It can be considered that this information is stuff that your characters have dug up. I will tell you first story from a Rockhome Dwarf, next from a Glantrian mage, then from an Ethengar, and finally from a Darokin.
(From Glolum, son of Bofin, of Hurwarf Clan)
Yes, we are "allies" with the Ethengar Khanates. I would more rather use the term "contracter" rather than "ally." I think we are the closest thing to an "ally" that those barbarians have. I met a few. Though they have a genuine interest in worldly affairs, they seem to think that all non-Ethengarians are lesser than them. Well, it does not do well for buisness to talk poorly of the Ehtengars. After all, they are paying us well for those roads that we are building over there. Futhermore, they give all dwarves full protection while traveling through their lands. Which makes it easier to make raids against certain bastard wizards. We are cautious about building roads that could later be used as invasion routes. Roads that can lead to our homelands. It is not likey that they would invade us, we know. Our lands have nothing to offer those horse-lovers. We got mines, but those Ethengars have shown that they care little for material goods. It is because of this and because of our mutal hate towards the Glantrians why we can be on such good terms. Our hatred of the Glantrians is as long as Glantrian as it is known today. Before Glantri became an offical nation, there was a rumor that hit our land in AC 802 about rich gold veins being found in the Glantrian mountains. It would seem likely for such riches to be found in those mountains based on the size of those mountains. Some of the tallest mountains in Eastern Brun can be found in Glantri. Many young dwarves gathered their things and migrated towards Glantri to make a name for themselves. The road was not an easy one. There are three major ways into Glantri. One lays in the west, and no mortal can live long in those areas. Not to mention it would take years getting to the west side of the mountains. The other way was through the Ethengars. Back then, the Ethengars were not united and travel through that land was vastly more dangerous than it is now. The third route was through the Broken Lands, which can be more dangerous than the other two routes combined. Regardless of the dangers, those brave young dwarves managed to make it to Glantri. They hooked up with dwarven ancestors that were already there and started digging. The Glantrians were at war with each other, and did not take much notice of the new dwarven neighbors until they got themselves hit with a plague. Those wizards believed that the plague came because of us dwarves. For some reason, they felt that purging the land of dwarves would get rid of the plague. It was complete nonsense. Those dwarves had to fight for themselves against the wave of genocide that the Glantrians suddenly presented to them. To make matters worse, Glantrians became interested in our bodies and started to perform tests on us. These tests would go from simple spell casting to outright tearing our bodies apart and labeling the organs. Wizards are suppose to be men of logic, but I fail to see the logic in these Glantrians. We call those years the Years of InfamyThe Ethengars did not recieve a friendly reception from the Glantrians either, apparently. The Ethengars make constant raids against the Glantrians. Sometimes we send a couple dwarves to help them and get a share of the loot. I believe that the Ethengars wish to wage war against the Glantrians, but they are just biding their time for now. If they ever declare war against Glantri, I am sure all dwarves would unite to side with the Ethengars against Glantri. We hadn't a major conflict since the Years of Infamy. It is about time for vengance.
(From Streva Mordian, archivist in the City Library in Glantri City)
The Principalities of Glantri does not do buisness with those human trash in the east in the Dwarves in Rockhome. For the human trash, who have the nerve to call themselves a nation, they attack our nation out their hatred for any kind of law and order. No leader among them last long because they do not want any leaders. Or because any leader would see quickly that they are leading. Thus they would follow the proper action of ending their own lives in site of such disgracement. We have no proof of any kind of assassinations that had been said to of happen in the rotting past of the trash in the east. The trash encroches on our land from time to time and it gets burned with the rest of our trash. It is proper that they would go on believing "Gods" and "Goddesses" or that nonsense as they are not educated enough to realize that magic is the only rule of the Universe. When garbarge speaks, just burn them as their words they shit out would do nothing but rot your brains. For those dwarves, we do not wish to speak to them again after they brought their plague to our lands during the Forty Years War. We were at on of our most crucial moments in our history, and these dwarves crawl onto our lands begging for our aid and setting up their camps upon our lands behind our backs. They attempted to swipe our lands away from us during that period of chaos. Despite the troubles at hand, we decided it would be no challenge to destroy these creatures. They later proved to be ancestors of cockroaches in that they were resistant to our magic naturally. Such properties in living sentient beings have not been encountered before. Well, it has, but not by sentient beings that could be called a nation. While pesticiding these cockroaches, we decided it would be a good chance to study them for future protection incase they decide to attack us again in the future. The more I think about it, the more relations I can find with cockroaches and dwarves. I can see why the elves have no love for dwarves. Of course, being cockroaches, they found a new home with garbage. I wish the ban of garbage in the east would extend towards the cockroaches in the dirt.
(From Nayan, a Keshak for the Great Khan)
We let the dwarves live in our lands so that they can do their work easier. The dwarves are under the protection of the Great Khan. Let all those who would do harm to a dwarf on our lands find a swift death. We look to the West. The lands that by all rights should be ours. Those godless wizards do not deserve the grazing lands that the Spirits and Immortals gave to us. With only the word of the Great Khan can we purge the world of all Glantrians. Until that day, we must do with little pokes to test the abilities of the Glantrians. I do not doubt our abilitie to take them, but it would not be wise to hunt down all Glantrians until we know how to trap them and destroy them fully. We, the Ethengars, will be known worldwide was the heroes who removed the Glantrians from the world. We would gladly let the dwarves ride with us in the purging of Glantrians lands. They felt the wrath of the Glantrians many years ago. All dwarves in Glantri were either killed or pushed out making Glantri a dwarf free land. The dwarves have shown their usefulness to the Great Khan. This armor I have on now is dwarven made. They deserve to live side by side with the Ethengars. They need to remain loyal to the Great Khan, though. For at the slightest word from the Great Khan we will show the dwarves the power of the Great Khan. Right now, we allow the dwarves to live among us, and we will give them full protection just as though they are one of us.
(From Trefeld Durobois, a Darokinian merchant)
From what I gathered, it seems as though both Ethengars and Rockhome dwarves have a general hatred of Glantri. The Glantrians need to pace themselves if they want to tick off their neighbors. For the Ethengars and Glantrians, it just seems to be a simple case of Glantrians being a little to harsh against the Ethengars for all their raids. If the Glantrians would just see this, I am sure that they could come to a diplomatic solution together. After all, all the Ethengar raiding came around the time when the Ethengar Khanates could not be called a nation. Now that the Ethengars are united together as a nation, they are becoming peaceful and pleasant. No where on my trade route can I find a safer passage than in the Ethengar Khanates. This goes to show just how peaceful the Ethengars can be if you give them half a chacne. It is amazing to see such saftey in the Ethengars when other locations, even in my own homeland, can promise such protection. I have never heard of a problem of Caravan attacks in the Ethengars ever since Moglai Khan came into power. I am certain that there will be peace between the Glantrians and Ethengars. I even had the privilege of transporting Ethengarian missionaries attempting to aid those in Glantri. They had to go by my caravan as the Glantrians currently turn back any Ethengars found on their borders. I think they do this out of fear of Ethengar old habits. However, if they would just see what I saw in Moglai Khan, then they would realize that they are not dealing with uncivilized people anymore. I mean, look, one of the Princes in Glantri is an Ethengar decent. Now, the situation between Rockhome and Glantri is a little more complicated. The Glantrians were in the middle of a internal war when the dwarves came to their lands in search of gold. The war of that kind sought all sort of mercenaries, and I believe the dwarves were misinformed about the availability of gold in Glantri. Dwarves have, in the past, a way of appearing in mountains and areas were precious metals and gold and such can be mined. Dwarves haven't shown any agressive tendencies when they do this, and they always are willing to work with the rulers of the land, so it is very benefitual to both parties. It is like a ladybug moving in a farmer's farm. Unfortunately, the Glantrians were in a pretty serious situation where they could hardly trust anyone, and right when the dwarves showed up, a plague broke out in Glantri. The Glantrians, in admist of all the chaos, became afraid of the dwarves and lashed out bit hard against the dwarves. The dwarves had to flee for their lives when the Glantrians started to strike at them like this. Some of them found their way into Darokin to settle in since they were too tired from all of their travels and running. I think for both sides, this situation would be hard to forgive. For the Glantrians because they have a strong sense of pride and are unwilling to admit their mistakes from time to time. For the dwarves since it was their last real conflict with anyone on the outside. We have been trying to mediate the elven and dwarven problems for a while, and I think that actually might be souring the relations between Glantri and Rockhome since they have no knew war to settle on their minds. Sometimes I wonder what the future will bring.
I hope you feel informed and not confused.
Now, me, the DM, knows more about the history than what I am about to tell you. It can be considered that this information is stuff that your characters have dug up. I will tell you first story from a Rockhome Dwarf, next from a Glantrian mage, then from an Ethengar, and finally from a Darokin.
(From Glolum, son of Bofin, of Hurwarf Clan)
Yes, we are "allies" with the Ethengar Khanates. I would more rather use the term "contracter" rather than "ally." I think we are the closest thing to an "ally" that those barbarians have. I met a few. Though they have a genuine interest in worldly affairs, they seem to think that all non-Ethengarians are lesser than them. Well, it does not do well for buisness to talk poorly of the Ehtengars. After all, they are paying us well for those roads that we are building over there. Futhermore, they give all dwarves full protection while traveling through their lands. Which makes it easier to make raids against certain bastard wizards. We are cautious about building roads that could later be used as invasion routes. Roads that can lead to our homelands. It is not likey that they would invade us, we know. Our lands have nothing to offer those horse-lovers. We got mines, but those Ethengars have shown that they care little for material goods. It is because of this and because of our mutal hate towards the Glantrians why we can be on such good terms. Our hatred of the Glantrians is as long as Glantrian as it is known today. Before Glantri became an offical nation, there was a rumor that hit our land in AC 802 about rich gold veins being found in the Glantrian mountains. It would seem likely for such riches to be found in those mountains based on the size of those mountains. Some of the tallest mountains in Eastern Brun can be found in Glantri. Many young dwarves gathered their things and migrated towards Glantri to make a name for themselves. The road was not an easy one. There are three major ways into Glantri. One lays in the west, and no mortal can live long in those areas. Not to mention it would take years getting to the west side of the mountains. The other way was through the Ethengars. Back then, the Ethengars were not united and travel through that land was vastly more dangerous than it is now. The third route was through the Broken Lands, which can be more dangerous than the other two routes combined. Regardless of the dangers, those brave young dwarves managed to make it to Glantri. They hooked up with dwarven ancestors that were already there and started digging. The Glantrians were at war with each other, and did not take much notice of the new dwarven neighbors until they got themselves hit with a plague. Those wizards believed that the plague came because of us dwarves. For some reason, they felt that purging the land of dwarves would get rid of the plague. It was complete nonsense. Those dwarves had to fight for themselves against the wave of genocide that the Glantrians suddenly presented to them. To make matters worse, Glantrians became interested in our bodies and started to perform tests on us. These tests would go from simple spell casting to outright tearing our bodies apart and labeling the organs. Wizards are suppose to be men of logic, but I fail to see the logic in these Glantrians. We call those years the Years of InfamyThe Ethengars did not recieve a friendly reception from the Glantrians either, apparently. The Ethengars make constant raids against the Glantrians. Sometimes we send a couple dwarves to help them and get a share of the loot. I believe that the Ethengars wish to wage war against the Glantrians, but they are just biding their time for now. If they ever declare war against Glantri, I am sure all dwarves would unite to side with the Ethengars against Glantri. We hadn't a major conflict since the Years of Infamy. It is about time for vengance.
(From Streva Mordian, archivist in the City Library in Glantri City)
The Principalities of Glantri does not do buisness with those human trash in the east in the Dwarves in Rockhome. For the human trash, who have the nerve to call themselves a nation, they attack our nation out their hatred for any kind of law and order. No leader among them last long because they do not want any leaders. Or because any leader would see quickly that they are leading. Thus they would follow the proper action of ending their own lives in site of such disgracement. We have no proof of any kind of assassinations that had been said to of happen in the rotting past of the trash in the east. The trash encroches on our land from time to time and it gets burned with the rest of our trash. It is proper that they would go on believing "Gods" and "Goddesses" or that nonsense as they are not educated enough to realize that magic is the only rule of the Universe. When garbarge speaks, just burn them as their words they shit out would do nothing but rot your brains. For those dwarves, we do not wish to speak to them again after they brought their plague to our lands during the Forty Years War. We were at on of our most crucial moments in our history, and these dwarves crawl onto our lands begging for our aid and setting up their camps upon our lands behind our backs. They attempted to swipe our lands away from us during that period of chaos. Despite the troubles at hand, we decided it would be no challenge to destroy these creatures. They later proved to be ancestors of cockroaches in that they were resistant to our magic naturally. Such properties in living sentient beings have not been encountered before. Well, it has, but not by sentient beings that could be called a nation. While pesticiding these cockroaches, we decided it would be a good chance to study them for future protection incase they decide to attack us again in the future. The more I think about it, the more relations I can find with cockroaches and dwarves. I can see why the elves have no love for dwarves. Of course, being cockroaches, they found a new home with garbage. I wish the ban of garbage in the east would extend towards the cockroaches in the dirt.
