Saturday, June 11, 2022
The Metal Shortage
There is a shortage of metal on Æøæ, both native metal ore and refined metal. It is not that the metal has all been mined or all used up; it's just that there isn't as much naturally occurring metal. The whole planet is metal poor. This makes metal items both hard to get and more expensive. Base coinage metals like Gold, Silver, and Copper are rare. Platinum and less common metals are almost unknown. Aluminum has not been discovered. Iron and Steel are hard to get, especially Cold Rolled Steel. Iron ore and the resultant Steel are used to make weapons, and then building material. Most alloys like Brass and Bronze are still undiscovered. Using Zinc is unknown, as is using Nickel. However, there is a unique red colored metal called "Kellium" that can accept magic spells far better than any other known metal. Use of Kellium is very tightly controlled. Kellium looks a little like Red Coral, but is actually metal. It its natural form it is rather soft. But after a unique refining process known only to a few, it becomes far harder than the best steel. Kellium is used for weapons, primarily arrowheads. Enchanted Kellium arrowheads have been known to penetrate the best steel Plate Mail armor. Kellium will penetrate most armor just as well as a bullet from a gun. Very little Kellium has been discovered yet.
The Food Kitchen
Sedmon's castle runs a free meal table at least once per day. People who are down on their luck, or just plain curious, are equally welcome. Meals are heavily vegetarian, with some meat stock used for flavor. This table is stocked for one meal per day. The time of meal varies with the time of year, but one free meal will be served during one of the city's regular meal times: Breakfast (early in the morning), Lunch (at about noon), Dinner (at about evening), and Supper (close to midnight). It is considered an honor to be the host of this feast. Sedmon chooses hosts on a varying basis. Sedmon pays for the food, usually out of the food tax in the treasury. Tre'Volos is very clean and has regular garbage collections.
The Gardens
Tre'Volos' botanical gardens are the envy of the world. They provide material components for spells, flowers and plants for the many flower beds throughout the city, and vegetables for food. Druids and Bards are welcomed with open arms virtually everywhere. The Verdant Grove houses both a Druidic Temple and a Bardic Guild house. Tre'Volos is also one of the only cities boasting of training facilities for Monks. Tre'Volos is the capital city of Midluachaer and, quite possibly, the capital of the World. There is a harbor for ships and the city's transports on the coast. Ships must carefully hug the coastline near Tre'Volos in order to miss the Kells. The Kells are a huge reef that exists just off of the coast near Tre'Volos. Across the bay from Tre'Volos is a small island that is used as a prison.
General Facts about Tre’Volos
Tre'Volos is the world's largest city. It lies on the eastern coast of Midluachaer. It has about 60,000 permanent registered residents, mostly human, and about twice as many unregistered and/or transient residents. This does not count the non-human regular population. Counting those, Tre'Volos and the surrounding area has about a quarter-million inhabitants. Despite its large population, Tre'Volos is a city of green. Trees, bushes, and flowers are everywhere. They line both sides of most streets and sometimes in median strips down the center of wide streets. Most buildings are covered with ivy and/or holly, and gardens are frequent. The town square is built around a huge old tree, so old that no one knows exactly what kind of tree it is. It is called "The World Tree" and stands over 100 feet tall and has huge leaves. Flowers bloom on it every spring, sending wonderful aromas down the streets. It bears fruit every fall that is edible, although no seeds from the tree have ever proved to be fertile. Several other park areas are scattered throughout the city, all of which are used by the citizens as picnic areas, playgrounds, and gathering places. Sedmon has also erected playgrounds in many of the parks that bear a very close resemblance to modern day ones — including seesaws, swings, slides, and other items.
Muthra
Muthra are creatures of the night. They are a vaguely humanoid bipedal race. They do not like direct sunlight, and generally travel at twilight, night, or underground. They have large membranous wings that they use both to fly and to trap and feed on their prey. They are mammals, and bear their young live. Muthra hate humans and most other humanoids. A great war was fought by a united front of nations against the Muthra hundreds of years ago. That war decimated their population and drove them far back into the wilderness. They like living near bodies of water and swamps, and have a small colony, which is all that remains of their original huge numbers, on the shores of a small lake deep in the mountains that is called Lake Muthra. Muthra feed by sucking juices, mostly blood, from living beings. The resulting shell cannot be Resurrected or Restored without the body's fluids being released. This means you must kill the Muthra that consumed the blood. Muthra are repelled by a properly presented holy item, such as a blessed cross held by a true believer, and cold-rolled steel weapons will do aggravated damage against them. Muthra have three fingers and an opposable thumb on each hand, and three toes and one dewclaw on each foot. Their bat-like wings stretch out from their arms and down their sides all the way to their feet. They can "fold out" these wings for flight with an extra "arm" that extends out from where their hand is. This increases wing size by nearly double. They do not weigh nearly as much as the same sized human. Their bones are honeycombed with air holes and passages, making their bones lighter and more flexible, but more fragile. Their leathery skin provides a tough outer covering to protect their bodies. They have a fine brownish fur all over their bodies and hands, but not on the main surface of the wings. They look a lot like a cross between a man and a bat. Their tail acts like a rudder in flight, making them extremely nimble in flight. Their forehead is very round and quickly tapers to a point at the chin. The only reason a Muthra would not kill its prey immediately is to use it for an unholy sacrifice. Virtually any Human, Orc, Dwarf, Elf, or Mnoken will kill a Muthra on sight.
The Grand Vizer
Grand Vizer Nantarth El-Antaggrah is a tall, swarthy, bony, very Arabian looking man with bushy eyebrows, black hair, and a generally stern expression. He owns a Shard Wand that has been attuned to him and the Water College. He knows all Water School spells at level 26 or above. He looks a great deal like "Jafar" from Disney's "Aladdin".
Nantarth is the Grand Vizer of Tre'Volos. Although he looks like "Jafar", he is extremely loyal to Sedmon and a devout Muslim. He has seen many of the advances that Sedmon is responsible for, and despite Sedmon's religious background, he and Sedmon get along very well. Quite some time ago, Sedmon allowed Nantarth to build a good-sized minaret and mosque in Temple Square near the "Temple to the Unknown God" and this helps Nantarth spread the gospel of Islam to locals and around the world. Nantarth is a teacher of Islam and can quote from the Quran at length. He knows that Sedmon is responsible for the Quran and Islam existing in this world at all. Nantarth is frequently asked by Sedmon to read from the Quran at public meetings. He is also an instructor at the local mosque. Nantarth is another transplanted native of Earth, most people do not know this, although Sedmon does.
Nantarth is the Grand Vizer of Tre'Volos. Although he looks like "Jafar", he is extremely loyal to Sedmon and a devout Muslim. He has seen many of the advances that Sedmon is responsible for, and despite Sedmon's religious background, he and Sedmon get along very well. Quite some time ago, Sedmon allowed Nantarth to build a good-sized minaret and mosque in Temple Square near the "Temple to the Unknown God" and this helps Nantarth spread the gospel of Islam to locals and around the world. Nantarth is a teacher of Islam and can quote from the Quran at length. He knows that Sedmon is responsible for the Quran and Islam existing in this world at all. Nantarth is frequently asked by Sedmon to read from the Quran at public meetings. He is also an instructor at the local mosque. Nantarth is another transplanted native of Earth, most people do not know this, although Sedmon does.
The Truth about Sedmon
Sedmon is a transplanted native of our Earth, although most people do not know this. The Maelstrom keeps him alive — as long as the Maelstrom howls, Sedmon cannot age nor die. Sedmon is about six feet tall, about 185 pounds, has light sandy brown hair, and -very- intense blue eyes. He has been alive over 6,000 years and is not about to stop soon. Sedmon started from the bottom and worked his way up very quickly. He is a living example that anyone can rise above his or her station in life. Several modern inventions are credited to Sedmon – and several more can trace their origins to Sedmon if one digs hard enough.
It is said that he has killed Dragons single-handed — if true, it would make him a formidable warrior. In truth, Sedmon owns a +5 Flaming Vorpal Battle Sword, with which he has dispatched many evil doers to their just reward.
He is also a known Void Mage with a huge spell book. All of his spells are known at level 21 or above. His spell books (yes, he has more than one) contain one of the larger collections of Elemental spells known.
Oddly enough, he also has some Clerical training. He has been seen officiating at church ceremonies, especially weddings and last rites for honored military, and there are records of him casting Clerical spells.
Even stranger, he has demonstrated abilities that are generally only taught to Rogues, Assassins, or worse.
He has also been seen in the courtyard practicing martial arts maneuvers.
Sedmon will heal from most injuries virtually instantly. He is very familiar with his subjects, and goes out into the Kingdom quite a bit. He is not afraid of demonstrating any or all of his talents if necessary, but he is not egotistical. Sedmon has very good scientific and mathematical knowledge, and is aware of other things. If it was ever looked into deeply enough, he invented: ketchup, mustard, relish, mayonnaise, Poorman's Sausages (Hot Dogs), Poorman's Patties (Hamburgers), Amastre (Pizza), and many other foods, including the most unusual of all, Ice Cream. Most inventions and mathematical theories are tied to Sedmon. He created the Commoner's Calendar and created the table of elements. The formula for the circumference of a circle is Sedmon's idea, as are many other mathematical computations. Each of Sedmon's past "lives" has lasted about a century each.
About once every thousand years, Sedmon travels to a place he calls his "Fortress of Solitude" to recharge. No one but Sedmon knows where this is. He is, among other things, a known Dragon Slayer, a known Void Mage, a full Priest, and a Monk with high levels of martial arts training. He is almost familiar with just about anything. Sedmon is a Christian who has appropriated the nearby "Temple to the Unknown God" and converted it to the center of Christian religious activity on the planet. Sedmon is directly responsible for Holy Bible manufacture and distribution on Æøæ.
It is said that he has killed Dragons single-handed — if true, it would make him a formidable warrior. In truth, Sedmon owns a +5 Flaming Vorpal Battle Sword, with which he has dispatched many evil doers to their just reward.
He is also a known Void Mage with a huge spell book. All of his spells are known at level 21 or above. His spell books (yes, he has more than one) contain one of the larger collections of Elemental spells known.
Oddly enough, he also has some Clerical training. He has been seen officiating at church ceremonies, especially weddings and last rites for honored military, and there are records of him casting Clerical spells.
Even stranger, he has demonstrated abilities that are generally only taught to Rogues, Assassins, or worse.
He has also been seen in the courtyard practicing martial arts maneuvers.
Sedmon will heal from most injuries virtually instantly. He is very familiar with his subjects, and goes out into the Kingdom quite a bit. He is not afraid of demonstrating any or all of his talents if necessary, but he is not egotistical. Sedmon has very good scientific and mathematical knowledge, and is aware of other things. If it was ever looked into deeply enough, he invented: ketchup, mustard, relish, mayonnaise, Poorman's Sausages (Hot Dogs), Poorman's Patties (Hamburgers), Amastre (Pizza), and many other foods, including the most unusual of all, Ice Cream. Most inventions and mathematical theories are tied to Sedmon. He created the Commoner's Calendar and created the table of elements. The formula for the circumference of a circle is Sedmon's idea, as are many other mathematical computations. Each of Sedmon's past "lives" has lasted about a century each.
