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"
Monday, March 29, 2010
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.
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