(From Nayan, a Keshak for the Great Khan)
We let the dwarves live in our lands so that they can do their work easier. The dwarves are under the protection of the Great Khan. Let all those who would do harm to a dwarf on our lands find a swift death. We look to the West. The lands that by all rights should be ours. Those godless wizards do not deserve the grazing lands that the Spirits and Immortals gave to us. With only the word of the Great Khan can we purge the world of all Glantrians. Until that day, we must do with little pokes to test the abilities of the Glantrians. I do not doubt our abilitie to take them, but it would not be wise to hunt down all Glantrians until we know how to trap them and destroy them fully. We, the Ethengars, will be known worldwide was the heroes who removed the Glantrians from the world. We would gladly let the dwarves ride with us in the purging of Glantrians lands. They felt the wrath of the Glantrians many years ago. All dwarves in Glantri were either killed or pushed out making Glantri a dwarf free land. The dwarves have shown their usefulness to the Great Khan. This armor I have on now is dwarven made. They deserve to live side by side with the Ethengars. They need to remain loyal to the Great Khan, though. For at the slightest word from the Great Khan we will show the dwarves the power of the Great Khan. Right now, we allow the dwarves to live among us, and we will give them full protection just as though they are one of us.
(From Trefeld Durobois, a Darokinian merchant)
From what I gathered, it seems as though both Ethengars and Rockhome dwarves have a general hatred of Glantri. The Glantrians need to pace themselves if they want to tick off their neighbors. For the Ethengars and Glantrians, it just seems to be a simple case of Glantrians being a little to harsh against the Ethengars for all their raids. If the Glantrians would just see this, I am sure that they could come to a diplomatic solution together. After all, all the Ethengar raiding came around the time when the Ethengar Khanates could not be called a nation. Now that the Ethengars are united together as a nation, they are becoming peaceful and pleasant. No where on my trade route can I find a safer passage than in the Ethengar Khanates. This goes to show just how peaceful the Ethengars can be if you give them half a chacne. It is amazing to see such saftey in the Ethengars when other locations, even in my own homeland, can promise such protection. I have never heard of a problem of Caravan attacks in the Ethengars ever since Moglai Khan came into power. I am certain that there will be peace between the Glantrians and Ethengars. I even had the privilege of transporting Ethengarian missionaries attempting to aid those in Glantri. They had to go by my caravan as the Glantrians currently turn back any Ethengars found on their borders. I think they do this out of fear of Ethengar old habits. However, if they would just see what I saw in Moglai Khan, then they would realize that they are not dealing with uncivilized people anymore. I mean, look, one of the Princes in Glantri is an Ethengar decent. Now, the situation between Rockhome and Glantri is a little more complicated. The Glantrians were in the middle of a internal war when the dwarves came to their lands in search of gold. The war of that kind sought all sort of mercenaries, and I believe the dwarves were misinformed about the availability of gold in Glantri. Dwarves have, in the past, a way of appearing in mountains and areas were precious metals and gold and such can be mined. Dwarves haven't shown any agressive tendencies when they do this, and they always are willing to work with the rulers of the land, so it is very benefitual to both parties. It is like a ladybug moving in a farmer's farm. Unfortunately, the Glantrians were in a pretty serious situation where they could hardly trust anyone, and right when the dwarves showed up, a plague broke out in Glantri. The Glantrians, in admist of all the chaos, became afraid of the dwarves and lashed out bit hard against the dwarves. The dwarves had to flee for their lives when the Glantrians started to strike at them like this. Some of them found their way into Darokin to settle in since they were too tired from all of their travels and running. I think for both sides, this situation would be hard to forgive. For the Glantrians because they have a strong sense of pride and are unwilling to admit their mistakes from time to time. For the dwarves since it was their last real conflict with anyone on the outside. We have been trying to mediate the elven and dwarven problems for a while, and I think that actually might be souring the relations between Glantri and Rockhome since they have no knew war to settle on their minds. Sometimes I wonder what the future will bring.
I hope you feel informed and not confused.
Thursday, March 25, 2010
The Improved Mystara Calendar
Now that if have the Almanacs, I think it is time for me to update how time is recorded in Mystara (or, at least the Known World)
Basic info: There is 24 hours in the day (I know I said 26 last time we meet, but I am having a hard time finding where I found that. Until I find it, assume the normal 24 hour day) and 336 days in the year. Also, a little side note, there are two moons to Mystara. Matera is very similar to our moon, but slightly large. Has the same 28 day rotation and everything else though. Patera is the second moon. It is smaller than Matera, has a polar orbit, and is invisible. You the players can know of Patera, but the characters do not know of Patera. I am just letting you know this information just as a FYI. It may or may not come into use sometime later.
First I will describe the months (a "*" means that is where the New Years is celebrated):
Earth-Thyatis-Alphatia-Ethengar-Rockhome
Janurary*-Nuwmont*-Nyxmir-Amai-Wharlin
Feburary-Vatermont-Amphimir-Hiskmai-Morlin
March-Thaumont-Alphamir*-Yalmai-Hralin*
April-Flaurmont-Sulamir-Halimai-Hwyrlin
May-Yarthmont-Sudmir-Kevamai-Styrlin
June-Klarmont-Vertmir-Seimai-Bahrlin
July-Felmont-Islamir-Lingmai-Buhrlin
August-Fyrmont-Andrumir-Tringmai-Klintlin
September-Ambyrmont-Cyprimir-Demai-Birrlin
October-Sviftmont-Hastmir-Chagai*-Biflin
November-Eirmont-Eimir-Rinpoch-Jhyrlin
December-Kaldmont-Burymir-Komai-Kuldlin
Days of the Week (There is a specific reason why I started with Monday. Will explain later):
Earth-Thyatis-Alphatia-Ethengar
Monday-Lunadain-Majhur-Xingqiri
Tuesday-Gromdain-Tijhur-Xingqiyi
Wednesday-Tserdain-Wojhur-Xingqier
Thursday-Moldain-Thajhur-Xingqisan
Friday-Nytdain-Flajhur-Xingqisi
Saturday-Loshdain-Sejhur-Xingqiwu
Sunday-Soldain-Lahjur-Xingqiliu
There are fours weeks in a month. The first day of each week is the day of the note on the moon cycle. It starts on New Moon at the begining of the month, and is a full moon and the third week of the month.
The Horoscope and Zodiacs (remember, these are just for fun)
Nuwmont-Manticore: Cunning, ardent, brave
Vatermont-Hydra: Shrewd, self-centered, resourceful
Thaumont-Centaur: Vigorous, strong, generous
Flaurmont-Basilisk: Robust, passionate, domineering
Yarthmont-Chimera:Confident, charismatic, possessive
Klarmont-Gorgon: Reserved, private, studious
Feldmont-Griffon: Warm, pratical, miserly
Fyrmont-Dragon: Ambitious, cold, independent
Ambyrmont-Salamander: Calm, practical, miserly
Sviftmont-Pegaus: Enterprising, flightly, imaginative
Eirmont-Warrior: Astute, efficient, courageous
Kaldmont-Giant: Selfish, strong, stubborn
1st Week: Sun- Proud, authroitarian, predictable; leans toward Lawful alignment
2nd Week: Land- Earthly, steady, rational; leans toward Neutral alignment
3rd Week: Sea- Creative, mercurial, unpredictable; leans toward Chaotic alignment
4th Week: Sky- Philosophical, versatile, tempestuous; no particular alignment tendency
Time of birth
Sun is up: Winds of Law
Moon is up: Winds of Chaos
Both are up: Winds of Wisdom
Birth when neither sun or mon is up bodes either great luck or hardship for the child
The Ethengar Zodiac
1. Mouse
2. Yak
3. Tiger (Year A.C. 1000)
4. Hare
5. Dragon
6. Serpent
7. Horse
8. Sheep
9. Ape
10. Fowl
11. Dog
12. Pig
Sunrise & Sunset (with 30 minutes of Twilight before and after sunset and sunrise)
(for your approximate location)
Winter: 7:05 A.M. - 4:35 P.M.
Spring: 6:35 A.M. -5:50 P.M.
Summer: 4:35 A.M. -7:25 P.M.
Fall: 5:30 A.M. - 6:30 P.M.
Average Seasonal Temperature (In Fahrenheit)
Ethengar::
Altitude: 1,800'
Winter: -10 to 25
Spring: 30 to 50
Summer: 55 to 85 (nights can go below 55)
Fall: 40 to 55
(note on Ethengar, this is for the areas where the Golden Court of the Khan maybe, it is a rough average at best, but it should still give you an idea)
Glantri City::
Altitude: 4,800'
Winter: -15 to 25
Spring: 30 to 45
Summer: 50 to 70
Fall: 35 to 50
Dengar City:: (Captial of Rockhome, this does not include the underground city)
Altitude: 4,500
Winter: 5 to 25
Spring: 30 to 50
Summer: 50 to 65
Fall: 35 to 45
Darokin City::
Altitude: 1,200
Winter: 35 to 50
Spring: 45 to 65
Summer: 70 to 85
Fall: 40 to 60
Time Zones
Glantri City is at 11 A.M.
City of Thyatis is at Noon
A change in time about every 800 hours
Notable Festivals and Holidays: (or the stuff I care to give ya at the moment, ask me to go into detail about the events. I mean, really, if I was to type out everything, I will kill the computer...again...)
Nuwmont 1: New Year's Day (various nations)
Vatermont 1-7: Winter Festival (Ethengar Khanates)
Vatermont 18: Monsters' Fair (Glantri)
Vatermont 21: The Drowing (Pearl Islands)
Vatermont 23: Chancellor's Day (Darokin)
Vatermont 28: Start of Shipping Season (Thyatis)
Thaumont 1: Spring Equinox; New Year's Day (various nations)
Thaumont 7: Landfall Day (Alphatian Empire)
Thaumont 8-14: Spring Break (Glantri)
Thaumont 14: Caravan Day (Rockhome)
Thaumont 15: Opening Day (Alphatian Empire) & the White Horse Ceremony (Ethengar Khanates)
Thaumont 25-28: Arcanium (Glantri)
Flaurmont 1: Day of Adulthood (various nations) & First day of Spring: (Ethengar)
Flaurmont 3: Parliment Day (Glantri)
Flaurmont 7: Arrangements Day (Rockhome)
Flaurmont 15: The Day of Blessings (Ethengar Khanates)
Flaurmont 16: The Day of Partings (Ethengar Khanates)
Flaurmont 20: Parade Day (Glantri)
Flaurmont 21: Darokin Masked Ball (Darokin obviously)
Yarthmont 1: Day of Magic (Alphatia)
Yarthmont 14: Gondola Games (Glantri)
Yarthmont 15: Howling Day (Alphatian Empire) & Day of Birth Blessings (Ethengar Khanates)
Yarthmont 21-27: Clerics' Forum (Rockhome)
Klarmont 1: Summer Solstice (Worldwide)
Klarmont 7: Wedding Day (Rockhome)
Klarmont 28: Night of Fire (Glantri)
Felmont 6: Vanya's Dance (Heldannic Territories and Hattias in Thyatis Empire)
Felmont 15: The Gathering (Ethengar Khanates)
Felmont 25: Beggar's Hope (Glantri)
Fyrmont 13: Darokin Day (Darokin)
Fyrmont 15: Vyonnese Carnival (New Averoigne in Glantri)
Fyrmont 22-28: The Great Horse Fair
Ambyrmont 1: Autumn Equinox (various nations) & First Day of Riding (Ethengar Khanates)
Ambyrmont 3: Showing Day (Rockhome)
Sviftmont 1: Autumn Begins (Etherngar Khanates)
Sviftmont 6: New Year's Day (Ethengar Khanates)
Sviftmont 8: Vanya's Day (Heldannic Territories, Thyatis)
Sviftmont 8-15: Wine Festivals (Alphatian Empire)
Sviftmont 23: The Day of Counting (Ethengar Khanates)
Sviftmont 24: Day of Naming and Welcoming (Ethengar Khanates)
Eirmont 1: Cretia's Day (Ethengar Khanates)
Eirmont 6: Harvest Day (Darokin)
Eirmont 15: Night of Spirits (Ethengar Khanates) & Caravan Day (Rockhome)
Kaldmont 1: Winter Solstice (Worldwide)
Kaldmont 14-15: Ice Games (Glantri)
Kaldmont 15: Closing Day (Alphatian Empire)
Kaldmont 15: Blessing of the Golden Khan (Ethengar Khanates)
Kaldmont 27: The Day of Law (Ethengar Khanates)
Kaldmont 28: Day of Dread (Worldwide)
There is still many many more events and such to be found. Will I ever reveal them? Well, maybe.
Better list the sources I used this time, just in case.
Bambra, Jim. Dungeons & Dragons-GAZETEER-Offical Game Accessory: The Golden Khan of Ethengar-Dungeon Master Guide. Lake Geneva WI: TSR Inc., 1989. pg. 21-23
Dupuis, Ann. Poor Wizard's Almanac & Book of Facts: Edition for AC 1012. Lake Geneva WI: TSR Inc., 1994. pg. 117-139
Okay, hopefully I will have time tommorow or Saturday to write a piece on the Dwarven and Ethengarian relations in order to clear up confusion.