About once every thousand years, Sedmon travels to a place he calls his "Fortress of Solitude" to recharge. No one but Sedmon knows where this is. He is, among other things, a known Dragon Slayer, a known Void Mage, a full Priest, and a Monk with high levels of martial arts training. He is almost familiar with just about anything. Sedmon is a Christian who has appropriated the nearby "Temple to the Unknown God" and converted it to the center of Christian religious activity on the planet. Sedmon is directly responsible for Holy Bible manufacture and distribution on Æøæ.
Emperor Sedmon
Emperor Sedmon, often called Sedmon of the Six Lives, has ruled over the city of Tre'Volos for generations – more than 6,000 years. It is rumored that he has been reincarnated and/or resurrected the six times referred to in his popular name. Sedmon is a wise and honorable man, and a just ruler. Some older folks in the city have a saying about Sedmon - "He carries an iron fist in a velvet glove", but no one living knows this to be a fact, nor do they remember what it means. Very old Elvish citizens of Tre'Volos can barely remember him being called Sedmon of the Five Lives a long time ago. The Emperor holds court from the Verdant Throne about once a week to hear complaints and settle disputes. Public audiences are granted at this time. Private audiences may be granted if necessary. Sedmon holds many feasts, fasts, festivals, and fairs — usually on feast days in the common calendar. He frequently hosts all major festivals, but will allow someone worthy of recognition to be the host while still providing the funds necessary for the party.
Monday, May 23, 2022
Noble Ranks
Nobles are ruled over by Sultans. Lords rule most large cities. Barons, and the occasional Knight, rule smaller estates and land areas. Viceroys rule over nearby annexed Kingdoms. The Grand Vizer and all other Vizers rule over the Viceroys. Archons are commanders of military forces outside of Tre'Volos. Suzerains and Grandees rule over smaller towns and villages. All have a voice in the Grand Council if they want it. Pashas are rulers of smaller kingdoms. Social levels for Nobility are as follows:
0 = Boroughmeister
1 = Grandee
2 = Suzerain
3 = Knight
4 = Baron
5 = Lord
6 = Archon/Pasha
7 = Sultan
8 = Viceroy/Vizer
9 = Emperor
Note also that servants of Knights are called "Pages" and not "Squires". Squires are landowners and citizens. Pages are neither landowners nor citizens.
0 = Boroughmeister
1 = Grandee
2 = Suzerain
3 = Knight
4 = Baron
5 = Lord
6 = Archon/Pasha
7 = Sultan
8 = Viceroy/Vizer
9 = Emperor
Note also that servants of Knights are called "Pages" and not "Squires". Squires are landowners and citizens. Pages are neither landowners nor citizens.
Military Ranks
Military personnel also have a ranking system. Note there is no sex discrimination among Tre'Volos troops, but sex discrimination is common in other areas. Military personnel are expected to go through the chain of command. No low raking soldier would even think of asking for an audience with the Emperor. Note also that Gladiators are soldiers and not coliseum gladiators. Social level for the military is as follows:
0 = Slave
1 = Gladiator
2 = Militiamen
3 = Guardsmen
4 = Sergeant
5 = Leftenant
6 = Captain
7 = Commander
8 = General/Admiral
9 = Emperor
Militiamen serve one weekend per month and may be called out in case of emergencies. Some commoners serve as militiamen. These are the Militia members.
Guardsmen are permanent soldiers and serve in three eight hour shifts - "morning", afternoon", and "evening".
Sergeants are generally the guardsmen's immediate supervisors. Many military personnel have risen to Nobility thru acts of valor.
0 = Slave
1 = Gladiator
2 = Militiamen
3 = Guardsmen
4 = Sergeant
5 = Leftenant
6 = Captain
7 = Commander
8 = General/Admiral
9 = Emperor
Militiamen serve one weekend per month and may be called out in case of emergencies. Some commoners serve as militiamen. These are the Militia members.
Guardsmen are permanent soldiers and serve in three eight hour shifts - "morning", afternoon", and "evening".
Sergeants are generally the guardsmen's immediate supervisors. Many military personnel have risen to Nobility thru acts of valor.
Guildsmen’s Ranks
Guildsmen have training in specific trades and/or skills. They are the manufacturing arm of Tre'Volos. Most artisans, experts, and craftsmen are Guild members. They generally have no ability to become Noble, although some, especially metal crafters, are noble in everything but title. They are considered slightly higher in social class than Gentlefolk. Note that any Guildsmen may apply directly to the Emperor for a hearing. The Emperor holds these hearings about once a week. Guildsmen frequently discuss trade and value disputes during these audiences with the Emperor. Social Level for Guildsmen lies as follows:
0 = Neophyte
1 = Initiate
2 = Junior Apprentice
3 = Senior Apprentice
4 = Journeyman
5 = Craftsman
6 = Expert
7 = Master
8 = Guild Master
9 = Emperor
Note that Guildmasters and the Emperor are almost on equal footing in social class. Most Guild Halls are in the Guildsmen's Quarter, but a few are in the Merchant's Quarter, especially Guilds associated with trade. There is a Guild for Merchants. Also note some Guilds, such as the Shipwright's Guild and other nautical Guilds use slightly different titles, but have a similar ranking system. Neophytes are just beginning to learn the simplest things about their chosen craft. Initiates have already learned a few of the basics about their craft, but are not yet ready to become full apprentices. Journeymen are almost ready to begin a career separate from their trainers, and may have already begun to establish a "name" for themselves.
0 = Neophyte
1 = Initiate
2 = Junior Apprentice
3 = Senior Apprentice
4 = Journeyman
5 = Craftsman
6 = Expert
7 = Master
8 = Guild Master
9 = Emperor
Note that Guildmasters and the Emperor are almost on equal footing in social class. Most Guild Halls are in the Guildsmen's Quarter, but a few are in the Merchant's Quarter, especially Guilds associated with trade. There is a Guild for Merchants. Also note some Guilds, such as the Shipwright's Guild and other nautical Guilds use slightly different titles, but have a similar ranking system. Neophytes are just beginning to learn the simplest things about their chosen craft. Initiates have already learned a few of the basics about their craft, but are not yet ready to become full apprentices. Journeymen are almost ready to begin a career separate from their trainers, and may have already begun to establish a "name" for themselves.
Gentlefolk Ranks
Gentlefolk are landed property owners such as farmers. They generally have no ability to become Noble. They are considered slightly higher in social class than Commoners. Note that Gentlefolk may apply directly to the Emperor for a hearing. The Emperor holds these hearings about once a week. Social Level for Gentlefolk lies as follows:
0 = Slave
1 = Serf
2 = Vassal
3 = Gentry
4 = Socialite
5 = Magister
6 = Boroughmeister
7 = Marquis
8 = Vizer
9 = Emperor
Slavery is outlawed in Tre'Volos; but is legal and does exist in other kingdoms. Slaves and serfs are used as farm labor. Vassals have no land of their own, but have been granted use of a farm to tend. Gentry have frequently been given some farmland of their own.
0 = Slave
1 = Serf
2 = Vassal
3 = Gentry
4 = Socialite
5 = Magister
6 = Boroughmeister
7 = Marquis
8 = Vizer
9 = Emperor
Slavery is outlawed in Tre'Volos; but is legal and does exist in other kingdoms. Slaves and serfs are used as farm labor. Vassals have no land of their own, but have been granted use of a farm to tend. Gentry have frequently been given some farmland of their own.
Commoner’s Ranks
There are many types of Commoners. Note that even Commoners may apply directly to the Emperor for a hearing. Sedmon holds these hearings about once a week. Social Level for Commoners is as follows:
0 = Slave
1 = Serf
2 = Freedman
3 = Citizen
4 = Squire
5 = Lawgiver
6 = Councilman
7 = Magister
8 = Boroughmeister
9 = Emperor
Note that within the walls of Tre'Volos that Boroughmeisters and Magisters are significantly higher in rank and social class than at other government levels, or even in other areas of the world. Note also that Squires are property owners and not servants of Knights. Servants of Knights are called "Pages". A Slave is an owned person. A Serf is closer to our "indentured servant". Freedmen have been released from servitude either through manumission for slaves or through completing their term of service for indentured servants. Slavery has been outlawed in Tre’Volos for centuries.
0 = Slave
1 = Serf
2 = Freedman
3 = Citizen
4 = Squire
5 = Lawgiver
6 = Councilman
7 = Magister
8 = Boroughmeister
9 = Emperor
Note that within the walls of Tre'Volos that Boroughmeisters and Magisters are significantly higher in rank and social class than at other government levels, or even in other areas of the world. Note also that Squires are property owners and not servants of Knights. Servants of Knights are called "Pages". A Slave is an owned person. A Serf is closer to our "indentured servant". Freedmen have been released from servitude either through manumission for slaves or through completing their term of service for indentured servants. Slavery has been outlawed in Tre’Volos for centuries.
Rank Has Its Privileges
Rank still has its privileges in Tre'Volos, as well as throughout the world.
Commoners are generally considered "low-born". They have no known Noble blood and generally cannot rise into a higher station without some help, training, or unusual events. Commoners have no land of their own.
Gentlefolk are not nobles, but they are not "low-born" either. They are farmers and other peasants that tend land and have a true home and own property. They generally do not rise to Guild status, nor fall to Commoners' status.
Guildsmen are trade masters — each knows and specializes in a trade skill such as potter, brew master, tinker, and others. Some Guildsmen are quite close to nobility if they work with metals — especially Goldsmiths, Silversmiths, and the like. Others acquire fame through artistic skills. Artists, Writers, Sculptors, and Painters are frequently Guildsmen.
Gentlefolk are not nobles, but they are not "low-born" either. They are farmers and other peasants that tend land and have a true home and own property. They generally do not rise to Guild status, nor fall to Commoners' status.
Guildsmen are trade masters — each knows and specializes in a trade skill such as potter, brew master, tinker, and others. Some Guildsmen are quite close to nobility if they work with metals — especially Goldsmiths, Silversmiths, and the like. Others acquire fame through artistic skills. Artists, Writers, Sculptors, and Painters are frequently Guildsmen.
Central Square and Eliwyn
Directly in front of the Parade Grounds entrance to the Emperor's Palace is Central Square. In the center of the square, on the ground, is an absolutely massive ring made of some strange metal. Within the center of the ring grows the tree that some have come to call "The World Tree", which is named "Eliwyn". No one has ever seen another one quite like it anywhere else. The "World Tree" towers over a hundred feet into the air, and is one of the largest trees known. It produces leaves that are as large as an elephant's ear. It also provides an unusual fruit which is given away in the square when in season. Although many have tried to grow the seeds elsewhere, all attempts have failed. The flowers from the tree are very fragrant, causing many birds and insects to come during the season. The flowers can be used to produce an almost intoxicating perfume.
The Beauty of Tre’Volos
Tre'Volos is a city of green — many of the larger streets are boulevards — with a divider down the center filled with grass, plants, flowers, and trees. Smaller streets are lined with planters and greenery. Flowers are almost everywhere. The scents of rare herbs and spices that are grown in the greenhouses wafts through the entire city.