Basic info: There is 24 hours in the day (I know I said 26 last time we meet, but I am having a hard time finding where I found that. Until I find it, assume the normal 24 hour day) and 336 days in the year. Also, a little side note, there are two moons to Mystara. Matera is very similar to our moon, but slightly large. Has the same 28 day rotation and everything else though. Patera is the second moon. It is smaller than Matera, has a polar orbit, and is invisible. You the players can know of Patera, but the characters do not know of Patera. I am just letting you know this information just as a FYI. It may or may not come into use sometime later.
First I will describe the months (a "*" means that is where the New Years is celebrated):
Earth-Thyatis-Alphatia-Ethengar-Rockhome
Janurary*-Nuwmont*-Nyxmir-Amai-Wharlin
Feburary-Vatermont-Amphimir-Hiskmai-Morlin
March-Thaumont-Alphamir*-Yalmai-Hralin*
April-Flaurmont-Sulamir-Halimai-Hwyrlin
May-Yarthmont-Sudmir-Kevamai-Styrlin
June-Klarmont-Vertmir-Seimai-Bahrlin
July-Felmont-Islamir-Lingmai-Buhrlin
August-Fyrmont-Andrumir-Tringmai-Klintlin
September-Ambyrmont-Cyprimir-Demai-Birrlin
October-Sviftmont-Hastmir-Chagai*-Biflin
November-Eirmont-Eimir-Rinpoch-Jhyrlin
December-Kaldmont-Burymir-Komai-Kuldlin
Days of the Week (There is a specific reason why I started with Monday. Will explain later):
Earth-Thyatis-Alphatia-Ethengar
Monday-Lunadain-Majhur-Xingqiri
Tuesday-Gromdain-Tijhur-Xingqiyi
Wednesday-Tserdain-Wojhur-Xingqier
Thursday-Moldain-Thajhur-Xingqisan
Friday-Nytdain-Flajhur-Xingqisi
Saturday-Loshdain-Sejhur-Xingqiwu
Sunday-Soldain-Lahjur-Xingqiliu
There are fours weeks in a month. The first day of each week is the day of the note on the moon cycle. It starts on New Moon at the begining of the month, and is a full moon and the third week of the month.
The Horoscope and Zodiacs (remember, these are just for fun)
Nuwmont-Manticore: Cunning, ardent, brave
Vatermont-Hydra: Shrewd, self-centered, resourceful
Thaumont-Centaur: Vigorous, strong, generous
Flaurmont-Basilisk: Robust, passionate, domineering
Yarthmont-Chimera:Confident, charismatic, possessive
Klarmont-Gorgon: Reserved, private, studious
Feldmont-Griffon: Warm, pratical, miserly
Fyrmont-Dragon: Ambitious, cold, independent
Ambyrmont-Salamander: Calm, practical, miserly
Sviftmont-Pegaus: Enterprising, flightly, imaginative
Eirmont-Warrior: Astute, efficient, courageous
Kaldmont-Giant: Selfish, strong, stubborn
1st Week: Sun- Proud, authroitarian, predictable; leans toward Lawful alignment
2nd Week: Land- Earthly, steady, rational; leans toward Neutral alignment
3rd Week: Sea- Creative, mercurial, unpredictable; leans toward Chaotic alignment
4th Week: Sky- Philosophical, versatile, tempestuous; no particular alignment tendency
Time of birth
Sun is up: Winds of Law
Moon is up: Winds of Chaos
Both are up: Winds of Wisdom
Birth when neither sun or mon is up bodes either great luck or hardship for the child
The Ethengar Zodiac
1. Mouse
2. Yak
3. Tiger (Year A.C. 1000)
4. Hare
5. Dragon
6. Serpent
7. Horse
8. Sheep
9. Ape
10. Fowl
11. Dog
12. Pig
Sunrise & Sunset (with 30 minutes of Twilight before and after sunset and sunrise)
(for your approximate location)
Winter: 7:05 A.M. - 4:35 P.M.
Spring: 6:35 A.M. -5:50 P.M.
Summer: 4:35 A.M. -7:25 P.M.
Fall: 5:30 A.M. - 6:30 P.M.
Average Seasonal Temperature (In Fahrenheit)
Ethengar::
Altitude: 1,800'
Winter: -10 to 25
Spring: 30 to 50
Summer: 55 to 85 (nights can go below 55)
Fall: 40 to 55
(note on Ethengar, this is for the areas where the Golden Court of the Khan maybe, it is a rough average at best, but it should still give you an idea)
Glantri City::
Altitude: 4,800'
Winter: -15 to 25
Spring: 30 to 45
Summer: 50 to 70
Fall: 35 to 50
Dengar City:: (Captial of Rockhome, this does not include the underground city)
Altitude: 4,500
Winter: 5 to 25
Spring: 30 to 50
Summer: 50 to 65
Fall: 35 to 45
Darokin City::
Altitude: 1,200
Winter: 35 to 50
Spring: 45 to 65
Summer: 70 to 85
Fall: 40 to 60
Time Zones
Glantri City is at 11 A.M.
City of Thyatis is at Noon
A change in time about every 800 hours
Notable Festivals and Holidays: (or the stuff I care to give ya at the moment, ask me to go into detail about the events. I mean, really, if I was to type out everything, I will kill the computer...again...)
Nuwmont 1: New Year's Day (various nations)
Vatermont 1-7: Winter Festival (Ethengar Khanates)
Vatermont 18: Monsters' Fair (Glantri)
Vatermont 21: The Drowing (Pearl Islands)
Vatermont 23: Chancellor's Day (Darokin)
Vatermont 28: Start of Shipping Season (Thyatis)
Thaumont 1: Spring Equinox; New Year's Day (various nations)
Thaumont 7: Landfall Day (Alphatian Empire)
Thaumont 8-14: Spring Break (Glantri)
Thaumont 14: Caravan Day (Rockhome)
Thaumont 15: Opening Day (Alphatian Empire) & the White Horse Ceremony (Ethengar Khanates)
Thaumont 25-28: Arcanium (Glantri)
Flaurmont 1: Day of Adulthood (various nations) & First day of Spring: (Ethengar)
Flaurmont 3: Parliment Day (Glantri)
Flaurmont 7: Arrangements Day (Rockhome)
Flaurmont 15: The Day of Blessings (Ethengar Khanates)
Flaurmont 16: The Day of Partings (Ethengar Khanates)
Flaurmont 20: Parade Day (Glantri)
Flaurmont 21: Darokin Masked Ball (Darokin obviously)
Yarthmont 1: Day of Magic (Alphatia)
Yarthmont 14: Gondola Games (Glantri)
Yarthmont 15: Howling Day (Alphatian Empire) & Day of Birth Blessings (Ethengar Khanates)
Yarthmont 21-27: Clerics' Forum (Rockhome)
Klarmont 1: Summer Solstice (Worldwide)
Klarmont 7: Wedding Day (Rockhome)
Klarmont 28: Night of Fire (Glantri)
Felmont 6: Vanya's Dance (Heldannic Territories and Hattias in Thyatis Empire)
Felmont 15: The Gathering (Ethengar Khanates)
Felmont 25: Beggar's Hope (Glantri)
Fyrmont 13: Darokin Day (Darokin)
Fyrmont 15: Vyonnese Carnival (New Averoigne in Glantri)
Fyrmont 22-28: The Great Horse Fair
Ambyrmont 1: Autumn Equinox (various nations) & First Day of Riding (Ethengar Khanates)
Ambyrmont 3: Showing Day (Rockhome)
Sviftmont 1: Autumn Begins (Etherngar Khanates)
Sviftmont 6: New Year's Day (Ethengar Khanates)
Sviftmont 8: Vanya's Day (Heldannic Territories, Thyatis)
Sviftmont 8-15: Wine Festivals (Alphatian Empire)
Sviftmont 23: The Day of Counting (Ethengar Khanates)
Sviftmont 24: Day of Naming and Welcoming (Ethengar Khanates)
Eirmont 1: Cretia's Day (Ethengar Khanates)
Eirmont 6: Harvest Day (Darokin)
Eirmont 15: Night of Spirits (Ethengar Khanates) & Caravan Day (Rockhome)
Kaldmont 1: Winter Solstice (Worldwide)
Kaldmont 14-15: Ice Games (Glantri)
Kaldmont 15: Closing Day (Alphatian Empire)
Kaldmont 15: Blessing of the Golden Khan (Ethengar Khanates)
Kaldmont 27: The Day of Law (Ethengar Khanates)
Kaldmont 28: Day of Dread (Worldwide)
There is still many many more events and such to be found. Will I ever reveal them? Well, maybe.
Better list the sources I used this time, just in case.
Bambra, Jim. Dungeons & Dragons-GAZETEER-Offical Game Accessory: The Golden Khan of Ethengar-Dungeon Master Guide. Lake Geneva WI: TSR Inc., 1989. pg. 21-23
Dupuis, Ann. Poor Wizard's Almanac & Book of Facts: Edition for AC 1012. Lake Geneva WI: TSR Inc., 1994. pg. 117-139
Okay, hopefully I will have time tommorow or Saturday to write a piece on the Dwarven and Ethengarian relations in order to clear up confusion.
Gustav Rorschach Journal II
[And now more from the journal of that new hero in Mystara who is entering the hearts and minds of its people. By the way. I reasoned that since Gustav was the only survivor of his Order, his is pretty much the Head of the Temple of Maat in the City of Thyatis]
22 Frymont, AC 1000 William's the contractor
-Arrived at horse fair
-Area was a large lake, but is small because it's the dry season, very humid & cool.
-Ethengars provided no guards-Thievery unknown
Mulgel Awmsforth-hired mercenaries
->Foreigners here to do business, sell horses & the like
{->Do not kill Ethengars on this mission!
->Try not to kill, just knock out if possible-return captured to Mulgel
22 Fry-Velox tried to help a girl find her mother, but got knocked out & detained [DM's note: Velox got pwned]
23 Fry-Simon had a doomsaying prophet detained
-Velox freed by his uncle [DM's note: Note named here, but he is Frederick Rhineburg] had a talk about knights, emperor, etc.
->And he (uncle) gave us food!-and traded with us, so we won't starve [DM's note: Players forgot supplies at Camp 21. Epic Failure]
-Conflict between two merchants-spotted by Theseus-resolved peacefully by Gustav & Simon
-Simon had a strange dream-a meteor destroyed his homeland
24 Frymont-Found 2 drunk dwarves singing **** the Ethengars-brought them to be detained-They weren't detained because they were Ethengars themselves-we decided to keep an eye on them-let them sleep in our tent
-Found 4 people abusing a girl-tried to get them to back off, but had to fight-took them out, saved the girl, got extra pay-girl was all right-Dwarves
25 Fry-DUST STORM HOLY CRAP (Gustav guarding stuff)-they're common around this time of year
26 Fry-Guard duty starts-guard against Hobgoblins-gave us a Whistling Arrow to signal- stationed on a rock-fire arrow north to town area [DM's note: Town? There is no towns in the Ethengar Khanates] (See Hobgoblin, fire arrow, kill Hobgoblin, get arrow)
-Mage named Frost tried to give us stuff to get by, deliver dead Hobgoblins, charmed Simon-refused, he threatened us with 8 magic missiles & broke arrow-Gustav tried to repair arrow & fired, but it failed & alerted horde-we got saved by knights & Velox's uncle (Frost can vanish)
Mongolai Khan-Great Khan
-Frost's guys carrying Ethengar & Hobgoblin corpses, trying to make it seem like a big battle happened [DM's note: At this point, I like to mention to Gustav that he has been misspelling Ethengar. You have been spelling it as Ethnegar]
-Velox's uncle suspects we might not have been stationed to guard against the Hobgoblins
27 Fry- Saw griffons flying by- [DM's note: FLYING ROCKS! OH GOD!] Theseus told us it was possible to see pretty much any creature in this area
28 Fry-Velox saw a spirit at night after we burried bodies-spirit of an Ethengar
1 Ambyrmont : We travel back toward Camp 21 -MISSION COMPLETE [DM's note: I can just hear the quest completion music going on Gustav's head upon reading that]
->More traffic than usual
5 Ambrymont: Arrived at Camp 21
[Tune in next time to find out more about the Adventures of The Holders. This has been Three Dog~I MEAN~Your DM. Delivering you the news of the fantasy world of Mystara]
22 Frymont, AC 1000 William's the contractor
-Arrived at horse fair
-Area was a large lake, but is small because it's the dry season, very humid & cool.
-Ethengars provided no guards-Thievery unknown
Mulgel Awmsforth-hired mercenaries
->Foreigners here to do business, sell horses & the like
{->Do not kill Ethengars on this mission!
->Try not to kill, just knock out if possible-return captured to Mulgel
22 Fry-Velox tried to help a girl find her mother, but got knocked out & detained [DM's note: Velox got pwned]
23 Fry-Simon had a doomsaying prophet detained
-Velox freed by his uncle [DM's note: Note named here, but he is Frederick Rhineburg] had a talk about knights, emperor, etc.