In fact, the word "Tre'Volos" in Eldish simply means "The Green (State)". From the many parks and recreation areas, to the hundreds of private gardens, Tre'Volos is a living city of great beauty. Fairs are held once a year to decide who has grown the best, the most colorful, and the most unusual plants and flowers. Many buildings are covered in rare ivies and have window boxes of unusual flowers. Even the Thieves Quarter has appealing small parks and playgrounds.
In fact, the word "Tre'Volos" in Eldish simply means "The Green (State)". From the many parks and recreation areas, to the hundreds of private gardens, Tre'Volos is a living city of great beauty. Fairs are held once a year to decide who has grown the best, the most colorful, and the most unusual plants and flowers. Many buildings are covered in rare ivies and have window boxes of unusual flowers. Even the Thieves Quarter has appealing small parks and playgrounds.
Monday, May 16, 2022
Friendly City Floral Shop
In a city with so much greenery, there are many flower shops. Some have seeds and flowers to grow, others have cut flowers to give to lovers and use for other occasions, still others have a wide variety of floral goods, such as potting soil, plant food, pots, and anything having to do with plants.
But the most famous of these shops is the "Friendly City Floral Shop", run by a Monk who calls himself "Father Pink". As Monks generally take on a new name after entering a monastery for training as a Monk, no one except Father Pink knows his real name. Father Pink is one of the three recognizable members of the Triumvirate, but his main occupation is growing unusual types of flowers.
The Friendly City Floral Shop is quite large, and carries the widest selection of flowers and plants for every occasion. Bridal Bouquets and floral arrangements have remained popular for centuries. If asked for directions to "a flower shop", most citizens will point out the route to the Friendly City Floral Shop over any of the literally hundreds of other flower shops.
Just as his name suggests, Father Pink is very fond of the color pink, and has many flowers in that color, even flowers that would not normally be that color. In addition, there are wide varieties of flowers here that normally would not be found in a more standard flower shop. Father Pink has somehow transformed such things as Venus Fly Traps of many different sizes, into plants that some would put in their own home. The Venus Fly Trap, for instance, will accept any food offered it, as long as it is something that belonged to an animal. It even likes bones, and serves many citizens as a living disposal unit! The three better known poisonous plants, Poison Ivy, Poison Oak, and Poison Sumac, have somehow had their poison permanently removed. Secretly, Father Pink will also sell these poisonous plants to the members of the local Thieves Guild.
Father Pink is famous for the flowers that he has changed the original color of. No one knows how he does this, especially due to the fact that people have taken his flowers home and grown their own which still have the pink coloring.
Father Pink also carries a wide variety of flowers and plants that are used to decorate homes, shops, and buildings. He has hundreds of varieties of Ivy.
Father Pink can normally be seen in the shop bustling along, feeding and taking care of the plants. He also has accessories to go with his creations, such as the normal potting soil, plant food, and pots, as well as some "enriched" potting soil, "enriched" plant food, and containers capable of handling flowers with magical abilities!
When Father Pink is not in his shop, he is either in a Triumvirate meeting, or resting at his home. Believe it or not, his plants will serve as the shop’s Guards.
But the most famous of these shops is the "Friendly City Floral Shop", run by a Monk who calls himself "Father Pink". As Monks generally take on a new name after entering a monastery for training as a Monk, no one except Father Pink knows his real name. Father Pink is one of the three recognizable members of the Triumvirate, but his main occupation is growing unusual types of flowers.
The Friendly City Floral Shop is quite large, and carries the widest selection of flowers and plants for every occasion. Bridal Bouquets and floral arrangements have remained popular for centuries. If asked for directions to "a flower shop", most citizens will point out the route to the Friendly City Floral Shop over any of the literally hundreds of other flower shops.
Just as his name suggests, Father Pink is very fond of the color pink, and has many flowers in that color, even flowers that would not normally be that color. In addition, there are wide varieties of flowers here that normally would not be found in a more standard flower shop. Father Pink has somehow transformed such things as Venus Fly Traps of many different sizes, into plants that some would put in their own home. The Venus Fly Trap, for instance, will accept any food offered it, as long as it is something that belonged to an animal. It even likes bones, and serves many citizens as a living disposal unit! The three better known poisonous plants, Poison Ivy, Poison Oak, and Poison Sumac, have somehow had their poison permanently removed. Secretly, Father Pink will also sell these poisonous plants to the members of the local Thieves Guild.
Father Pink is famous for the flowers that he has changed the original color of. No one knows how he does this, especially due to the fact that people have taken his flowers home and grown their own which still have the pink coloring.
Father Pink also carries a wide variety of flowers and plants that are used to decorate homes, shops, and buildings. He has hundreds of varieties of Ivy.
Father Pink can normally be seen in the shop bustling along, feeding and taking care of the plants. He also has accessories to go with his creations, such as the normal potting soil, plant food, and pots, as well as some "enriched" potting soil, "enriched" plant food, and containers capable of handling flowers with magical abilities!
When Father Pink is not in his shop, he is either in a Triumvirate meeting, or resting at his home. Believe it or not, his plants will serve as the shop’s Guards.
Jenkins's Jacket Shop
One of the many unusual shops on Merchant Street, is Jenkin's Jacket Shop. Upon opening the door, you will be greeted by Jenkins, the owner and operator. Within his shop are thousands of jackets for almost any situation, from elaborate tuxedo-like coats, to Fisherman's Jackets with who knows how many pockets, to jackets that would never fit an ordinary humanoid, such as some as small as Fae, to some that might be a bit large for Giants. In addition, they are made from almost any type of material, from the richest suedes and velvets, to the roughest leathers, and even mail.
The back room, however, is more interesting. Jenkins has a good eye for his customers, and will escort anyone that looks a bit, well, shall we say, unusual, to the back room, where the Tailor, Sug, works at his machinery.
Those who know Tre'Volos well will recognize him immediately as one of the three members of the Triumvirate. He is in his element while working on clothing, and can size up potential customers without any type of measurements or specifications. He will almost always find something that would not only fit, but have a purpose for that customer in his part of the store, which is also home for thousands more jackets.
Thieves love his "Fisherman's Jacket", and it also sees use by almost any other class. Fighters can use it to store small items that they find. Wizards use it to store magical components. Clerics use it for items used with their healing abilities and spells. Guildsmen will buy one to store Guild supplies in. Nobles frequent his shop to get the latest fashions for use at ceremonies. Lodge members get their Lodge Regalia here. Even Commoners can find something reasonably priced for them. Customers can also have Sug make them an outfit to order. Although this seems like a job that might take weeks or longer, Sug can finish even the most opulent jacket in mere days.
This is due to Sug's magical abilities, which are enhanced by his equally magical equipment. Jackets can be worn by either males or females, and by any race that normally wears clothing.
When not in the shop, Sug is either in a Triumvirate meeting, or he is simply at home resting and sleeping. Jenkins is quite adept at taking orders for Sug when Sug is not in the shop.
The back room, however, is more interesting. Jenkins has a good eye for his customers, and will escort anyone that looks a bit, well, shall we say, unusual, to the back room, where the Tailor, Sug, works at his machinery.
Those who know Tre'Volos well will recognize him immediately as one of the three members of the Triumvirate. He is in his element while working on clothing, and can size up potential customers without any type of measurements or specifications. He will almost always find something that would not only fit, but have a purpose for that customer in his part of the store, which is also home for thousands more jackets.
Thieves love his "Fisherman's Jacket", and it also sees use by almost any other class. Fighters can use it to store small items that they find. Wizards use it to store magical components. Clerics use it for items used with their healing abilities and spells. Guildsmen will buy one to store Guild supplies in. Nobles frequent his shop to get the latest fashions for use at ceremonies. Lodge members get their Lodge Regalia here. Even Commoners can find something reasonably priced for them. Customers can also have Sug make them an outfit to order. Although this seems like a job that might take weeks or longer, Sug can finish even the most opulent jacket in mere days.
This is due to Sug's magical abilities, which are enhanced by his equally magical equipment. Jackets can be worn by either males or females, and by any race that normally wears clothing.
When not in the shop, Sug is either in a Triumvirate meeting, or he is simply at home resting and sleeping. Jenkins is quite adept at taking orders for Sug when Sug is not in the shop.
Spilling Spirits Tavern = Eleana the Fair
This tavern has an unusual reputation. In addition to being the home of one of the three members of the Triumvirate, it is also haunted. The Tavern’s name came about because in the beginning, several guests were frightened by the spirits, and spilled their drinks. However, leave it to Eleana to capitalize on what seems to be a disadvantage. It did not take her long to start advertising the fact that her establishment was haunted. Now that the tavern is busy again, she would never =think= about having the Ghosts and other haunts exorcised. “That’s what makes the tavern fun!” she would say. Many of her regulars are people who can converse with the spirits. Although fairly large, the Tavern is usually packed with curiosity seekers wanting to catch a glimpse of a Haunt. There is always at least one person in house capable of talking to a Ghost. Eleana allows them to take in a small amount of cash in exchange for their usefulness.
Eleana is nicknamed “The Fair” because of her great beauty. Although a normal human, she has exceedingly fair skin, almost white in color.
A sample menu of the various drinks available is below. Weight, Stock on Hand, and Locale of Origin may vary. Eleana is also well known for varying the prices on her wares. If the clientele is low, she will normally use the “Cost (Low)” prices. During normal days, she will use the “Cost (Normal)” prices. However, during holidays, she will generally use the “Cost (High)” prices. She has also been known to run specials, during which specific brews will be cheaper. The specials may also include a totally new drink not on the menu below. The GM is welcome to make up their own.
Eleana is nicknamed “The Fair” because of her great beauty. Although a normal human, she has exceedingly fair skin, almost white in color.
A sample menu of the various drinks available is below. Weight, Stock on Hand, and Locale of Origin may vary. Eleana is also well known for varying the prices on her wares. If the clientele is low, she will normally use the “Cost (Low)” prices. During normal days, she will use the “Cost (Normal)” prices. However, during holidays, she will generally use the “Cost (High)” prices. She has also been known to run specials, during which specific brews will be cheaper. The specials may also include a totally new drink not on the menu below. The GM is welcome to make up their own.
The Black Watch
The Black Watch is the Emperor's version of the NSA, CIA, and FBI. They are highly trained in tracking, sabotage, assassination, and many other covert and overt activities. They are chosen by a Triumvirate for their intelligence, resourcefulness, and effectiveness. They consist mostly of highly trained Fighters and Rogues, including several Sword Dancers. They also have their own Mages and Priests. They are directly responsible only to the Emperor, and the Black Watch Triumvirate, often called the Council of Three. Almost all members will wear specially designed outfits that hide their identities from the populace when on duty.
Only the three leaders of The Black Watch Triumvirate will never wear masks, or otherwise hide their identities. Each member of the Triumvirate is responsible for their own division within The Black Watch. You could say that there is a division similar to the NSA (The Terran National Security Administration), one similar to the CIA (The Terran Central Intelligence Agency), and one similar to the FBI (The Terran Federal Bureau of Intelligence). The “NSA” division is primarily concerned with the Nation of Tre’Volos and defending it. The “CIA” division is primarily concerned with threats from outside of the nation of Tre’Volos, and the “FBI” division is primarily concerned with threats from within the nation of Tre’Volos.
The Black Watch Triumvirate consists of: Eleana the Fair (Fighter), Sug (Mage), and Father Pink (Priest). Eleana can generally be found in the “Spilling Spirits Tavern” when not on duty. Sug can be found in “Jenkins's Jacket Shop” when not on duty. Father Pink can be found in the “Friendly City Floral Shop” when not on duty.
Only the three leaders of The Black Watch Triumvirate will never wear masks, or otherwise hide their identities. Each member of the Triumvirate is responsible for their own division within The Black Watch. You could say that there is a division similar to the NSA (The Terran National Security Administration), one similar to the CIA (The Terran Central Intelligence Agency), and one similar to the FBI (The Terran Federal Bureau of Intelligence). The “NSA” division is primarily concerned with the Nation of Tre’Volos and defending it. The “CIA” division is primarily concerned with threats from outside of the nation of Tre’Volos, and the “FBI” division is primarily concerned with threats from within the nation of Tre’Volos.
The Black Watch Triumvirate consists of: Eleana the Fair (Fighter), Sug (Mage), and Father Pink (Priest). Eleana can generally be found in the “Spilling Spirits Tavern” when not on duty. Sug can be found in “Jenkins's Jacket Shop” when not on duty. Father Pink can be found in the “Friendly City Floral Shop” when not on duty.
Temple to the Nameless One
Completely surrounded by beautiful fountains, large crystal lamps, and ornamented by golden orbs and spires, the "Temple to an Unknown God" produces awe in most visitors to Tre'Volos. Beautiful fixtures and accessories abound inside and outside. Every detail is as posh as the Emperor can make it. The Temple has a plaque outside that reads "To an Unknown God" and it is the largest temple in Tre'Volos, and possibly the world. Emperor Sedmon converted the temple that was right in front of the castle many years ago, and overthrew the temple that had been there. Songs have been written about "The Fall of Daelaemaleka," but other than the songs, no one today knows much about this. It is now considered the center of the Christian religion in the world.
Inside the Capital City
Tre'Volos is known far and wide as the capital city of the World — but it is also known for its resources of herbs, spices, and unusual food items.
Several companies make good livings manufacturing herbs and/or spices for retail and wholesale. Others prepare herbs and spices for magical use. Both of these types of businesses are always looking for employees.
Things that can be found here that can be found nowhere else include: ketchup, mustard, relish, mayonnaise, and many other condiments. The vast majority of these can trace their invention back to Sedmon. Dried Fish, Salt Fish, and Beef Jerky are common trail foods. It is said that there are enough food items in Tre'Volos that one could go an entire year without eating the same food twice. Poorman's Sausages (what we would call Hot Dogs) and Poorman's Patties (what we would call Hamburgers) are sold in stalls throughout the city.
Tre'Volos has a thriving alcohol trade, and brewers make many types of beer, ale, mead, wine, and distilled spirits.
Pretzels and other breads are common. Cakes and pies are made in prodigious quantities.
Believe it or not, Ice Cream is sold at stands throughout Tre'Volos, as is Amastre (what we would call pizza). Amastre is Eldish for “Round Food”.
No one will ever starve in Tre'Volos. There is a small Food Tax on all prepared food that is used to help stock food banks and granaries. The Food Tax is used to help feed the needy and destitute.
Several companies make good livings manufacturing herbs and/or spices for retail and wholesale. Others prepare herbs and spices for magical use. Both of these types of businesses are always looking for employees.
Things that can be found here that can be found nowhere else include: ketchup, mustard, relish, mayonnaise, and many other condiments. The vast majority of these can trace their invention back to Sedmon. Dried Fish, Salt Fish, and Beef Jerky are common trail foods. It is said that there are enough food items in Tre'Volos that one could go an entire year without eating the same food twice. Poorman's Sausages (what we would call Hot Dogs) and Poorman's Patties (what we would call Hamburgers) are sold in stalls throughout the city.
Tre'Volos has a thriving alcohol trade, and brewers make many types of beer, ale, mead, wine, and distilled spirits.
Pretzels and other breads are common. Cakes and pies are made in prodigious quantities.
Believe it or not, Ice Cream is sold at stands throughout Tre'Volos, as is Amastre (what we would call pizza). Amastre is Eldish for “Round Food”.
No one will ever starve in Tre'Volos. There is a small Food Tax on all prepared food that is used to help stock food banks and granaries. The Food Tax is used to help feed the needy and destitute.
Tuesday, May 10, 2022
7) Central Square
In the Central Square is an absolutely massive metal ring set into the ground, and in the center of that ring grows “Eliwyn”, also called “The Tree Of The World”. Over 100 feet tall, it normally has huge green leaves that can get as large as an Elephant’s Ear. This gigantic tree is not far from Sedmon’s palace.
The Military Training School, Citadel, and Armory are nearby. The Citadel contains both a school for military types, including standing army troops, City Guards, and Militias, and it also contains training grounds for those troops. The local militias also receive training here. This school is also the training area for sailors who want to move up to become officers.
The Military Training School, Citadel, and Armory are nearby. The Citadel contains both a school for military types, including standing army troops, City Guards, and Militias, and it also contains training grounds for those troops. The local militias also receive training here. This school is also the training area for sailors who want to move up to become officers.
6) Noble’s Quarter
Although infrequently used, Emperor Sedmon’s home is here, and many other mansions, manors, houses, and homes. Almost all of the Nobles in the city build their homes near the Emperor’s house. Most of these homes, including Sedmon’s, are quite large and almost palatial.
Noble's Park contains statues of some of the city's heroes. Veteran’s Boulevard runs from the gate in the northwest wall to the Castle. A large triumphant archway is here, dedicated to some of the noble residents that have died in the service of the city.
This quarter contains both “The Velos Club,” the most expensive restaurant in the city, and “The High Court Lodge,” the most expensive Inn in the city. Note that “The Velos Club” has no rooms for travelers, nor does “The High Court Lodge” serve any meals.
Most high ranking military have their residences along Imperial Avenue, the road leading to the Emperor's Gate. Imperial Avenue leads from the Emperor's Gate to the Palace. Many of these homes here have large extended gardens, both floral and vegetable. Imperial Avenue is another boulevard with two lanes and a green sward down the center filled with trees and flowers.
There are extensive gardens, both floral and vegetable in the Noble’s Quarter. The road around Sedmon’s Castle is called “The Trident Promenade” and is quite large enough to hold city-wide Fasts, Festivals, Faires, and Feasts, and is a frequent setting for parades.
Near the front of the road is a large business that registers Noble citizens, most from birth, and contains each Noble House’s heraldry, and/or shield design, and other items. The Registry is where the Nobles go to have their coat of arms and other things filed securely.
Noble's Park contains statues of some of the city's heroes. Veteran’s Boulevard runs from the gate in the northwest wall to the Castle. A large triumphant archway is here, dedicated to some of the noble residents that have died in the service of the city.
This quarter contains both “The Velos Club,” the most expensive restaurant in the city, and “The High Court Lodge,” the most expensive Inn in the city. Note that “The Velos Club” has no rooms for travelers, nor does “The High Court Lodge” serve any meals.
Most high ranking military have their residences along Imperial Avenue, the road leading to the Emperor's Gate. Imperial Avenue leads from the Emperor's Gate to the Palace. Many of these homes here have large extended gardens, both floral and vegetable. Imperial Avenue is another boulevard with two lanes and a green sward down the center filled with trees and flowers.
There are extensive gardens, both floral and vegetable in the Noble’s Quarter. The road around Sedmon’s Castle is called “The Trident Promenade” and is quite large enough to hold city-wide Fasts, Festivals, Faires, and Feasts, and is a frequent setting for parades.
Near the front of the road is a large business that registers Noble citizens, most from birth, and contains each Noble House’s heraldry, and/or shield design, and other items. The Registry is where the Nobles go to have their coat of arms and other things filed securely.
5) Temple Quarter
In the Temple Quarter are many of the larger religious structures.
The three churches of Dragonswright are set very close together here, and are the largest churches to any of the Dragons in the world. Tre’Volos is also one of the only places where individual temples have been set up for each of the three Greater Dragons individually.
The “Templar Temple” is dedicated strictly to Orb, the “Utgart Temple” to Ra, and the “Starlight Temple” to Ahi.
The "Temple of the Unknown God" is very close to the Castle. At one time, this church had a very different clientele. But one of Sedmon’s first conflicts in the city was to clean out the old temple and the relics inside, and refurbish it, and reuse it as the center of the Christian religion in the world.
Runeki Temple is also located here. It is sacred to Druids. The Druidic worship area is dedicated to Runeki and Faesoli.
The Temple of Thoth, Pentacle Court, and the Street of Songs are located here.
There is a wooden (strangely enough) temple, called “Celadon Citadel”, in the square that is the worship and training area for Monks. This huge building has schools for several different types of Monks. It is one of the only monasteries that has more than one type of martial arts lessons.
Pentacle Court is where most of the major magic schools and colleges are located. The Mage’s Guild is also located here. Tre’Volos is the only city known to train Mages for all nine of the schools of magic. Near Pentacle Court are many small shops catering to Mages of all types, with spell components, various items generally used by Mages, such as Parchment, and stores filled to the rafters with magical items of every sort. One of the best known is “Malf’s Magic Shop” which is better known for its more unusual contents.
The Street of Songs holds the Bardic school and unusual shops catering to artists, craftspeople, and musicians. Quite a few of these shops sell musical instruments. More shops sell musical notation paper, and many arts and crafts items. Many schools providing lessons in arts and crafts are located here. Even people wanting to just learn a tune or two are welcome.
The Temple Quarter also contains Sedmon's huge castle and adjoining military citadel and armory. The magnificent Castle of Sedmon towers over everything in the city except for the World Tree. Very beautiful materials were used for its construction, and the results astonish visitors.
There is a large Hospital here, with quite a few Doctors and medical professionals. It is one of the only true hospitals known in the world. Many Doctors and other health practitioners work here. Sedmon is the one that provides their funding. No city resident has to pay for health services. Next to the Hospital is a Veterinarian's office and small pet hospital. Many citizens have household pets, and the military uses Guard Dogs frequently. Occasionally, a Wizard or Druid will use these Veterinarian services for their Familiar.
The City Library is also here. It does not have any spell books, but does have a wide assortment of books on every subject that can be collected. Unlike Terran Libraries, Tre’Volos Library does not lend out books. There are many small booths with desks that are provided for people to use to read the tomes here. Places to copy out material from these books are also provided.
Another of Sedmon’s advances is the Tre’Volos schools, Colleges, and Universities. Almost all children are sent to school to learn to read and write, do simple mathematical exercises, learn about the planet and the items on the planet, some history of both the town, it’s most well known inhabitants, and the history of the world. Other normal school subjects are taught here, and many children graduate the schools without going through the Colleges or Universities. But many also use their learning to go on to the Colleges or Universities who can teach many of the skills necessary to become one of the city’s magic users. Graduates of the school go on to become Craftsmen, Professionals, Scholars, and Tradesmen, among others. There is no cost to send children of city residents to the schools. The Colleges and Universities may have a cost associated with certain classes, but the various Guild schools do a better job of training individuals for the adventurous life. “Elementary” schools have been constructed in each of the city quarters. This is also true for “High Schools”. There are only nine Colleges. There are only two Universities.