->And he (uncle) gave us food!-and traded with us, so we won't starve [DM's note: Players forgot supplies at Camp 21. Epic Failure]
-Conflict between two merchants-spotted by Theseus-resolved peacefully by Gustav & Simon
-Simon had a strange dream-a meteor destroyed his homeland
24 Frymont-Found 2 drunk dwarves singing **** the Ethengars-brought them to be detained-They weren't detained because they were Ethengars themselves-we decided to keep an eye on them-let them sleep in our tent
-Found 4 people abusing a girl-tried to get them to back off, but had to fight-took them out, saved the girl, got extra pay-girl was all right-Dwarves
25 Fry-DUST STORM HOLY CRAP (Gustav guarding stuff)-they're common around this time of year
26 Fry-Guard duty starts-guard against Hobgoblins-gave us a Whistling Arrow to signal- stationed on a rock-fire arrow north to town area [DM's note: Town? There is no towns in the Ethengar Khanates] (See Hobgoblin, fire arrow, kill Hobgoblin, get arrow)
-Mage named Frost tried to give us stuff to get by, deliver dead Hobgoblins, charmed Simon-refused, he threatened us with 8 magic missiles & broke arrow-Gustav tried to repair arrow & fired, but it failed & alerted horde-we got saved by knights & Velox's uncle (Frost can vanish)
Mongolai Khan-Great Khan
-Frost's guys carrying Ethengar & Hobgoblin corpses, trying to make it seem like a big battle happened [DM's note: At this point, I like to mention to Gustav that he has been misspelling Ethengar. You have been spelling it as Ethnegar]
-Velox's uncle suspects we might not have been stationed to guard against the Hobgoblins
27 Fry- Saw griffons flying by- [DM's note: FLYING ROCKS! OH GOD!] Theseus told us it was possible to see pretty much any creature in this area
28 Fry-Velox saw a spirit at night after we burried bodies-spirit of an Ethengar
1 Ambyrmont : We travel back toward Camp 21 -MISSION COMPLETE [DM's note: I can just hear the quest completion music going on Gustav's head upon reading that]
->More traffic than usual
5 Ambrymont: Arrived at Camp 21
[Tune in next time to find out more about the Adventures of The Holders. This has been Three Dog~I MEAN~Your DM. Delivering you the news of the fantasy world of Mystara]
Thursday, March 18, 2010
Gustav Rorscach Journal
(Gustav is the recorder for the group, these are his words. Hopefully I can read his handwritting. I made a few spelling changes)
Mercenary Names
The Holders
Ethengar
Wind-blasted landscape
Nomads, have to move to feed animals
Dip into foothills, some trees & more grass
Just elected new Khan "Stop in the name of the Great Khan"
Mount archers (Maybe aggressive, territorial?-Yeah, territorial, Great Khan has final say)
They respond to gifts? Khan softened at the offer of good gifts
Ethengar horsemen the finest available
Go south where road divides into steeps
clans unite under Khans, Khans fight against each other
->sometimes
Ethengars gone for 7 years, came back w/siege engines, decapitated everyone, including animals, & burned town & knocked down all walls to level the place
capable of mass, organized attacks w/no need to shout orders, just raise banners, can make amazing mass arrow attacks
-Might settle for a week or two where grazing is good, don't waste, rumored to be able to live on horse blood alone
-Kurmiss: Fermented mare's milk
-Tribes less warlike now under Golden Khan, Moglai & making more trades
-Upon conquering a tribe, kill men higher than an axle & take women as wives, may be related to religion
-Land decided by how many of the opposing tribe a tribe can kill
-Golden Khan aided other clans in exchange for loyalty, even offered to tribes opposed to him
-Moglai educating tribes in modern ways; live in yurts (tents), interested in lands surrounding his, such as in armies & trade
-ALWAYS BE POLITE, always prostrate self before Khan upon meeting, Ethengars naturally bombastic & don't take offense
-Steppes are Ethengars home
-Can be welcomed well if we follow customs & respect Khan, "In the name of the Great Khan"=this is important
-Merge w/horses, leave nothing behind, Khans hereditary *named by father
-Khans hold all wealth, including animals & names; Khan also divides wealth among people, those who bring back the most receive the most-divided in the spring
-Great Khan decided that clans should stay in their lands-has not stopped all conflict, but Great Khan proved strongest
-First wife has priority over other wives, son expected to marry all father's or brothers wives upon death except mother
-women ride & fight as well, equal in stature to men, but handle trade because men too violent
-scrub w/folded goat hair, horrid smell in tents
-Combat at the love of all diversions, polo included, also hunt w/dogs
-Event: Hunt lasting 3 months, encircled massive horde of beast, Khan fought for 6 days to slay a beast w/hunting lion hefore allowing others to kill something
-Crime virtually unheard of, no one would steal from Khan, pointless to steal because they only take what they can carry, no fancy law system, criminals chastised and/or killed as an example, slashed to pieces w/sword
-No one serving Golden Khan cna be a slave
-Guilt proven by priest as witness & sets sentance
-Unless royal, the strangled w/bowstring, poisoned, or beaten
-Causing suffering to horse a crime, full list in Hasak of crimes, up to 107 cane strokes for crime, 1 stroke = 1 HP
-Death in punishment a sign they didn't deserve to live
18th Frymont
Mercenary Camp 21, caravans of Travelers
18th Frymont
Gustav, Velox, Simon, and Theses met in a tavern. They all had a common interest in finding merc work, so they decided to band together. With the aid of the surly captain Melvin, they formed a mercenary group know as The Holders. After traveling to Camp 21 in the Ethengar lands, they decided to accept two jobs, splitting them by working four days as bouncers and four days guarding a fair from goblins. After a three-day journey in a cart, they arrived at the fairgrouunds on 22 Frymont. Their bouncer work will begin immediately. Theseus currently refuses to talk, and hence cannot receive pay like a normal mercenary.
(I omitted the contract of course)
Mercenary Names
The Holders
Ethengar
Wind-blasted landscape
Nomads, have to move to feed animals
Dip into foothills, some trees & more grass
Just elected new Khan "Stop in the name of the Great Khan"
Mount archers (Maybe aggressive, territorial?-Yeah, territorial, Great Khan has final say)
They respond to gifts? Khan softened at the offer of good gifts
Ethengar horsemen the finest available
Go south where road divides into steeps
clans unite under Khans, Khans fight against each other
->sometimes
Ethengars gone for 7 years, came back w/siege engines, decapitated everyone, including animals, & burned town & knocked down all walls to level the place
capable of mass, organized attacks w/no need to shout orders, just raise banners, can make amazing mass arrow attacks
-Might settle for a week or two where grazing is good, don't waste, rumored to be able to live on horse blood alone
-Kurmiss: Fermented mare's milk
-Tribes less warlike now under Golden Khan, Moglai & making more trades
-Upon conquering a tribe, kill men higher than an axle & take women as wives, may be related to religion
-Land decided by how many of the opposing tribe a tribe can kill
-Golden Khan aided other clans in exchange for loyalty, even offered to tribes opposed to him
-Moglai educating tribes in modern ways; live in yurts (tents), interested in lands surrounding his, such as in armies & trade
-ALWAYS BE POLITE, always prostrate self before Khan upon meeting, Ethengars naturally bombastic & don't take offense
-Steppes are Ethengars home
-Can be welcomed well if we follow customs & respect Khan, "In the name of the Great Khan"=this is important
-Merge w/horses, leave nothing behind, Khans hereditary *named by father
-Khans hold all wealth, including animals & names; Khan also divides wealth among people, those who bring back the most receive the most-divided in the spring
-Great Khan decided that clans should stay in their lands-has not stopped all conflict, but Great Khan proved strongest
-First wife has priority over other wives, son expected to marry all father's or brothers wives upon death except mother
-women ride & fight as well, equal in stature to men, but handle trade because men too violent
-scrub w/folded goat hair, horrid smell in tents
-Combat at the love of all diversions, polo included, also hunt w/dogs
-Event: Hunt lasting 3 months, encircled massive horde of beast, Khan fought for 6 days to slay a beast w/hunting lion hefore allowing others to kill something
-Crime virtually unheard of, no one would steal from Khan, pointless to steal because they only take what they can carry, no fancy law system, criminals chastised and/or killed as an example, slashed to pieces w/sword
-No one serving Golden Khan cna be a slave
-Guilt proven by priest as witness & sets sentance
-Unless royal, the strangled w/bowstring, poisoned, or beaten
-Causing suffering to horse a crime, full list in Hasak of crimes, up to 107 cane strokes for crime, 1 stroke = 1 HP
-Death in punishment a sign they didn't deserve to live
18th Frymont
Mercenary Camp 21, caravans of Travelers
18th Frymont
Gustav, Velox, Simon, and Theses met in a tavern. They all had a common interest in finding merc work, so they decided to band together. With the aid of the surly captain Melvin, they formed a mercenary group know as The Holders. After traveling to Camp 21 in the Ethengar lands, they decided to accept two jobs, splitting them by working four days as bouncers and four days guarding a fair from goblins. After a three-day journey in a cart, they arrived at the fairgrouunds on 22 Frymont. Their bouncer work will begin immediately. Theseus currently refuses to talk, and hence cannot receive pay like a normal mercenary.
(I omitted the contract of course)
A new campaign
After their victory/defeat of the last campaign, the players decided to get together and get another campaign started. So far, only four of the last returned. This campaign will be harder than the last in terms of difficulty and what the players are expected to do (like 100% roleplaying)
Elric is now Simon D'Grey (Magic User)
Thud is now Theseus (Hsiao)
Ewon is now Velox Stixton (Rake)
And Bjorn is now Gustav Rorschach (Mystic)
What adventures will they have this time? Or are they going to die again and they are just wasting their time? The only way to find out is to keep moving forward.
Elric is now Simon D'Grey (Magic User)
Thud is now Theseus (Hsiao)
Ewon is now Velox Stixton (Rake)
And Bjorn is now Gustav Rorschach (Mystic)
What adventures will they have this time? Or are they going to die again and they are just wasting their time? The only way to find out is to keep moving forward.
Friday, March 12, 2010
Class Ideas: For Base Class
Okay, I know that I said the Illusionist is coming up (with Enchanter), but I decided that since that is suppose to be for level 9, I might as well mention a couple of base classes that you can choose and briefly go over the basic about them.
First we have the normal classes:
Cleric
Fighter
Magic User
Thief
Dwarf
Elf
Halfing
Mystic
Those are the ones given in the Rules Cyclopedia
Here are a few others given to me in the offical rule sets I own
[From Dawn of the Emperors Gazetteer~Thyatis and Alphatia]
Forester (A human with elf like abilities. Useful in suprising an enemy)
The Rake (The Non-Thief Thief. Someone who has thief abilities but does not steal)
Alphatian Magic User (access to different spells and such)
[From The Principalities of Glantri]
Glantrian Mage (not only you would have access to schools in Glantri, but also you get to choose one of the seven secret crafts of Glantri. They are Alchemist-Dracologists-Elementalists-Illusionists-Necromancers-Cryptomancers-Witches. Note that these classes are completely different from other classes that share the same name)
[From Dwarves of Rockhome]
Dwarven Cleric
[From The Golden Khan of Ethengar]
Horse Warriors (mounted fighters with range ability)
Brataks (Thieves that do not know of the vice of stealing but still steal. Not the same as a Rake)
Hakomons (Magic Users who uses stones instead of paper to store their spells)
(Clerics)
Shamans (A speaker with the Spirits. Not the same as other Shamans)
[From the Emirates of Ylaram]
Dervishes (Desert Druids)
[From Tales of the Wee Folk]
NOTE: If you wish to play a class from the Creature Crucible, we must negotiate as some classes my be too strong, hindering game player, or a bit...weird (for example, one creature I won't allow will be the Treant. I mean seriously, it is hard to roleplay a Treant into a civilized community. "Hello, I am a talking tree!" GET AWAY! RUN BEFORE IT THROWS APPLES AT US!")
Centaurs (half horse, half men)
Dryads (tree spirits)
Fauns (half men, half goat...satyrs...might not be able to play due to their devilish habits)
Hsiao (a spell casting owl)
Treant (A walking tree...most likely not playable)
Wood Imp (Fairies that no longer cast spells but fight)
Brownie (Not the bloody dessert. The creature. Of fairy descent)
Leprechaun (Not a St. Patrick Day Special...needless to say has magical properties)
Pixies & Sprites (the flying fairies you don't see everywhere you go...look harder you no-believer and clap some more)
Pooka (How are you Mr. Wilson?)
Sidhe (I hate Fays)
Woodrake (Shapeshifting Fays. Play a Fay and I might kill you out of my hate of the Fay)
[From Top Ballista]
Faenare (Half Elf, half bird)
Gnomes (Sorry, no David the Gnome here)
Gremlins (Chaos brings. Most likely not going to be playable because of it being a living Murphy Law)
Harpies (asexual human bird-like siren thingies)
Nagpa (Ugly spell dudes)
Pegataurs (Your Cenataur is in my Pegasus~Your Pegasus is in my Cenataur *sip* Wow! It tastes good!)
Sphinxes (pretty powerful creature, still debating if this should be playable or not)
Tabi (Flying Monkeys....I am not kidding here)
[From Night Howlers]
The Weres. There is Werewolf, Werebats, Werebears (not like Ewon's spell), Wereboars, Werefoxes, Wereseals, Weresharks, Weretigers, and Wererats. The virus limited itself to these types. I think these are pretty self explainitory. Except for the other one called Devil Swine. I have no idea what this is and I am too lazy to look it up right now.
[Dragon Magazine]
The Dragon Magazine adds character classes every now and then. The only one I found thus far is a Bard which is a jack-of-trade.
Keep in mind that these are all classes. Races can be choosen too. You can be a Thyatian from the Pearl Islands. You can be a Glantrian from New Averoge. We can discuss all this once you get an idea on who you want to be.
A few of my own creations:
Gladiator (a strong fighter limited in it's studies)
Scout (in general, a thief who is capable of scouting)
Wanderer (has scout-like abilities, but is more sociable)
Fisher (believe it or not, there are possiblities)
Esper (you will be considered a weak fighter until you psionic ability develops)
Mimic (oh look, a mime)
Survivalist (not really a fighter, but more like someone who knows how to live off the fat of the land. Later levels can increase what it means to be a Survivor)
Animal Trainer (Can train an animal to fight on your side)
The list goes on and on. I think I gave you enough ideas. Keep on thinking.
First we have the normal classes:
Cleric
Fighter
Magic User
Thief
Dwarf
Elf
Halfing
Mystic
Those are the ones given in the Rules Cyclopedia
Here are a few others given to me in the offical rule sets I own
[From Dawn of the Emperors Gazetteer~Thyatis and Alphatia]
Forester (A human with elf like abilities. Useful in suprising an enemy)
The Rake (The Non-Thief Thief. Someone who has thief abilities but does not steal)
Alphatian Magic User (access to different spells and such)
[From The Principalities of Glantri]
Glantrian Mage (not only you would have access to schools in Glantri, but also you get to choose one of the seven secret crafts of Glantri. They are Alchemist-Dracologists-Elementalists-Illusionists-Necromancers-Cryptomancers-Witches. Note that these classes are completely different from other classes that share the same name)
[From Dwarves of Rockhome]
Dwarven Cleric
[From The Golden Khan of Ethengar]
Horse Warriors (mounted fighters with range ability)
Brataks (Thieves that do not know of the vice of stealing but still steal. Not the same as a Rake)
Hakomons (Magic Users who uses stones instead of paper to store their spells)
(Clerics)
Shamans (A speaker with the Spirits. Not the same as other Shamans)
[From the Emirates of Ylaram]
Dervishes (Desert Druids)
[From Tales of the Wee Folk]
NOTE: If you wish to play a class from the Creature Crucible, we must negotiate as some classes my be too strong, hindering game player, or a bit...weird (for example, one creature I won't allow will be the Treant. I mean seriously, it is hard to roleplay a Treant into a civilized community. "Hello, I am a talking tree!" GET AWAY! RUN BEFORE IT THROWS APPLES AT US!")
Centaurs (half horse, half men)
Dryads (tree spirits)
Fauns (half men, half goat...satyrs...might not be able to play due to their devilish habits)
Hsiao (a spell casting owl)
Treant (A walking tree...most likely not playable)
Wood Imp (Fairies that no longer cast spells but fight)
Brownie (Not the bloody dessert. The creature. Of fairy descent)
Leprechaun (Not a St. Patrick Day Special...needless to say has magical properties)
Pixies & Sprites (the flying fairies you don't see everywhere you go...look harder you no-believer and clap some more)
Pooka (How are you Mr. Wilson?)
Sidhe (I hate Fays)
Woodrake (Shapeshifting Fays. Play a Fay and I might kill you out of my hate of the Fay)
[From Top Ballista]
Faenare (Half Elf, half bird)
Gnomes (Sorry, no David the Gnome here)
Gremlins (Chaos brings. Most likely not going to be playable because of it being a living Murphy Law)
Harpies (asexual human bird-like siren thingies)
Nagpa (Ugly spell dudes)
Pegataurs (Your Cenataur is in my Pegasus~Your Pegasus is in my Cenataur *sip* Wow! It tastes good!)
Sphinxes (pretty powerful creature, still debating if this should be playable or not)
Tabi (Flying Monkeys....I am not kidding here)
[From Night Howlers]
The Weres. There is Werewolf, Werebats, Werebears (not like Ewon's spell), Wereboars, Werefoxes, Wereseals, Weresharks, Weretigers, and Wererats. The virus limited itself to these types. I think these are pretty self explainitory. Except for the other one called Devil Swine. I have no idea what this is and I am too lazy to look it up right now.
[Dragon Magazine]
The Dragon Magazine adds character classes every now and then. The only one I found thus far is a Bard which is a jack-of-trade.
Keep in mind that these are all classes. Races can be choosen too. You can be a Thyatian from the Pearl Islands. You can be a Glantrian from New Averoge. We can discuss all this once you get an idea on who you want to be.
A few of my own creations:
Gladiator (a strong fighter limited in it's studies)
Scout (in general, a thief who is capable of scouting)
Wanderer (has scout-like abilities, but is more sociable)
Fisher (believe it or not, there are possiblities)
Esper (you will be considered a weak fighter until you psionic ability develops)
Mimic (oh look, a mime)
Survivalist (not really a fighter, but more like someone who knows how to live off the fat of the land. Later levels can increase what it means to be a Survivor)
Animal Trainer (Can train an animal to fight on your side)
The list goes on and on. I think I gave you enough ideas. Keep on thinking.
Wednesday, March 10, 2010
Vamps and Weres as players
In case some of you were thinking about starting out as werewolves, vampires, or something like that, I figured I might want to tell you about the types of them before I went on with the Illusionist just in case. (yes, yes, you can play "monsters" and "creatures" as players...)
First off, remember that there was a very large outbreak of Vampires (Vamps) and Lycanthropes (Weres) in the year 401 A.C. Over the next couple of years, the epidemic spread across the Northern Hemisphere and parts of the Southern. Also, most aquatic communities got hit as well (thus the large number of Weresharks and such.) The Hollow World did not get hit by the epidemic. This is mostly because of the difficulty in the virus would have in getting down there. Also, most denizens of the night would not live happily in a the land of high noon where there is no nights. However, after the epidemic died down, the Hollow World did feel the after effects with this new "community" of Weres and Vamps looking for a new home and so on. This increase in the Were and Vamp population made those creatures much more than legends that were on people mouths in the taverns. It made them a common day-to-day problem. One final matter of importance is that the outbreak was originally a Were-virus. However, as the population of Weres increased, a strain finally hit the Vampire community and started a new Vamp-virus that started to spread just as fast as the Were-virus. Thus, the 401 outbreak was actually two virus strains.
With that little back-story out of the way, it is time for the types:
1) The Infected Type: This type of Were or Vamp is the type that is infected with a strain of the 401 outbreak. In 1000 A.C., there is no known Vamp or Were that were the original host of the virus. It is likely that a Vamp lays out there that made the Vamp strain possible, but so far, he or she (or it) has yet to be found. (finding such an early host can be deadly for the Infected Type as it can help research for a cure). It goes without saying that these are the most detested types of Weres and Vamps. They tend to harbor the most "barbaric" traits. Many infected like this fall prey to their "appetites" and thus become the target of the hunters, purgers, and the higher types. The Infected tend not to be anywhere near as powerful as the other two types. They can grow to be pretty powerful should that Infected live long enough. Because of their hunger, uncivilized nature, and infamy these types of Weres and Vamps tend to live in in small packs. Most of the time, they don't make their homes, they steal. About 7o% of the world Vamp and Weres are Infected types.
2) The Cursed Type: The Cursed are the ones who were "bitten" or cursed by other means by the third type. About 25% of the world Vamp and Weres are this type. The Cursed Type can be disrespected by the third type due to the fact that some become cursed by accident. The person who was cursed should have died. Sometimes it is because of they are weaker than the third. Cursed start out weaker than the third type. Though, with training, a Cursed can become stronger than many of the third type. Cursed are linked with their "masters". The type link varies. A few examples are:
Control: The Cursed obeys their master commands without question
Life Line: Health is exchanged back and forth in master favor. (Death of master means death of Cursed.)
Blood: A rare link. The Cursed can be considered a son or daughter of the master.
Hunger: The Cursed gets the urge to feed when the master feeds (master normally feed at a set time)
Wrath: When the master is angry towards something, all Cursed get the urge to deliever pain to the subject.
There are many more. The Cursed tend to be the characters of the Legends. The third type tend to hide out of sight successfully enough to remain out of stories.
3) The True Type: The True Types are the ones who gained their Vamp or Were traits by birth, gift from an Immortal, or do not have an explaination on why they are a Vamp or Were. The ones who do not have an explaination tend to be the most powerful of this type. The True Types only take up 5% of the know Vamp and Were population. The True Types tend to live like royalty. Only, royalty that can lay waste to a small army. Young True Types are vastly stronger than any Infected and greatly stronger than any Cursed. Their strength only grows as they age. No matter what age. Some True Types live for so long that it is said that their line does not die with age. True Types cannot be considered evil creatures. Some do harbor that personailty. However, many can be argued to be creatures with a different "taste" about them.
There is even a possible fourth and fifth type. These later unknown types would, in theory, but more powerful than True Types. They would also be the cause of True Types. There is no physical proof of a fourth and fifth type. Just as there is no physical proof of 4th and 5th diminsions.
Due to the power of the 2nd and 3rd type, a player is not likely to be any one of those unless it is campaign specific. (Lets put it this way, a level 1 True Type can whomp a regular level 36 fighter).
First off, remember that there was a very large outbreak of Vampires (Vamps) and Lycanthropes (Weres) in the year 401 A.C. Over the next couple of years, the epidemic spread across the Northern Hemisphere and parts of the Southern. Also, most aquatic communities got hit as well (thus the large number of Weresharks and such.) The Hollow World did not get hit by the epidemic. This is mostly because of the difficulty in the virus would have in getting down there. Also, most denizens of the night would not live happily in a the land of high noon where there is no nights. However, after the epidemic died down, the Hollow World did feel the after effects with this new "community" of Weres and Vamps looking for a new home and so on. This increase in the Were and Vamp population made those creatures much more than legends that were on people mouths in the taverns. It made them a common day-to-day problem. One final matter of importance is that the outbreak was originally a Were-virus. However, as the population of Weres increased, a strain finally hit the Vampire community and started a new Vamp-virus that started to spread just as fast as the Were-virus. Thus, the 401 outbreak was actually two virus strains.
With that little back-story out of the way, it is time for the types:
1) The Infected Type: This type of Were or Vamp is the type that is infected with a strain of the 401 outbreak. In 1000 A.C., there is no known Vamp or Were that were the original host of the virus. It is likely that a Vamp lays out there that made the Vamp strain possible, but so far, he or she (or it) has yet to be found. (finding such an early host can be deadly for the Infected Type as it can help research for a cure). It goes without saying that these are the most detested types of Weres and Vamps. They tend to harbor the most "barbaric" traits. Many infected like this fall prey to their "appetites" and thus become the target of the hunters, purgers, and the higher types. The Infected tend not to be anywhere near as powerful as the other two types. They can grow to be pretty powerful should that Infected live long enough. Because of their hunger, uncivilized nature, and infamy these types of Weres and Vamps tend to live in in small packs. Most of the time, they don't make their homes, they steal. About 7o% of the world Vamp and Weres are Infected types.
2) The Cursed Type: The Cursed are the ones who were "bitten" or cursed by other means by the third type. About 25% of the world Vamp and Weres are this type. The Cursed Type can be disrespected by the third type due to the fact that some become cursed by accident. The person who was cursed should have died. Sometimes it is because of they are weaker than the third. Cursed start out weaker than the third type. Though, with training, a Cursed can become stronger than many of the third type. Cursed are linked with their "masters". The type link varies. A few examples are:
Control: The Cursed obeys their master commands without question
Life Line: Health is exchanged back and forth in master favor. (Death of master means death of Cursed.)
Blood: A rare link. The Cursed can be considered a son or daughter of the master.
Hunger: The Cursed gets the urge to feed when the master feeds (master normally feed at a set time)
Wrath: When the master is angry towards something, all Cursed get the urge to deliever pain to the subject.
There are many more. The Cursed tend to be the characters of the Legends. The third type tend to hide out of sight successfully enough to remain out of stories.
3) The True Type: The True Types are the ones who gained their Vamp or Were traits by birth, gift from an Immortal, or do not have an explaination on why they are a Vamp or Were. The ones who do not have an explaination tend to be the most powerful of this type. The True Types only take up 5% of the know Vamp and Were population. The True Types tend to live like royalty. Only, royalty that can lay waste to a small army. Young True Types are vastly stronger than any Infected and greatly stronger than any Cursed. Their strength only grows as they age. No matter what age. Some True Types live for so long that it is said that their line does not die with age. True Types cannot be considered evil creatures. Some do harbor that personailty. However, many can be argued to be creatures with a different "taste" about them.