The three churches of Dragonswright are set very close together here, and are the largest churches to any of the Dragons in the world. Tre’Volos is also one of the only places where individual temples have been set up for each of the three Greater Dragons individually.
The “Templar Temple” is dedicated strictly to Orb, the “Utgart Temple” to Ra, and the “Starlight Temple” to Ahi.
The "Temple of the Unknown God" is very close to the Castle. At one time, this church had a very different clientele. But one of Sedmon’s first conflicts in the city was to clean out the old temple and the relics inside, and refurbish it, and reuse it as the center of the Christian religion in the world.
Runeki Temple is also located here. It is sacred to Druids. The Druidic worship area is dedicated to Runeki and Faesoli.
The Temple of Thoth, Pentacle Court, and the Street of Songs are located here.
There is a wooden (strangely enough) temple, called “Celadon Citadel”, in the square that is the worship and training area for Monks. This huge building has schools for several different types of Monks. It is one of the only monasteries that has more than one type of martial arts lessons.
Pentacle Court is where most of the major magic schools and colleges are located. The Mage’s Guild is also located here. Tre’Volos is the only city known to train Mages for all nine of the schools of magic. Near Pentacle Court are many small shops catering to Mages of all types, with spell components, various items generally used by Mages, such as Parchment, and stores filled to the rafters with magical items of every sort. One of the best known is “Malf’s Magic Shop” which is better known for its more unusual contents.
The Street of Songs holds the Bardic school and unusual shops catering to artists, craftspeople, and musicians. Quite a few of these shops sell musical instruments. More shops sell musical notation paper, and many arts and crafts items. Many schools providing lessons in arts and crafts are located here. Even people wanting to just learn a tune or two are welcome.
The Temple Quarter also contains Sedmon's huge castle and adjoining military citadel and armory. The magnificent Castle of Sedmon towers over everything in the city except for the World Tree. Very beautiful materials were used for its construction, and the results astonish visitors.
There is a large Hospital here, with quite a few Doctors and medical professionals. It is one of the only true hospitals known in the world. Many Doctors and other health practitioners work here. Sedmon is the one that provides their funding. No city resident has to pay for health services. Next to the Hospital is a Veterinarian's office and small pet hospital. Many citizens have household pets, and the military uses Guard Dogs frequently. Occasionally, a Wizard or Druid will use these Veterinarian services for their Familiar.
The City Library is also here. It does not have any spell books, but does have a wide assortment of books on every subject that can be collected. Unlike Terran Libraries, Tre’Volos Library does not lend out books. There are many small booths with desks that are provided for people to use to read the tomes here. Places to copy out material from these books are also provided.
Another of Sedmon’s advances is the Tre’Volos schools, Colleges, and Universities. Almost all children are sent to school to learn to read and write, do simple mathematical exercises, learn about the planet and the items on the planet, some history of both the town, it’s most well known inhabitants, and the history of the world. Other normal school subjects are taught here, and many children graduate the schools without going through the Colleges or Universities. But many also use their learning to go on to the Colleges or Universities who can teach many of the skills necessary to become one of the city’s magic users. Graduates of the school go on to become Craftsmen, Professionals, Scholars, and Tradesmen, among others. There is no cost to send children of city residents to the schools. The Colleges and Universities may have a cost associated with certain classes, but the various Guild schools do a better job of training individuals for the adventurous life. “Elementary” schools have been constructed in each of the city quarters. This is also true for “High Schools”. There are only nine Colleges. There are only two Universities.
4) Merchants Quarter
In the Merchant’s Quarter are almost all of the largest and busiest stores. It is said that if you look long enough, you can find any shop your heart desires. The Merchant’s Quarter is in the Southeast of Tre’Volos.
The huge Farmer’s Market is open year-round and available to anyone wishing to sell their wares. Hundreds of booths and tables are scattered around the Farmer’s Market. The Farmer’s market sells many fruits and vegetables in season, and also has small vending areas for food made out of the products found here.
The largest Tavern and Inn in the city is the best known one, “The Slippery Fish Inn”. “The Fish” (as it is known) has a huge common room for dining, dancing, entertaining, and meetings. There are also many smaller rooms for eating and drinking and meetings. This is the most popular Inn and Tavern in the city. “The Fish” also hosts many games of chance and other small contests. There is rarely a time when something is not going on here, and “The Fish” has many entertainers of many types on its stage. There is also the equivalent of “Open Mike Night”, where anyone with a talent can perform. Food and drink are not very expensive, but is usually at least good, and sometimes great. Dance night is always Friday night (unless it is a holiday) and draws a large crowd.
The Civil Courthouse is located here and is used for common trials. It is used for trials between one citizen and another citizen. The Magistrate is quite fair and has a good eye for judgment.
There is a large gate in in the southern section of the outer wall called “The Farm Postern” which is usually used by farmers bringing the stock into the city. Other farmers, such as fruit and vegetable sellers, also use this Postern Gate. A large number of farmers bring animals and crops through this gate.
The North Postern is the large gate used by merchants. From this gate stretches a wide street which leads from the North Postern Gate to the Castle. This gate appears to have been built wide enough for even the largest carts and wagons. Most of this traffic is headed for Market Avenue.
Market Avenue is the main shopping district. The vast majority of the permanent storefronts are either on Market Avenue, which contains the biggest collection of merchant shops and storefronts, or nearby down one of the many side streets. Market Avenue, which reaches from the gates of the city to the Emperor’s Castle, is another boulevard with two way traffic and a wide green area in the center filled with trees and flowers. There are enough shops here to satisfy even the most jaded of adventurers.
The Merchant's Quarter contains the vast majority of storefronts in Tre'Volos.
Market Boulevard Gate contains the entrance to the caravan route to Hosira and all points South. Market Boulevard is the road that leads from the northeast gate (which is also the gate leading to the caravan route to Hosira) to the castle. All streets called ‘Boulevard’ are the divided lane type with the usual green grassy sward down the center.
The huge Farmer’s Market is open year-round and available to anyone wishing to sell their wares. Hundreds of booths and tables are scattered around the Farmer’s Market. The Farmer’s market sells many fruits and vegetables in season, and also has small vending areas for food made out of the products found here.
The largest Tavern and Inn in the city is the best known one, “The Slippery Fish Inn”. “The Fish” (as it is known) has a huge common room for dining, dancing, entertaining, and meetings. There are also many smaller rooms for eating and drinking and meetings. This is the most popular Inn and Tavern in the city. “The Fish” also hosts many games of chance and other small contests. There is rarely a time when something is not going on here, and “The Fish” has many entertainers of many types on its stage. There is also the equivalent of “Open Mike Night”, where anyone with a talent can perform. Food and drink are not very expensive, but is usually at least good, and sometimes great. Dance night is always Friday night (unless it is a holiday) and draws a large crowd.
The Civil Courthouse is located here and is used for common trials. It is used for trials between one citizen and another citizen. The Magistrate is quite fair and has a good eye for judgment.
There is a large gate in in the southern section of the outer wall called “The Farm Postern” which is usually used by farmers bringing the stock into the city. Other farmers, such as fruit and vegetable sellers, also use this Postern Gate. A large number of farmers bring animals and crops through this gate.
The North Postern is the large gate used by merchants. From this gate stretches a wide street which leads from the North Postern Gate to the Castle. This gate appears to have been built wide enough for even the largest carts and wagons. Most of this traffic is headed for Market Avenue.
Market Avenue is the main shopping district. The vast majority of the permanent storefronts are either on Market Avenue, which contains the biggest collection of merchant shops and storefronts, or nearby down one of the many side streets. Market Avenue, which reaches from the gates of the city to the Emperor’s Castle, is another boulevard with two way traffic and a wide green area in the center filled with trees and flowers. There are enough shops here to satisfy even the most jaded of adventurers.
The Merchant's Quarter contains the vast majority of storefronts in Tre'Volos.
Market Boulevard Gate contains the entrance to the caravan route to Hosira and all points South. Market Boulevard is the road that leads from the northeast gate (which is also the gate leading to the caravan route to Hosira) to the castle. All streets called ‘Boulevard’ are the divided lane type with the usual green grassy sward down the center.
3) Seafront Quarter
In the Seafront Quarter are the docks, and seafarers living quarters and businesses. Down the center of the Seafront Quarter, almost from the docks, is Mariner’s Boulevard, another of the six boulevards that is divided into two lanes with a grass covered island in the center, filled with trees and flowers. It, too, leads to the castle grounds.
On the bay is a large canal called “The Silver Shard Canal” which is quite large enough for bigger ships to use it to get to the ship drydocks. There is almost always some construction, rebuilding, and renovation of ships going on here. Many shipwrights and craftsmen work here on the ships, as well as smaller craft. They are always looking for a hearty person willing to work hard to help them build ships and boats.
The Harbor Guard Towers are set at the far end of both docks. They keep a good watch for incoming vessels and storms. They can set out signals for an oncoming storm, and can notify the shipyards of entering vessels. Even further down the city wall in this area are the Luach Lighthouses. The Luach Lighthouses are lit every night just before sundown, and are extinguished just after sunrise. The Harbor Guard towers also keep a light burning, guiding ships coming and going. It is possible to climb to the Northern Lighthouse top, and see the Lighthouse in Northport. It is also possible to climb to the Southern Lighthouse top, and see the Lighthouse in Southport. Both Lighthouses are open to the public during most regular evenings.
Other things of interest include ship fitting stores, shipwrights, fish markets, net makers, sail makers, and other nautical attractions and shops, not to mention many taverns and inns catering to seafarers. The best of these is called the “Salty Fish Tavern and Inn”. The food is respectable, and served three times a day. It also has numerous rooms for rent to passing seafarers. There is even an unusual shop that sells finely woven sails made out of the strongest spider silk! These sails are much stronger than the normal cloth ones, and much lighter, too. However, the price may be a bit too high for just any ship to procure them.
On the bay is a large canal called “The Silver Shard Canal” which is quite large enough for bigger ships to use it to get to the ship drydocks. There is almost always some construction, rebuilding, and renovation of ships going on here. Many shipwrights and craftsmen work here on the ships, as well as smaller craft. They are always looking for a hearty person willing to work hard to help them build ships and boats.
The Harbor Guard Towers are set at the far end of both docks. They keep a good watch for incoming vessels and storms. They can set out signals for an oncoming storm, and can notify the shipyards of entering vessels. Even further down the city wall in this area are the Luach Lighthouses. The Luach Lighthouses are lit every night just before sundown, and are extinguished just after sunrise. The Harbor Guard towers also keep a light burning, guiding ships coming and going. It is possible to climb to the Northern Lighthouse top, and see the Lighthouse in Northport. It is also possible to climb to the Southern Lighthouse top, and see the Lighthouse in Southport. Both Lighthouses are open to the public during most regular evenings.
Other things of interest include ship fitting stores, shipwrights, fish markets, net makers, sail makers, and other nautical attractions and shops, not to mention many taverns and inns catering to seafarers. The best of these is called the “Salty Fish Tavern and Inn”. The food is respectable, and served three times a day. It also has numerous rooms for rent to passing seafarers. There is even an unusual shop that sells finely woven sails made out of the strongest spider silk! These sails are much stronger than the normal cloth ones, and much lighter, too. However, the price may be a bit too high for just any ship to procure them.