There is even a possible fourth and fifth type. These later unknown types would, in theory, but more powerful than True Types. They would also be the cause of True Types. There is no physical proof of a fourth and fifth type. Just as there is no physical proof of 4th and 5th diminsions.
Due to the power of the 2nd and 3rd type, a player is not likely to be any one of those unless it is campaign specific. (Lets put it this way, a level 1 True Type can whomp a regular level 36 fighter).
Wednesday, March 3, 2010
Class Ideas: NIGHTBLADE
So, the players are wanting me to write up a few things on what classes they might want to be.
NIGHTBLADE:
Nightblades are magic atuned (mages, clerics, elves, ect.) or stealth classes that, once level 9, use their magic to cover their movements, to enhance their subterfuge, and enhance mobility. Nightblades tend to be used as spies, assassins, thievery, or other agent jobs.
Requirements: Intelligence and Dexterity must be high. One must be 16 or higher and the other must be 14 or higher. Needs at lest one skill point in Endurance. At least two in Acrobatics, Alternate Magics and Knowledge of Magic.
Weapons: Either Clerical or Magic User (you must choose a path)
Armor: Leather Armor only. Shield okay, but must be Leather or something similar.
Spells: Cannot cast spells higher than 5th level clerical spells or 7th level magic user spells. A nonmagic Base Class may choose between the two. For Clerical the max will be 7/6/5/4/4 at level 19.
For Magic User spells, the max will be 6/5/5/4/4/3/2 at level 17.
Theif Skills: Nightblades only have Open Locks, Climb Walls, Move Silently, Hide in Shadows, and Hear Noise. Level up the same way.
Starting spells:
Night's Shadow: Once every 12 hours when there is no sun above you, you may gain a bonus 25% to Hide in Shadows and Move Silently for (Your level x 2) turns.
Hidden Shield: Three times a day (a period of rest), a Nightblade may give him/herself a bonus of -2 the AC.
Stealthy Dodge: Two times a day (a period of rest), a Nightblade may resist the next few points of damage. Does not stack. The amount resisted is equal to 10% rounded up of the Nightblade's natural hit points.
Double critical hit range. Has thief's backstab ability. Can use magic user or clerical scrolls and items as well as theif items.
+1 bonus to Int or Dex checks. Also +1 to bonus modifier for Int and Dex.
If Clerical Path: Retain or gain abilities of turn undead
If Magical Path: Retain or gain weapons that theives may use.
next up, Illusionist
NIGHTBLADE:
Nightblades are magic atuned (mages, clerics, elves, ect.) or stealth classes that, once level 9, use their magic to cover their movements, to enhance their subterfuge, and enhance mobility. Nightblades tend to be used as spies, assassins, thievery, or other agent jobs.
Requirements: Intelligence and Dexterity must be high. One must be 16 or higher and the other must be 14 or higher. Needs at lest one skill point in Endurance. At least two in Acrobatics, Alternate Magics and Knowledge of Magic.
Weapons: Either Clerical or Magic User (you must choose a path)
Armor: Leather Armor only. Shield okay, but must be Leather or something similar.
Spells: Cannot cast spells higher than 5th level clerical spells or 7th level magic user spells. A nonmagic Base Class may choose between the two. For Clerical the max will be 7/6/5/4/4 at level 19.
For Magic User spells, the max will be 6/5/5/4/4/3/2 at level 17.
Theif Skills: Nightblades only have Open Locks, Climb Walls, Move Silently, Hide in Shadows, and Hear Noise. Level up the same way.
Starting spells:
Night's Shadow: Once every 12 hours when there is no sun above you, you may gain a bonus 25% to Hide in Shadows and Move Silently for (Your level x 2) turns.
Hidden Shield: Three times a day (a period of rest), a Nightblade may give him/herself a bonus of -2 the AC.
Stealthy Dodge: Two times a day (a period of rest), a Nightblade may resist the next few points of damage. Does not stack. The amount resisted is equal to 10% rounded up of the Nightblade's natural hit points.
Double critical hit range. Has thief's backstab ability. Can use magic user or clerical scrolls and items as well as theif items.
+1 bonus to Int or Dex checks. Also +1 to bonus modifier for Int and Dex.
If Clerical Path: Retain or gain abilities of turn undead
If Magical Path: Retain or gain weapons that theives may use.
next up, Illusionist
They Died
The End......
Well, the players found out they were from the future. So were the bad guys. Turns out they all went back in time to escape their deaths, but unfortunately the laws of Death and Time will not allow that. And epic battle ensues. They fought Ellea, how gave them their most epic moment when Elric and her exchanged blows.
http://www.youtube.com/watch?v=Lg8Dd0vGl14
They fist fought the King of Swords, who almost won in the end.
http://www.youtube.com/watch?v=RXXIZqa9v_M
They did not fight the lich Balmire because _____ destroyed the device holding its soul before the fight. But they did fight Lan Mor. Whose bark wasn't as big as his bite......
http://www.youtube.com/watch?v=iiNyQD5Yq3E
http://www.youtube.com/watch?v=6rzM6WNhS78&feature=related
http://www.youtube.com/watch?v=WsMRHu1GhbY&feature=related
The butler jumped to his death. And then they fought _____ himself after he explained the whole evil plan. Long story short. The world was doomed.
http://www.youtube.com/watch?v=tZ6ufAOSUhM&feature=related
http://www.youtube.com/watch?v=7RirEqehfsg
And then Elric and Ewon fought. Elric wanted to erase the world and remake it after he became a god, and Ewon wanted the Nature to decide the natural course of things.
http://www.youtube.com/watch?v=TKjzUqL7ZYk
Ewon lost the battle, but won the war. And Elric made desprate attempts to save his miserable life in his last few seconds. Boooom. The world population went down by 60%. Magic went bye bye. And life moves on.
Well, the players found out they were from the future. So were the bad guys. Turns out they all went back in time to escape their deaths, but unfortunately the laws of Death and Time will not allow that. And epic battle ensues. They fought Ellea, how gave them their most epic moment when Elric and her exchanged blows.
http://www.youtube.com/watch?v=Lg8Dd0vGl14
They fist fought the King of Swords, who almost won in the end.
http://www.youtube.com/watch?v=RXXIZqa9v_M
They did not fight the lich Balmire because _____ destroyed the device holding its soul before the fight. But they did fight Lan Mor. Whose bark wasn't as big as his bite......
http://www.youtube.com/watch?v=iiNyQD5Yq3E
http://www.youtube.com/watch?v=6rzM6WNhS78&feature=related
http://www.youtube.com/watch?v=WsMRHu1GhbY&feature=related
The butler jumped to his death. And then they fought _____ himself after he explained the whole evil plan. Long story short. The world was doomed.
http://www.youtube.com/watch?v=tZ6ufAOSUhM&feature=related
http://www.youtube.com/watch?v=7RirEqehfsg
And then Elric and Ewon fought. Elric wanted to erase the world and remake it after he became a god, and Ewon wanted the Nature to decide the natural course of things.
http://www.youtube.com/watch?v=TKjzUqL7ZYk
Ewon lost the battle, but won the war. And Elric made desprate attempts to save his miserable life in his last few seconds. Boooom. The world population went down by 60%. Magic went bye bye. And life moves on.
Tuesday, February 23, 2010
Almost the last Session Review
Well, here it is. This will be the last one of these until you finish the game....or go south away from the plot...
Anycase. The players found out that they were in the Hollow World. In particular, the Azcan Empire. Long story short, they were caught, enslaved, taught the language, forced to play some sports game, and fought Harold on the side. Cue epic battle music:
http://www.youtube.com/watch?v=NQmHsUY9RXM&feature=PlayList&p=C43612BF6CCEF1D1&index=17
Right....Detelle died....kinda a fluke...the others didn't realize that they had to free Detelle's spirt. Well, moving on. The players found out that everyone on the outside planet is dead. Now they are zombies. And now they are invading the Hollow World. The players decided to be a part of the skrimishers to try to lure the army to a certain point where practically all the fighting force of the Hollow World will combine in an attempt to make life's last stand. Epic battle ensures. Soon after the party began the battle, they came across a giant undead worm. Elric had the bright idea to fire a Greater Fireball (oh, party got some neat stuff from Barius. Most of it was the party's origonal stuff before they lost their memories. That _____ had Barius working with him. _____ turned out to be that brown hair guy the party was seeing everywhere that they thought was an immortal). Anycase. Greater Fireball into its mouth. (Party got a new friend. Bjorn, by the way). Ahem....the science of things....the stomach acid inside was already highly flameable (this WAS an endangered worm) Also, when something dies, it starts decomposing. It will still be decomposing in undead form, just slowly. The reason why fire and undead do not mix well is because of the gas that decomposition makes........so........very big boom.....if it wasn't for the fact that they used Holy Day, which protected them from all damage, they would have been dead...they killed everyone...everyone on both sides. Except for Jurian. To kill Jurian, they had to enter its brain and fight his true self. Which was just an old withered man surrounded by books. Cue epic boss music:
http://www.youtube.com/watch?v=rxZtlk0fdwY&feature=PlayList&p=B228B19E751ECD48&playnext=1&playnext_from=PL&index=16
They had to move through a bunch of magic symbols to even hit the old man. One set of magic symbols caused Squeak/Ziek to commit suicide....they are dropping like flies....at this rate, there won't be a party at the end....Right, even though Squeak/Ziek died by a fluke, Jurian died by a fluke as well. Bad luck, good luck. Now the party just need to head straight north to find their final destination. The players now head north (hopefully) to find their past, their present, and their future. Join us next time for the epic conclusion of DRAGON BALL....DUNGEONS!
Anycase. The players found out that they were in the Hollow World. In particular, the Azcan Empire. Long story short, they were caught, enslaved, taught the language, forced to play some sports game, and fought Harold on the side. Cue epic battle music:
http://www.youtube.com/watch?v=NQmHsUY9RXM&feature=PlayList&p=C43612BF6CCEF1D1&index=17
Right....Detelle died....kinda a fluke...the others didn't realize that they had to free Detelle's spirt. Well, moving on. The players found out that everyone on the outside planet is dead. Now they are zombies. And now they are invading the Hollow World. The players decided to be a part of the skrimishers to try to lure the army to a certain point where practically all the fighting force of the Hollow World will combine in an attempt to make life's last stand. Epic battle ensures. Soon after the party began the battle, they came across a giant undead worm. Elric had the bright idea to fire a Greater Fireball (oh, party got some neat stuff from Barius. Most of it was the party's origonal stuff before they lost their memories. That _____ had Barius working with him. _____ turned out to be that brown hair guy the party was seeing everywhere that they thought was an immortal). Anycase. Greater Fireball into its mouth. (Party got a new friend. Bjorn, by the way). Ahem....the science of things....the stomach acid inside was already highly flameable (this WAS an endangered worm) Also, when something dies, it starts decomposing. It will still be decomposing in undead form, just slowly. The reason why fire and undead do not mix well is because of the gas that decomposition makes........so........very big boom.....if it wasn't for the fact that they used Holy Day, which protected them from all damage, they would have been dead...they killed everyone...everyone on both sides. Except for Jurian. To kill Jurian, they had to enter its brain and fight his true self. Which was just an old withered man surrounded by books. Cue epic boss music:
http://www.youtube.com/watch?v=rxZtlk0fdwY&feature=PlayList&p=B228B19E751ECD48&playnext=1&playnext_from=PL&index=16
They had to move through a bunch of magic symbols to even hit the old man. One set of magic symbols caused Squeak/Ziek to commit suicide....they are dropping like flies....at this rate, there won't be a party at the end....Right, even though Squeak/Ziek died by a fluke, Jurian died by a fluke as well. Bad luck, good luck. Now the party just need to head straight north to find their final destination. The players now head north (hopefully) to find their past, their present, and their future. Join us next time for the epic conclusion of DRAGON BALL....DUNGEONS!
Tuesday, January 26, 2010
On the Kopru
Been a while since I did on of these, eh? Well here is something about those strange dead creatures found all over the dungeon floors. Let us just assume that you found some papers laying around or something when running for your lives. These papers of from a researcher who studies races that are not often considered a nation or something to that extent. He has done research on creatures such as the lizard men, centaurs, and giants. Here is a picture of them.
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_77.jpg
The Kopru
The Kopru is a rare race of people. That is right, they are a race. Just as you can consider goblins, elves, and halflings races of people, you can consider the Kopru people. Their grotesque appearance does throw people off upon first viewing them. However, a deeper look at these people shows their abilities to think, feel, write, create, and so forth. We cannot rank them as monsters such as the purple wurm, wyverns, or giant ants. We must consider them a civilization. I am sure that you are reading this and wondering "who, or what, are the Kopru? If they are suppose to be capable of being called a civilization, then why have I not heard of them?" Well, that is because the Kopru now exists as small, hidden, isolated nation. To find them, you would really need to do some digging. To find the Kopru, one would need to travel to the Isle of Dread, into the heart of the island, and find the hidden nation in a volcano. This is no easy task, even for most seasoned adventurer. I do not have a whole lot of details of the recent history of the Kopru since reports of them are very few, but I did managed to gather up a larger amount of reports and theories on the Kopru before they became what they are today.
The Kopru appears to us as an aquatic creature. They have a tentacled style mouth, eel like lower body, reptilian style skin, huge bulging eyes, one head, two arms, webbed clawed hands, and small spikes coming out of their arms and shoulders. Some say that they might be related to the Naga or something similar. However, it is apparent that their origins is purely aquatic. I do not know exactly where they came from. There are several theories behind their origins that I will go into later. All I know for sure is that where ever they came from, they are a very ancient race. They appear to have Mindflayer properties in that they are capable of controlling other races by the power of their minds. Unlike the Mindflayers, the Kopru do not engage in the eating of brains. In fact, based on what I have learned of them, I would wager that they would be repulsed at the notion of eatting the brains of races that they felt to be inferior or stupid. The Kopru will eat a wide variety of dishes. They have devolped tastes and are capable of cooking fine dishes. In some cases, they can make fine dishes without cooking as fires cannot be built underwater with magic. The Kopru do not seem to favor clothing. They sometimes wear clothing to build a sense of importance, but they do not cloth because they feel naked like other races do. The Kopru do not seem to use weapons of any short. Instead, they use their claws when attacking. I beleive that this is done for two reasons. One is because wielding a weapon would limit their underwater movement. Unlike other aquatic creatures, the Kopru do not have incrediable speed when moving underwater. For this reason, they would need to do what they can to ensure that they are able to move away from danger quickly, or towards a targert quickly. The second reason is because they can just use peons. As all Koprus are capable of controling another being mind, they would find more use in having their peons attack for them rather than to sully their hands with the blood of the "inferior" races. The mind controlling ability of the Kopru works like a Charm Spell, but more effective and powerful. The danger in moving close towards where Koprus reside is that you risk becoming their slave from their mind control long before you even see them. In some reported cases, the people they took over do not even realize that they are the Koprus slave for a very long time. When the moment is right, the Kopru takes full command of a person and use that person to defend to Koprus. The Koprus are in a defensive state today trying to hold on to what ground they can. That is why they do not strike until they are ready to, and when they determine that the invaders to their land need to be dealt with. I have seen one reported case of a man who went to the Isle of Dread when he was a young lad. He returned and lived most of his life in Glantri. Near the end of his life, it was found out that he was under the effect of a charm spell. The charm spell laid dormant in the man's mind, and lived his life freely. The researchers of this man case believe that the charm spell found in this man mind was casted by a Kopru. What this shows is not only the power that the Kopru charm spell has, but it also shows that they do not wish to interact with anyone who comes to their lands unless the feel that they need to. Overall, it appears as though the Kopru wish to be left alone by everyone and just live their lives out as peacefully as they can. One final note about the charm spells of the Kopru, no one knows the limits to their charm spell. This means that we do not know how far their charm spells actually can reach, how many they can charm at a time, nor how long someone stays charmed by one of their spells. It is almost as though whoever made these creatures had intended them to rule over other races.
On the theories of the origins of the Kopru, there are four accepted theories. However, before I get to those theories, let me tell you the know history of the Kopru, which is a very small account. In recent times it appears as though the Kopru are in a state of decline. It appears as though their numbers are thinning, and some time in the future their will be no Kopru left in the world. Kopru appears to be found these days only on the Isle of Dread. I have heard no reports at the time of this writting of them being spotted elsewhere. What is odd is that they appear to be found right in the middle of the island instead of the surrounding waters. It appears as though they made some underground colony on that island. It appears as though the tribal people who live on this island was all under the control of the Kopru until recently. The last Alphatian researcher who was around the area was recorded to be at around 106 A.C. At that time he was leaving, he noted : "And so I leave the [Kopru] to the ruins of their Empire, if you could even call it an Empire. In all the years we have known of the [Kopru], we only saw their Empire declining. If that pattern continues, I can expect to hear reports at another time of the [Kopru Slaves] rebelling the same way the Thyatian Barbarians did. I wish the [Kopru] luck in hopes of seeing a better Alphatian future..." The Isle of Dread literally disappers from the records of history of years. It wasn't until 715 A.C. when a captain accidently "discovered" the Isle of Dread. In the captian reports, he makes no mention of the tribal people as being slaves or anything of that sort. We would know if they were slaves because they would have been more hostile to the captain in order to defend their Kopru masters. So we can assume that somewhere between 106 A.C. and 715 A.C. the tribal people on this island rebelled against the Kopru and "locked" the Kopru into the place where they are now. I would like to guess that this happened maybe a hundred to two hundred years after 106 A.C. since when the captain arrived he found a stone wall build on the south eastern tip of the island to keep the "dark gods" out or something like that. As the rebellion would not of been an easy one, and as the tribal people seemed to have long forgotten that part of their history, the time of that rebellion would have to of taken place long before that captain rediscovered that island. As for the Alphatians, when they were doing gods know what around that island, they reported the Kopru as being a declining Empire. On all those islands, they could find temples that appeared to belong to the Kopru at sometime. Their reports suggest that the Kopru found on the other islands appear to be in small numbers. Some even suggest that they were just animal life at first. It appears as though most of them were migrating towards the Isle of Dread for some reason. The Alphatians appeared to have no interest in controlling the Kopru. I assume this is because they either saw the danger that the Kopru posed and had no intentions of giving the Kopru "their healthy minds," or, as I believe, some of the more important researchers feel under the Kopru Spell early on and they took measures to ensure that no would bother the Kopru. Some important notes that the Alphatians found was that the Kopru's Empire appeared to of spread of many islands. Some islands were Kopru ruins were once found appears miles away. These days, most of those ruins crumbled to dust, and it is unlikely that we will be able to gain valuable information from the ones that do remain. Now this brings us to the theories of the Kopru origins.
One theory suggests that the Kopru comes from another plane of existence. The theory goes that the Kopru traveled to this world from their plane in order to escape their old dying world. In this theory, the Kopru came to those islands about three or four hundred years before the Alphatians arrived to those islands. In this way, it is assumed that the Kopru attempted to take over what they could, but where unable to adapt to the new environment. Thus, when the Alphatians came, they appeared as a dying Empire. The evidence to support this is few. One is the fact that they do not appear to have any relations with any other races. Even if they had an Empire before the Alphatians, their should of been more remains of that Empire. Thus, the fact that there were not that many remains of their Empire suggest that they might of came from another world. Also, the scale in which the Kopru empire was suppose to be is far too large for it to be something of this world. It is highly unlikely that they would of had any form of an Empire at the time they lived.
The second theory goes that some immortal made them for his own amusement. The prime proof of this theory is the fact that they worship gods that are unheard of in any other place in the world. Some Immortals do go by different names, but regardless, a bit of research will show that enough similarities to show that they are the names of the same Immortal. However, all forms of research comes up empty when determining who their Immortals are. Their Immortals do not appear anywhere else but in the Kopru's mythology. If we are to assume that their Immortals are real immortals, then we can assume that their Immortals (or Immortal) must of made the Kopru as their own children. One problem with this theory is the decline of the Kopru race. However, it is possible that the Immortals of the Kopru were either killed somehow or were cut off from the Kopru. One thing for certain by both believers of this theory and unbelievers of this theory, they all agree that whatever gods the Kopru worship are dark gods and are dangerous to this world should they exist.
The third theory is a complicated one. It suggests that some magical accident happened to a group of aquatic creatures a thousand of years ago which resulted in the Kopru. The Kopru would then live in the ocean for years and years before they were able to "slither" onto land. This theory suggests that the Kopru Empire is not in decline, and that somewhere deep in the ocean we should be able to find the Koprus that did not traverse onto land. The theory goes that the reason for the land Kopru's decline is because they were never suppose to be on land in the first place, and thus their bodies eventually betray them. Such magical accidents are not rare things. There are many reported cases of creatures coming into existence all because of some magical burp. Furthermore, it would explain why the Charm Spell the Kopru use is significantly more powerful than any regular Charm Spell. Also, there is no doubt, even for the aquatic races we do talk with, that there is much more to be found within the deep sea. Some of which are horrors that makes the landwalkers glad that though deep beast can never find their way to land (or so we hope).
The final theory is far more complicated than the others. The problem with this theory is that it does not explains the origins of the Kopru. It is a well accepted fact that some explosion shock this world. Once around 3000 B.C. and twice around1700 B.C. The first sent this world into a long ice age. The second spread an abnormal disease across the land. This theory goes that the Kopru were also victims of these events. The theory suggests that the change in the climate was something that the Kopru's bodies could not withstand. This is likely as the Kopru that we know appears to value temperate, warm climates. It would well explain the mass migration towards the Isle of Dread and into the volcano. However, the major problem with this theory is that it would now suggest that the Kopru was a massive empire before these two events. Unfortunately, all forms of history that we know do not go past those two events. They are buried in the sands of time. So we cannot speculate where the Kopru might of come before those two events.
In the end, I feel that we cannot count the Kopru as an evil race. All theories that we have on their past, the past that we do know, and the actions that we have found them to take suggest that the Kopru just want to survive. They do not have any interest with the other races. They do show signs of thinking other races as inferior or stupid. That sort of attitude might be because of the people that they had been exposed to the most were the tribal people around those islands. The Kopru might have been an evil race in the past, but I doubt they pose any real threat to the other races today. The only reason why they are dangerous and should be avoided is because they will lash out upon those who invade their remaining territory. That isn't an evil act, that is just someone trying to defend themselves. I do hope that someone will be able to communicate effectively with the Kopru before it is too late to help them.
http://www.wizards.com/dnd/images/mm2_gallery/88268_620_77.jpg
The Kopru
The Kopru is a rare race of people. That is right, they are a race. Just as you can consider goblins, elves, and halflings races of people, you can consider the Kopru people. Their grotesque appearance does throw people off upon first viewing them. However, a deeper look at these people shows their abilities to think, feel, write, create, and so forth. We cannot rank them as monsters such as the purple wurm, wyverns, or giant ants. We must consider them a civilization. I am sure that you are reading this and wondering "who, or what, are the Kopru? If they are suppose to be capable of being called a civilization, then why have I not heard of them?" Well, that is because the Kopru now exists as small, hidden, isolated nation. To find them, you would really need to do some digging. To find the Kopru, one would need to travel to the Isle of Dread, into the heart of the island, and find the hidden nation in a volcano. This is no easy task, even for most seasoned adventurer. I do not have a whole lot of details of the recent history of the Kopru since reports of them are very few, but I did managed to gather up a larger amount of reports and theories on the Kopru before they became what they are today.
The Kopru appears to us as an aquatic creature. They have a tentacled style mouth, eel like lower body, reptilian style skin, huge bulging eyes, one head, two arms, webbed clawed hands, and small spikes coming out of their arms and shoulders. Some say that they might be related to the Naga or something similar. However, it is apparent that their origins is purely aquatic. I do not know exactly where they came from. There are several theories behind their origins that I will go into later. All I know for sure is that where ever they came from, they are a very ancient race. They appear to have Mindflayer properties in that they are capable of controlling other races by the power of their minds. Unlike the Mindflayers, the Kopru do not engage in the eating of brains. In fact, based on what I have learned of them, I would wager that they would be repulsed at the notion of eatting the brains of races that they felt to be inferior or stupid. The Kopru will eat a wide variety of dishes. They have devolped tastes and are capable of cooking fine dishes. In some cases, they can make fine dishes without cooking as fires cannot be built underwater with magic. The Kopru do not seem to favor clothing. They sometimes wear clothing to build a sense of importance, but they do not cloth because they feel naked like other races do. The Kopru do not seem to use weapons of any short. Instead, they use their claws when attacking. I beleive that this is done for two reasons. One is because wielding a weapon would limit their underwater movement. Unlike other aquatic creatures, the Kopru do not have incrediable speed when moving underwater. For this reason, they would need to do what they can to ensure that they are able to move away from danger quickly, or towards a targert quickly. The second reason is because they can just use peons. As all Koprus are capable of controling another being mind, they would find more use in having their peons attack for them rather than to sully their hands with the blood of the "inferior" races. The mind controlling ability of the Kopru works like a Charm Spell, but more effective and powerful. The danger in moving close towards where Koprus reside is that you risk becoming their slave from their mind control long before you even see them. In some reported cases, the people they took over do not even realize that they are the Koprus slave for a very long time. When the moment is right, the Kopru takes full command of a person and use that person to defend to Koprus. The Koprus are in a defensive state today trying to hold on to what ground they can. That is why they do not strike until they are ready to, and when they determine that the invaders to their land need to be dealt with. I have seen one reported case of a man who went to the Isle of Dread when he was a young lad. He returned and lived most of his life in Glantri. Near the end of his life, it was found out that he was under the effect of a charm spell. The charm spell laid dormant in the man's mind, and lived his life freely. The researchers of this man case believe that the charm spell found in this man mind was casted by a Kopru. What this shows is not only the power that the Kopru charm spell has, but it also shows that they do not wish to interact with anyone who comes to their lands unless the feel that they need to. Overall, it appears as though the Kopru wish to be left alone by everyone and just live their lives out as peacefully as they can. One final note about the charm spells of the Kopru, no one knows the limits to their charm spell. This means that we do not know how far their charm spells actually can reach, how many they can charm at a time, nor how long someone stays charmed by one of their spells. It is almost as though whoever made these creatures had intended them to rule over other races.