2) Thieves Quarter
The Park of Power, a very large park and huge playground and gaming fields, is here. Emperor Sedmon has introduced many sports games to play throughout Tre’Volos – Baseball, Soccer, Football, Tennis, Basketball and many more are scattered throughout the city, but the largest concentration of sports fields are here in the Park of Power. Contests between teams are frequent and usually have a good crowd watching.
The Zeta Obelisk looks quite a bit like the obelisk from “2001: A Space Odyssey”. This object is surrounded with a park where people go to eat and relax and watch birds. No one knows what the object called the “Zeta Obelisk” is, but no one remembers a time when it was not here. This large black solid rectangle of an unknown substance has never been known to do anything but sit here.
The Temple of Hedonism (read: “Brothel”) is here. The Temple of Hedonism is open 24 hours a day, and 364 days a year. It closes only one day per year, on Ailm 1 – New Year’s Day, and also on Idho 1, New Year’s Eve. Both of these are generally combined into a single day and night, but every five years Ailm 1 and Idho 1 are each held on a single day, making for two festivals for New Year’s so that the calendar remains correct. Both females and males of almost any type and race will be glad to offer their services to paying clients. Prices vary by the popularity of the employee, and the services requested. The lobby has a small bar where drinks are served (unlike most Brothels, these drinks are not watered down), and a number of seats on both sides of a richly appointed room. One row of seats is for patrons, the other is for available employees. From this room customers make their selection from the available employees, and are then lead to a fairly nice bedroom. There are larger bedrooms and ‘playrooms’ for other types of encounters. Some customers will wait for a specific employee to be available. Cassandra Lockheart, the mistress of the house, knows most of her regular patrons by name and what their favorite preferences are. Cassie is an extraordinary beauty, and tries to employ individuals that have a high Charisma. In addition to her human employees, Cassie keeps other races on hand. Elves, especially Elven women, are very popular. There are Dwarves, Gnomes, Mnoken, and a scattering of a few Half-Dwarves and Half-Elves. She even has a couple male and female Orcs on hand. Although not really into things like torture, she does have facilities for light SandM and light BandD. Cassandra will occasionally allow wealthy patrons to purchase her own talents. There is always at least a pair or more ‘Temple Guards’ present to handle situations that might get out of hand. Because of its huge size and popularity, and the vast array of employees, Cassandra cannot remember a time when a customer has gone away unsatisfied. She also keeps a large collection of costumes for her employees to wear for more unusual encounters. Even Sedmon has been known to frequent this establishment.
In Shrine Square are many smaller temples to local Deities and Demigods. There is hardly a Deity in the world that is not represented somewhere in the city, except for ones dedicated to Chaotic Evil Deities. The only Temple in the city dedicated to a Chaotic Evil God is the Temple of Thoth. All religious organizations are required to register with Clerk of the Courts. There is no fee, but this information is used to provide travelers with directions to the temple of their choice.
There is a large military stable and military barracks. The barracks is where all military, and city guards, and local constables eat, rest, and report to. Most of the military, guards, and policemen also have their own residences. There is also a local militia that uses this building occasionally. The Militia is made up of mostly trained commoners that are willing to provide a third line of defense should one ever become necessary.
The Protector’s Gate is a very large archway set into the middle of what was once know as the ‘old’ city walls, and what was once known as the ‘new’ city walls. It bears a plaque of dedication to all that have given their lives in service to the Emperor. There are at least three circles of walls within Tre’Volos. Every time the city expands, they just build another one.
The Avenue of Power is a large broad boulevard that runs through the center of the quarter from the southeastern city walls through the Protector's Gate to the Palace. This boulevard has two lanes of traffic, and a wide green sward between the lanes filled with trees, grass, and flowers. The Avenue of Power runs from the gate to the southwest to the castle.
This is also the home of the Thieves Guild, the Assassin's Guild, and the Beggar's Guild. The Thieves Quarter is the most run down of any in the city, but even it is far more beautiful than that implies. Many unusual stores and people can be found here if you look hard enough. The Thieves Guild exists to train people to be Rogues. The Assassin’s Guild does the same. Even most of the city beggars are part of a guild.
The Zeta Obelisk looks quite a bit like the obelisk from “2001: A Space Odyssey”. This object is surrounded with a park where people go to eat and relax and watch birds. No one knows what the object called the “Zeta Obelisk” is, but no one remembers a time when it was not here. This large black solid rectangle of an unknown substance has never been known to do anything but sit here.
The Temple of Hedonism (read: “Brothel”) is here. The Temple of Hedonism is open 24 hours a day, and 364 days a year. It closes only one day per year, on Ailm 1 – New Year’s Day, and also on Idho 1, New Year’s Eve. Both of these are generally combined into a single day and night, but every five years Ailm 1 and Idho 1 are each held on a single day, making for two festivals for New Year’s so that the calendar remains correct. Both females and males of almost any type and race will be glad to offer their services to paying clients. Prices vary by the popularity of the employee, and the services requested. The lobby has a small bar where drinks are served (unlike most Brothels, these drinks are not watered down), and a number of seats on both sides of a richly appointed room. One row of seats is for patrons, the other is for available employees. From this room customers make their selection from the available employees, and are then lead to a fairly nice bedroom. There are larger bedrooms and ‘playrooms’ for other types of encounters. Some customers will wait for a specific employee to be available. Cassandra Lockheart, the mistress of the house, knows most of her regular patrons by name and what their favorite preferences are. Cassie is an extraordinary beauty, and tries to employ individuals that have a high Charisma. In addition to her human employees, Cassie keeps other races on hand. Elves, especially Elven women, are very popular. There are Dwarves, Gnomes, Mnoken, and a scattering of a few Half-Dwarves and Half-Elves. She even has a couple male and female Orcs on hand. Although not really into things like torture, she does have facilities for light SandM and light BandD. Cassandra will occasionally allow wealthy patrons to purchase her own talents. There is always at least a pair or more ‘Temple Guards’ present to handle situations that might get out of hand. Because of its huge size and popularity, and the vast array of employees, Cassandra cannot remember a time when a customer has gone away unsatisfied. She also keeps a large collection of costumes for her employees to wear for more unusual encounters. Even Sedmon has been known to frequent this establishment.
In Shrine Square are many smaller temples to local Deities and Demigods. There is hardly a Deity in the world that is not represented somewhere in the city, except for ones dedicated to Chaotic Evil Deities. The only Temple in the city dedicated to a Chaotic Evil God is the Temple of Thoth. All religious organizations are required to register with Clerk of the Courts. There is no fee, but this information is used to provide travelers with directions to the temple of their choice.
There is a large military stable and military barracks. The barracks is where all military, and city guards, and local constables eat, rest, and report to. Most of the military, guards, and policemen also have their own residences. There is also a local militia that uses this building occasionally. The Militia is made up of mostly trained commoners that are willing to provide a third line of defense should one ever become necessary.
The Protector’s Gate is a very large archway set into the middle of what was once know as the ‘old’ city walls, and what was once known as the ‘new’ city walls. It bears a plaque of dedication to all that have given their lives in service to the Emperor. There are at least three circles of walls within Tre’Volos. Every time the city expands, they just build another one.
The Avenue of Power is a large broad boulevard that runs through the center of the quarter from the southeastern city walls through the Protector's Gate to the Palace. This boulevard has two lanes of traffic, and a wide green sward between the lanes filled with trees, grass, and flowers. The Avenue of Power runs from the gate to the southwest to the castle.
This is also the home of the Thieves Guild, the Assassin's Guild, and the Beggar's Guild. The Thieves Quarter is the most run down of any in the city, but even it is far more beautiful than that implies. Many unusual stores and people can be found here if you look hard enough. The Thieves Guild exists to train people to be Rogues. The Assassin’s Guild does the same. Even most of the city beggars are part of a guild.
1) Guildsman’s Quarter
The Grande Promenade, is a large, wide boulevard that leads from the main city gates to the west, and front walls of the city, and ends at the Central Square. It is a very wide city street split down the middle with a divider of green grass, flowers, and trees. On either side of the Grand Promenade are many Guild offices, shops, and group headquarters. Many of the Guilds in Tre’Volos are located here, and accept new members of both types – Neophytes willing to learn a trade, and experienced craftsmen who are living in Tre’Volos. The Grand Promenade is considered the main street of Tre’Volos. When leaving the main city on the Grand Promenade, one is traveling due west. The main city gates are quite large, and have a guard tower at either end. There are also guard towers on the south end and north end of the wall. All walls are about 25 feet wide and 25 feet tall.
The Sword Dancer's Sward is an area that has been specifically set aside for Sword Dancer duels. This square area of plain earth is surrounded by a low fence that people will gather around if a duel is in progress, although this happens rarely in the capital city. There is also a small Tavern and Inn that specializes in Sword Dancer patrons. This square arena/ring is fairly near the castle.
Pitchman's Square is a place where anyone can sell used goods. It is a wide grassy area set aside for individuals who want to sell things that they no longer need. This is basically like a gigantic yard sale, and flea market, where not only small businesses set up tables, but normal citizens as well. Sometimes very usual items can be found here.
Most Manufacturing and light industry are off of the main road. There are pottery makers, bakers, butchers, candle makers, armorers, weapons smiths, food and beverage manufacturers, and many others. These industries are always looking for more employees, and usually start off at a minimum wage, and grant raises as the new employee learns the trade.
It would be rare to find anything in Tre’Volos that was not made there as well.
Market Street and the Merchant’s Quarter contain almost all of the shops and vendors. Occasionally, however, some of the manufacturing plants will sell products out of a company store, where prices might be a little cheaper.
There are also many shops that cater to tourists. There are map stands throughout Tre’Volos, and with the town guard, the city constables, and citizens, it is almost impossible to get lost.
Many greenhouses are near this avenue, and the smell of flowers and spices are everywhere. There are two types of greenhouses, one for just flowers, and the other for herbs and vegetables.
The Sword Dancer's Sward is an area that has been specifically set aside for Sword Dancer duels. This square area of plain earth is surrounded by a low fence that people will gather around if a duel is in progress, although this happens rarely in the capital city. There is also a small Tavern and Inn that specializes in Sword Dancer patrons. This square arena/ring is fairly near the castle.
Pitchman's Square is a place where anyone can sell used goods. It is a wide grassy area set aside for individuals who want to sell things that they no longer need. This is basically like a gigantic yard sale, and flea market, where not only small businesses set up tables, but normal citizens as well. Sometimes very usual items can be found here.
Most Manufacturing and light industry are off of the main road. There are pottery makers, bakers, butchers, candle makers, armorers, weapons smiths, food and beverage manufacturers, and many others. These industries are always looking for more employees, and usually start off at a minimum wage, and grant raises as the new employee learns the trade.
It would be rare to find anything in Tre’Volos that was not made there as well.
Market Street and the Merchant’s Quarter contain almost all of the shops and vendors. Occasionally, however, some of the manufacturing plants will sell products out of a company store, where prices might be a little cheaper.