On the theories of the origins of the Kopru, there are four accepted theories. However, before I get to those theories, let me tell you the know history of the Kopru, which is a very small account. In recent times it appears as though the Kopru are in a state of decline. It appears as though their numbers are thinning, and some time in the future their will be no Kopru left in the world. Kopru appears to be found these days only on the Isle of Dread. I have heard no reports at the time of this writting of them being spotted elsewhere. What is odd is that they appear to be found right in the middle of the island instead of the surrounding waters. It appears as though they made some underground colony on that island. It appears as though the tribal people who live on this island was all under the control of the Kopru until recently. The last Alphatian researcher who was around the area was recorded to be at around 106 A.C. At that time he was leaving, he noted : "And so I leave the [Kopru] to the ruins of their Empire, if you could even call it an Empire. In all the years we have known of the [Kopru], we only saw their Empire declining. If that pattern continues, I can expect to hear reports at another time of the [Kopru Slaves] rebelling the same way the Thyatian Barbarians did. I wish the [Kopru] luck in hopes of seeing a better Alphatian future..." The Isle of Dread literally disappers from the records of history of years. It wasn't until 715 A.C. when a captain accidently "discovered" the Isle of Dread. In the captian reports, he makes no mention of the tribal people as being slaves or anything of that sort. We would know if they were slaves because they would have been more hostile to the captain in order to defend their Kopru masters. So we can assume that somewhere between 106 A.C. and 715 A.C. the tribal people on this island rebelled against the Kopru and "locked" the Kopru into the place where they are now. I would like to guess that this happened maybe a hundred to two hundred years after 106 A.C. since when the captain arrived he found a stone wall build on the south eastern tip of the island to keep the "dark gods" out or something like that. As the rebellion would not of been an easy one, and as the tribal people seemed to have long forgotten that part of their history, the time of that rebellion would have to of taken place long before that captain rediscovered that island. As for the Alphatians, when they were doing gods know what around that island, they reported the Kopru as being a declining Empire. On all those islands, they could find temples that appeared to belong to the Kopru at sometime. Their reports suggest that the Kopru found on the other islands appear to be in small numbers. Some even suggest that they were just animal life at first. It appears as though most of them were migrating towards the Isle of Dread for some reason. The Alphatians appeared to have no interest in controlling the Kopru. I assume this is because they either saw the danger that the Kopru posed and had no intentions of giving the Kopru "their healthy minds," or, as I believe, some of the more important researchers feel under the Kopru Spell early on and they took measures to ensure that no would bother the Kopru. Some important notes that the Alphatians found was that the Kopru's Empire appeared to of spread of many islands. Some islands were Kopru ruins were once found appears miles away. These days, most of those ruins crumbled to dust, and it is unlikely that we will be able to gain valuable information from the ones that do remain. Now this brings us to the theories of the Kopru origins.
One theory suggests that the Kopru comes from another plane of existence. The theory goes that the Kopru traveled to this world from their plane in order to escape their old dying world. In this theory, the Kopru came to those islands about three or four hundred years before the Alphatians arrived to those islands. In this way, it is assumed that the Kopru attempted to take over what they could, but where unable to adapt to the new environment. Thus, when the Alphatians came, they appeared as a dying Empire. The evidence to support this is few. One is the fact that they do not appear to have any relations with any other races. Even if they had an Empire before the Alphatians, their should of been more remains of that Empire. Thus, the fact that there were not that many remains of their Empire suggest that they might of came from another world. Also, the scale in which the Kopru empire was suppose to be is far too large for it to be something of this world. It is highly unlikely that they would of had any form of an Empire at the time they lived.
The second theory goes that some immortal made them for his own amusement. The prime proof of this theory is the fact that they worship gods that are unheard of in any other place in the world. Some Immortals do go by different names, but regardless, a bit of research will show that enough similarities to show that they are the names of the same Immortal. However, all forms of research comes up empty when determining who their Immortals are. Their Immortals do not appear anywhere else but in the Kopru's mythology. If we are to assume that their Immortals are real immortals, then we can assume that their Immortals (or Immortal) must of made the Kopru as their own children. One problem with this theory is the decline of the Kopru race. However, it is possible that the Immortals of the Kopru were either killed somehow or were cut off from the Kopru. One thing for certain by both believers of this theory and unbelievers of this theory, they all agree that whatever gods the Kopru worship are dark gods and are dangerous to this world should they exist.
The third theory is a complicated one. It suggests that some magical accident happened to a group of aquatic creatures a thousand of years ago which resulted in the Kopru. The Kopru would then live in the ocean for years and years before they were able to "slither" onto land. This theory suggests that the Kopru Empire is not in decline, and that somewhere deep in the ocean we should be able to find the Koprus that did not traverse onto land. The theory goes that the reason for the land Kopru's decline is because they were never suppose to be on land in the first place, and thus their bodies eventually betray them. Such magical accidents are not rare things. There are many reported cases of creatures coming into existence all because of some magical burp. Furthermore, it would explain why the Charm Spell the Kopru use is significantly more powerful than any regular Charm Spell. Also, there is no doubt, even for the aquatic races we do talk with, that there is much more to be found within the deep sea. Some of which are horrors that makes the landwalkers glad that though deep beast can never find their way to land (or so we hope).
The final theory is far more complicated than the others. The problem with this theory is that it does not explains the origins of the Kopru. It is a well accepted fact that some explosion shock this world. Once around 3000 B.C. and twice around1700 B.C. The first sent this world into a long ice age. The second spread an abnormal disease across the land. This theory goes that the Kopru were also victims of these events. The theory suggests that the change in the climate was something that the Kopru's bodies could not withstand. This is likely as the Kopru that we know appears to value temperate, warm climates. It would well explain the mass migration towards the Isle of Dread and into the volcano. However, the major problem with this theory is that it would now suggest that the Kopru was a massive empire before these two events. Unfortunately, all forms of history that we know do not go past those two events. They are buried in the sands of time. So we cannot speculate where the Kopru might of come before those two events.
In the end, I feel that we cannot count the Kopru as an evil race. All theories that we have on their past, the past that we do know, and the actions that we have found them to take suggest that the Kopru just want to survive. They do not have any interest with the other races. They do show signs of thinking other races as inferior or stupid. That sort of attitude might be because of the people that they had been exposed to the most were the tribal people around those islands. The Kopru might have been an evil race in the past, but I doubt they pose any real threat to the other races today. The only reason why they are dangerous and should be avoided is because they will lash out upon those who invade their remaining territory. That isn't an evil act, that is just someone trying to defend themselves. I do hope that someone will be able to communicate effectively with the Kopru before it is too late to help them.
Monday, January 25, 2010
Winter Sessions
Now it is time to summarize in a nutshell what happened over winter break. The players sailed over to the Isle of Dread. While traveling over there, they were attacked by zombies. The "assholes" that party is going up against left a device on the ships that caused a zombie outbreak. In the end, on of the ships went done and became an Undead Ship. The logic behind it is that the ship was made from living things, and one component of the spell caused the undead to merge together. Instead of beating the ship, they managed to send the ship away for a while...but they knew that they will have to deal with it eventually. The got to the Isle of Dread, set up a base camp, established relations with some of the locals, and cleared some pirates out from the area....oh, and Ewon broke his legs again by summoning an Elephant on top of himself. They left Ewon alone on the island that they found the pirates on with the reasoning that the Undead Ship would come back to Ewon first as Ewon was the one who managed to figure a way to send the ship away temporaily (Quest it to find an item and bring it back to him). Ewon would be a hermit healing himself for about a year. The other players went back to the island and went deeper into the island in order to find raw materials. They got lost and managed to find themselves into the center of the island. Long story short, they found a lost tribe and decided to help the tribe out with some problems they been having with something in the ruins that was in the middle of the lake that was in the volcanoe that they players found the tribe in. Long story short, the players got lost in a big dungeon (or stuck in it more like) and the had to look for another way out. They eventually got near the center of the volcano mound they were on and found a throne room belonging to the ancient race that once lived there until Lan Mor obliterated all of them. The person they found in the throne room was just a shadow of Lan Mor. The real problem was with Lan Mor's little pet being there...Allen. The room was the right place for Allen to harness his powers and Allen started to suck all the magic from the area into him. The players managed to escape from the falling volcano and into a river that was just outside of it. Meanwhile, Ewon (a long time back) was healing himself and ran into Jeniva. Jeniva a ran into the Undead Ship and managed to dispell the evil in it to make it a living flying ship. She found the broken Ewon and decided to help him out for a while before looking for the others. She had a magical device on her that tracked the player's location pretty much (it really just pointed to where they were and how far they were). At a certain day, Jeniva seeing that Ewon was basically cured, decided to pack up and head of to where the rest of the party should be. It was good timing on the party's part for they managed to run into the fleeing players and pick them up off the Isle of Dread, which was being destroyed by Allen's magical vortex. Not very long after they are got back together and into the air, Allen burst out of the ground as a 1000 ft. tall magical entity. They players had to fight an epic battle against a creature of pure magical energies.
*cue the epic boss music*
http://www.youtube.com/watch?v=Ztkfp8RYJ1Y
Eventually, during the Earth Phase, they figured out the secret to dispatching this guy quickly and brought him down. Unfortunately, the players realized after they defeated him that Allen was all that was holding their ship up as Allen destroyed the ship's life force. The players fell down down down into the hole the Allen left when Allen destroyed the Isle of Dread. The players saw that the ocean was already filling in the gap that Allen made and the players prayed that they hit the water instead of solid ground.....their prayers appeared answered. They woke up by the rain and found that they were alive. Though they lost Ashton, the halfling, (who got skewered by a broken mast) and Jeniva (who sacrificed herself in order to save the other players's lives) they players were in a somewhat healthy condition...but the fight wasn't over yet. Just when the players decided to make for the land that they can see from the distance, they realized that Allen wasn't dead yet. They had to fight the final void element. Allen formed into a void beast and attempted to eradicate the players. The players, seeing that they couldn't use magic or weapons, decided to try to capture the beast by putting it into the bag of holding. They beast, being of no shape of form, fit right into the bag. They tied the bag up and tossed it in the air just in time for Allen ripped through the bag. But in doing so, it caused a magical rift to appear and Allen got sucked in it for the most part. The rift closed shut and sliced off the head of the beast--Allen. The skull of Allen fell onto the boat and into the waters. Now that the danger passed, the players look to gathering what supplies they can muster and head for the land quick before the rain sunk the remains of the ship. Now that most of the danger vanished, they realized how poor their health was. They couldn't feel all the pain from the adrenaline. They feel every part of their body screaming in pain. They will worry about the seriousness of their injuries later for now they must row towards the land nearby and pray that the inhabitants of that won't pay them no heed until they can get back into shape.
What will happen to the players now? Will they ever find home? Did they even have a home? Why does every place the players go to go up in flames? Why did the chicken cross the road? And will we every play this game anywhere else besides the library? Find out in the next episode that may or may not be the last episode of DUNGEONS AND DRAGONS!!! (epic music plays)
*cue the epic boss music*
http://www.youtube.com/watch?v=Ztkfp8RYJ1Y
Eventually, during the Earth Phase, they figured out the secret to dispatching this guy quickly and brought him down. Unfortunately, the players realized after they defeated him that Allen was all that was holding their ship up as Allen destroyed the ship's life force. The players fell down down down into the hole the Allen left when Allen destroyed the Isle of Dread. The players saw that the ocean was already filling in the gap that Allen made and the players prayed that they hit the water instead of solid ground.....their prayers appeared answered. They woke up by the rain and found that they were alive. Though they lost Ashton, the halfling, (who got skewered by a broken mast) and Jeniva (who sacrificed herself in order to save the other players's lives) they players were in a somewhat healthy condition...but the fight wasn't over yet. Just when the players decided to make for the land that they can see from the distance, they realized that Allen wasn't dead yet. They had to fight the final void element. Allen formed into a void beast and attempted to eradicate the players. The players, seeing that they couldn't use magic or weapons, decided to try to capture the beast by putting it into the bag of holding. They beast, being of no shape of form, fit right into the bag. They tied the bag up and tossed it in the air just in time for Allen ripped through the bag. But in doing so, it caused a magical rift to appear and Allen got sucked in it for the most part. The rift closed shut and sliced off the head of the beast--Allen. The skull of Allen fell onto the boat and into the waters. Now that the danger passed, the players look to gathering what supplies they can muster and head for the land quick before the rain sunk the remains of the ship. Now that most of the danger vanished, they realized how poor their health was. They couldn't feel all the pain from the adrenaline. They feel every part of their body screaming in pain. They will worry about the seriousness of their injuries later for now they must row towards the land nearby and pray that the inhabitants of that won't pay them no heed until they can get back into shape.
What will happen to the players now? Will they ever find home? Did they even have a home? Why does every place the players go to go up in flames? Why did the chicken cross the road? And will we every play this game anywhere else besides the library? Find out in the next episode that may or may not be the last episode of DUNGEONS AND DRAGONS!!! (epic music plays)
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