There are also many shops that cater to tourists. There are map stands throughout Tre’Volos, and with the town guard, the city constables, and citizens, it is almost impossible to get lost.
Many greenhouses are near this avenue, and the smell of flowers and spices are everywhere. There are two types of greenhouses, one for just flowers, and the other for herbs and vegetables.
Town Quarters
Town Quarters in Tre'Volos are actually called 'Boroughs’, although the common folk call them ‘Quarters’. They are generally led by a Boroughmeister, who is something like a cross between a Lord Mayor and a City Councilman. Disputes within a single Borough are often settled by the "Magister', who is something like a cross between a city counselor and a judge. There are free elections for councilmen — who then choose amongst themselves who will be the Boroughmeister. Lawgivers (Lawyers) choose a slate of suggestions for the Magister's position, and the eventual Magister is selected from this list by the Boroughmeister and the councilmen. The Emperor may reject such a choice, but has never been known to do so. From the sky, Tre’Volos looks like a giant irregular hexagon full of buildings and people, and with incredible amounts of flowers and trees.
The City of Tre'Volos
Tre'Volos is divided into six quarters.
1) The Guildsman's Quarter contains light industry and manufacturing plants. 2) The Thieves Quarter is the home of the Thieves Guild. 3) The Seafront Quarter holds docks, ships, and shipwrights. 4) The Merchants Quarter is the closest thing to a downtown shopping center. 5) The Temple Quarter contains most of the Temples and Mages Guilds. 6) The Nobles Quarter is where the rich and famous live. 7) The Central Square is where Sedmon’s castle and grounds are.
Although there are more than four sections, ‘Quarter’ is the term the commonfolk use.
The walls of the city are about 25 feet wide (wide enough for two war chariots to pass each other!) and about 50 feet tall. No one alive remembers how deep they are, nor anything about the castle’s foundations. The is a large guard tower at each of the corners, and smaller ones at either end of the several boulevard gates. The city was rebuilt by Emperor Sedmon over 6,000 years ago. The original city fell during the siege where the original owners were captured, and many of the city’s less reputable shops and less reputable religions were eliminated. For example, the only evil church left in the entire city (that is known) is the Temple to Thoth, guardian of the Underworlds and Lord of Death.
Speaking of walls, there is an inner wall fairly close to the palace and grounds, and From the a middle wall that was built some time after the establishment of Sedmon’s Castle, which surrounded the remaining six districts and protected them from invasion. Quite some time later, an Outer Wall was built surrounding the mapped area of Tre’Volos. This included mostly farm lands of several types. From the farthest Southern Wall to the farthest Northern wall is almost a gigantic five miles!
1) The Guildsman's Quarter contains light industry and manufacturing plants. 2) The Thieves Quarter is the home of the Thieves Guild. 3) The Seafront Quarter holds docks, ships, and shipwrights. 4) The Merchants Quarter is the closest thing to a downtown shopping center. 5) The Temple Quarter contains most of the Temples and Mages Guilds. 6) The Nobles Quarter is where the rich and famous live. 7) The Central Square is where Sedmon’s castle and grounds are.
Although there are more than four sections, ‘Quarter’ is the term the commonfolk use.
The walls of the city are about 25 feet wide (wide enough for two war chariots to pass each other!) and about 50 feet tall. No one alive remembers how deep they are, nor anything about the castle’s foundations. The is a large guard tower at each of the corners, and smaller ones at either end of the several boulevard gates. The city was rebuilt by Emperor Sedmon over 6,000 years ago. The original city fell during the siege where the original owners were captured, and many of the city’s less reputable shops and less reputable religions were eliminated. For example, the only evil church left in the entire city (that is known) is the Temple to Thoth, guardian of the Underworlds and Lord of Death.
Speaking of walls, there is an inner wall fairly close to the palace and grounds, and From the a middle wall that was built some time after the establishment of Sedmon’s Castle, which surrounded the remaining six districts and protected them from invasion. Quite some time later, an Outer Wall was built surrounding the mapped area of Tre’Volos. This included mostly farm lands of several types. From the farthest Southern Wall to the farthest Northern wall is almost a gigantic five miles!
Minor Gods and Demigods
Other planetary Gods, Demigods, and heroes include: Thoth, the God of Death; Runeki, the Druidic God of Nature, and his female companion Faesoli, the Druidic Goddess of Nature; Asl, the patron saint of desert dwellers; Danaan, the patron saint of humans; Dagda, the patron saint of Bards, poets, and singers; and many others. In addition, for some reason or other, many of the old Gods of Earth are also represented here. The Viking (Nordic) religion is very popular in the North. Greco/Roman religion is also practiced, as is the Egyptian Pantheon. In fact, if one looked hard enough, almost all Terran Religions are represented on Æøæ.
Patrons and Worship
As far as anyone knows, there are no churches or places of worship for any of the Five Patrons, but there are human patrons of these five creatures.
Saturday, May 7, 2022
Vacunos — Patron of Space
Vacunos (pronounced like "Va-q-nos"), the Patron of Space, frequently appears as a giant amorphous amoeboid. It has never been seen in a humanoid form. It represents lack or entropy, and is considered evil. Vacunos is also the patron of Muthra. Vacunos is assumed to know all Void based spells, and may speak any known language.
Laamas – Patron of Fire
Laamas (pronounced like "Lah-ah-mas"), the patron of Fire, frequently may appear as anything flaming, from a burning male humanoid, to a "burning bush". Laamas is the patron of Religion, and represents learning and knowledge. Laamas knows all Fire based spells, and may speak any known language.
Mare — Patron of Earth
Mare (pronounced like "Mah-ray"), the patron of Earth, frequently may appear as a beautiful human woman, or an ugly human witch. Mare is the patron of witches, and represents the "Earth Mother". Mare knows all Earth based spells, and may speak any known language.
Lunae — Patron of Water
Lunae (pronounced like "Lou-nay"), the Patron of Water, frequently may appear as a Moon Spirit, a Water Sprite, or a beautiful female Elf. Lunae is the patron of Magic, and also represents arts and crafts. Lunae knows all Water based spells, and may speak any known language.
Raven — Patron of Air
Raven (pronounced like "Rah-ven"), the patron of Air, frequently appears as a large dark colored bird, or less frequently as an imposing male dark colored warrior. Raven represents free will and chaos, but not evil. Raven is also the patron of Wild beasts (but not Monsters) and warriors. Raven knows all Air based spells, and may speak any known language.
The Elemental Patrons
The Five Planetary Cardinals are Raven, the patron of Air Magic; Lunae, the patron of Water Magic; Mare, the patron of Earth Magic; Laamas, the Patron of Fire Magic, and Vacunos, the patron of Void Magic.
Priests of Dragonswright
Priests of Orb are generally Good in alignment, and usually specialize in Healing spells. Priests of Ra are generally Good in alignment, and usually specialize in a single school of Elemental spells such as Air, Earth, Fire, or Water, and rarely Void. Priests of Ahi are generally Good in alignment, and they can learn some Void Magic spells, but usually specialize in Divination and Knowledge based spells. Any priest of Dragonswright can learn any Electrical spell. Every Dragonswright priest must take "Speak with Animals" as their first spell. This is supposedly to talk to Dragons. Dragonswright priests will never take any dragon controlling spells. Outside of Tre’Volos, many Dragonswright churches just have one officiating Cleric. Any race may become a Priest or Cleric of Dragonswright.
The Church of Dragonswright
There is also a church that worships the Greater Dragons called the Church of Dragonswright. Some temples are set up for worship of individual Greater Dragons, but most are set up to worship all three known Greater Dragons. Dragonswright priests generally choose a specific Greater Dragon as their focus of worship and interest. Many churches of Dragonswright exist throughout the world, but only a few large cities have temples to each one of the Greater Dragons separately. Most smaller cities and towns have just one temple to all three Greater Dragons.
Other Dragons
Some of the other known Lesser and Greater Dragons include: White (Ice), Red (Fire), Orange, Yellow, Green (Gas), Blue (Water), Violet, Purple, Black (Acid), and many others. There are also Gem Dragons, including: Diamond, Topaz, Opal, Ruby, Emerald, Sapphire, Amethyst, and Jet (Obsidian), among others. Others include: Brown (Earth), Crystal (Air), Chinese (the only one without wings known), and, of course, Chromatic and Metallic Dragons, including Gold, Silver, and Copper Dragons. The existence of Shard Dragons, although commonly believed, has never been proven.
Monday, May 2, 2022
The Greater Dragons — Ahi
Ahi is a large brilliant Silver Greater Dragon worshiped by the Dragonswright church as the bringer of knowledge and magic. Ahi can speak, read, and write any known language, and is the equivalent of a Master Mage. Ahi represents cold, winter, silver, and knowledge, among other things. Ahi, strangely, is associated with darkness. Ahi is rarely seen in public. A public appearance of Ahi in Dragon form usually means something cataclysmic =is= occurring. Ahi can remember all magical events going back to almost the formation of the world. Ahi prefers to speak to Priests of Dragonswright and those of Good alignment. Ahi prefers to ignore those of Evil alignment. If attacked, Ahi is the equivalent of a 21st level Master Mage. Ahi can also shapechange and has other abilities. If appearing in human form, Ahi takes the shape of a young, attractive, Oriental looking woman wearing ornate grey robes with silver embroidery. She has, among other skills, three levels of Magery, is a master of flight, has inherent Magical Aptitude, and, as a last resort, can attack with all four claws and her tail and bite. She can use her "Cone of Cold" Breath Weapon up to twenty times a day. Ahi can also shapechange and has other abilities. No one in their right mind would even think of attacking Ahi for fear that the sun would go out.
The Greater Dragons — Ra
Ra is a large brilliant Copper Greater Dragon worshiped by the Dragonswright church as the bringer of fire. Ra is associated with twilight — either dawn or dusk – when Orb is not visible. Ra's brilliant copper sheen has faded somewhat with time and age. Ra can speak, read, and write any known language. Ra represents fire, and is highly revered by Dwarves. Ra is rarely seen in public. Any public appearance of Ra in Dragon form usually means something cataclysmic is about to occur. Ra can remember most events going back to almost the formation of the world. Ra prefers to speak to Priests of Dragonswright and those of Good alignment. Ra prefers to ignore those of Evil alignment. If attacked, Ra is the equivalent of a 21st level Master Mage. He has, among other skills, three levels of Magery, is a master of flight, has inherent Magical Aptitude, and, as a last resort, can attack with all four claws and his tail and bite. He can use his Breath Weapon, consisting of concentrated Flame, up to twenty times a day. Ra can also shapechange and has other abilities. If appearing in human form, Ra generally takes the shape of an elderly Chinese looking man in ornate red robes with copper embroidery. Strangely, Ra is the most popular Dragon to worship. No one in their right mind would even think of attacking Ra for fear that the sun would go out.
The Greater Dragons — Orb
Orb is a large brilliant Gold Greater Dragon worshiped by the Dragonswright church as the bringer of light and life. Orb is associated with daylight. Orb can speak, read, and write any known language, and is the equivalent of a Master Mage. Orb represents light, life, gold, and purity, among other things. Orb is rarely seen in public. Any public appearance of Orb in Dragon form usually means something cataclysmic is about to occur. Orb can remember events going back to almost the formation of the world. Orb prefers to speak to Priests of Dragonswright and those of Good alignments. Orb prefers to ignore those of Evil alignment. If attacked, Orb is the equivalent of a 21st level Master Mage. He has, among other skills, three levels of Magery, is a master of flight, has inherent Magical Aptitude, and, as a last resort, can attack with all four claws and his tail and bite. He can use his Breath Weapon, consisting of concentrated solar energy, up to twenty times a day. Orb is capable of shapechanging himself into almost anything, but he usually transforms himself into a Humanoid form, and frequently a Human. When doing so, he appears normally as a slightly middle-aged man in Oriental style clothing, generally marked with gold thread and/or gold embroidery.
The Moons – Aralve
Not much is known about this second, totally dark moon. The only ways that it is seen is when it passes in front of Val, or one (or more) of the three suns. Unlike, Val, however, it seems to be basically round and not an oval.
The Moons – Val
Like our own moon, Val seems to be a large airless oval-shaped rock, covered in small mountains, hills, small valleys, and quite a few meteorite impact craters.
The Moons
Æøæ has two moons: Val and Aralve. Val is pronounced like "veil." Aralve rhymes with "valve." Val is a very large, quite elliptical moon that, other than being very large and very ovoid, is much like Earth's moon. Aralve is smaller, round, totally dark, and faster. At times, there is a conjunction between Val and Aralve, where Aralve passes directly in front of Val. This is called "The Eye of Val." This is considered a bad omen. Aralve can also visibly pass on the right side of Val or the left side of Val. During these times, commoners say: "The Eye of Val is not upon us today". This is considered a good omen. Aralve is a dark companion moon that is generally only visible from Æøæ if passing in front of Val, or one of the suns. If the "Eye of Val" happens to occur on the same day as any solar conjunction, this is considered a bad omen. Should the "Eye of Val" appear on the same day as a Trinary conjunction, this would be a very bad omen. If the "Eye of Val" should appear on the same day as a true Triune conjunction, this would be a very bad omen indeed. One Bardic story has the beginning of the end of time happening with such an event. Note that there have never been any lunar eclipses — that is, the shadow of Æøæ passing in front of Val. Scholars and Priests studying these events have no explanation for this.
More About Conjunctions
Note that if a true Triune conjunction occurs, it is one of the rare times that there is total darkness anywhere on the planet. Total nightfall is very uncommon. Vampires exist, but are quite different from their Terran brethren. True Vampires would be almost impossible on a world with such infrequent nightfall. Weres are uncommon, and transformations usually occur when Val is full. With three suns, this happens far more regularly than on our world. Full moons are brightest when illuminated by Orb. When illuminated by Ra, full moons appear reddish, and are generally omens of battle. When illuminated by Ahi, full moons are bright and bluish and only happen rarely. Different types of Weres may be affected in different ways by different types of full moons. Such affectation is better left to your imagination. There is twilight when Orb is on the 'other' side of the planet, since neither Ra nor Ahi provide much light. But even so, this is not total darkness. The growing season is virtually year-long. Seasons do exist, but they are generally not as severe as on Earth. However, during times when Triune and/or Trinary conjunctions are about to occur, seasons can get very intense.
Conjunctions
When Orb, and/or Ra, and/or Ahi are in front of each other in various patterns, they are in conjunction. Conjunctions between Orb and Ra are fairly common, happening about twice a year. Conjunctions between either of these stars and Ahi are less common. A Trinary conjunction, that is, all three stars in a row in front of each other, is a once in a lifetime event. True Triune conjunctions, that is, Orb in front of Ra at the same time that Ahi is in front of Orb, only happen about once every thousand years. A Trinary conjunction would have one of the stars (normally Ahi) on the other side. Ahi is not visible through Orb. Secondary conjunctions infrequently occur between Orb and Ahi and/or Ra and Ahi. Secondary and tertiary conjunctions are not considered as powerful an omen as are Trinary or true Triune conjunctions. Ra is tenuous enough so that either Orb or Ahi can be seen through it. Neither Ahi nor Ra is visible through Orb, but Ra is big enough so that its borders extend well beyond the edges of Orb. Ahi is always visible when up, even when directly in front of Orb.
Sunday, May 1, 2022
Seasons and Days
Æøæ has an ordinary orbital pattern. Its seasons are generally calm and regular. It has a rotation of 24 hours in a day. Note that all calculations of "day" are made by consulting just Orb's orbital pattern. Storms are generally short and about the same as on Earth, except for the 'Maelstrom'. There is not a lot of difference between the seasons. For instance, only in the extreme north and extreme south would it ever snow. A complete Commoner's Calendar and information about it is available.
The Solar System
Æøæ is the second planet in its system. There are at least seven others, but the citizenry thinks of them as moving stars. A zodiac has been developed in conjunction with the current dating system, and Astrologers are in high demand. A calendar exists for the world based on lunar motions and phases. It is almost impossible to create an accurate solar calendar, although it is possible to predict with some accuracy occurrences of conjunctions, but a semi-accurate calendar could be made if just considering Orb. The lunar calendar is much more accurate.
Do they Orbit or is it Magic?
Although their orbital patterns intersect, Orb will never crash into Ra or visa versa. Ahi orbits both, farther away, and does little to affect the orbits of either of the other suns. When viewed from Æøæ, conjunctions do occur. Scholars surmise that the suns are kept in position by magic. Priests think the suns are linked to the Greater Dragons in some way.
The Suns
Æøæ has three suns, Orb, Ra, and Ahi. Orb is a medium-sized golden yellow sun much like our own. Orb provides most of the illumination and heat to the world. Ra is a very large, very old red sun. Visible if up, Ra provides some light and/or heat to Æøæ’s inhabitants, but not in large quantities. Ahi is a very small blue/white dwarf star that orbits both of the others. Ahi provides small amounts of blue/white light and little heat to Æøæ’s inhabitants.
Æøæ is a world much larger than Earth, with larger landmasses and larger oceans. It has less native metal and metal ore, but makes up for this in larger quantities of gems and jewels. Æøæ has four major continents, an upper and lower continent in the eastern hemisphere, and an upper and lower continent in the western hemisphere. This book only considers the largest of the four continents, the one in the North East. Later products will cover the other three continents, as well as other material.
ÆØÆ
Æøæ is a fantasy setting developed from a synthesis of materials. Most material is taken from various campaigns I have run throughout my 45 year career. Æøæ (from Eldish - "The World") is a place of high fantasy, swords, and sorcery. It has a lot in common with other fantasy worlds (such as Goblins, Orcs, Kobolds, Dwarves, Elves, etc.), and a lot different, but it is unique in that not only does it have the usual wilderlands adventures, dungeons, castles, evil mages, corrupt high priests, etc., but it is a world where characters can carve out their own little piece of the world without seriously hurting the mileau. Some of the creatures might seem familiar, but some have been changed. Not every creature is what you think you know.
How the Universe Began
How the Universe was Born.
Before time began, there was the Cosmic Egg. The egg knew nothing about anything or anyone. It was alone in a starless realm. Eons passed without any time going by, and still the Cosmic Egg sat in empty nothingness. Centuries later, the egg pulsed with energy once, and then, at first, very few in number, perhaps an eon between each pulse, there were more pulses. As the egg grew, the pulses increased more and more – once per eon, once per age, once per century, once per year, once per month, once per day, until finally the egg was glowing constantly with its own pulsating energy. Finally, after a timeless time, the egg began to crack. It was hatching! When the shell could not hold its contents anymore, it exploded with immeasurable force. A soundless explosion rocked the cosmos as the forces within the egg were finally released. This was the "Big Bang". This is the popular belief about how the universe began.
Before time began, there was the Cosmic Egg. The egg knew nothing about anything or anyone. It was alone in a starless realm. Eons passed without any time going by, and still the Cosmic Egg sat in empty nothingness. Centuries later, the egg pulsed with energy once, and then, at first, very few in number, perhaps an eon between each pulse, there were more pulses. As the egg grew, the pulses increased more and more – once per eon, once per age, once per century, once per year, once per month, once per day, until finally the egg was glowing constantly with its own pulsating energy. Finally, after a timeless time, the egg began to crack. It was hatching! When the shell could not hold its contents anymore, it exploded with immeasurable force. A soundless explosion rocked the cosmos as the forces within the egg were finally released. This was the "Big Bang". This is the popular belief about how the universe began.
I've Been Slouching lately.....
I realize I've been quite remiss on posting stuff to this blog. In order to try to make things right, I'lll be posting some information about the gaming setting I've been designing. Immediately after this post willl be the first Post about "Aeoae" and soon more.
Sorry about that. I'll make it up to you.
Bruce Gray
Saturday, August 21, 2021
Why I'm Quitting World of Warcraft
Why I'm Quitting World of Warcraft.
by Bruce Gray
I started playing Blizzard's games before there even was such a thing as "World of Warcraft". I happily played hours on end of "Warcraft III". Then they made the big move to World of Warcraft.
This biggest hit I took was when they "leveled the playing field" again recently. When that happened, my major WoW character had finally reached level 120 - which was the maximum at that time. With that character, I felt like I could take on almost any obstacle. But when the latest "update" hit, my character was reduced to a 50th level character, and his primary weapon was removed. This really started my growing dissatisfaction with World of Warcraft. But that had not been the first time that they had purposely lowered all high level characters. There have been others.
The latest "upgrade" was to a part of Shadowlands called "Chains of Domination". Even with my very best characters (and I have two level 60 characters now), I cannot get to the newest world area.
I'm not the usual person who is quitting WoW. Most of the comments I've read are from people who are into PVP, or Player Versus Player. If that had been all I had available, I would have quit long ago.
But there are servers (just a few mind you) that specialize in PVE, or Player Versus Environment. That's the type of WoW I can really get into. PVP, to me, just sounds like another first person shooter. The few times I tried a character in a PVP setting, and every time thereafter, I was usually killed by another player who just killed me to get my stuff. There are times when I was even killed as a first level character by another much higher level character. Why respawn over and over again?
My biggest problem with this is the seemingly endless amount of real cash I have to sink into Blizzard to play WoW. I pay, on average, $15 a month for services that allow me to run any of my characters any higher than 20th level. I've seen a lot of reports about subscription members leaving. At one time, I had heard that they were over five million subscribers. But the exodus of unhappy WoW players, according to some sources, has left them with just under two million subscribers.
Let's crunch some number here. Just to be more than fair, I only allowed for one million subscribers. When I multiply 1,000,000 subscribers times even $10 a month, I get $10,000,000 - =a= =month=. Surely this is enough money to make =any= game better.
But I'm tired or all the changes and all the BS. By Sept 1, 2021, I will no longer be playing World of Warcraft. Will I miss it? Hell, yes. But I fell as though Blizzard has forgotten their core players. There's already rumors that many core WoW fans have left and joined such games as Guild Wards 2, Final Fantasy, and others. And one thing is for certain. I'll be spending my hard earned $15.00 per month on other things.
See you all on the other side.
Bruce Gray
by Bruce Gray
I started playing Blizzard's games before there even was such a thing as "World of Warcraft". I happily played hours on end of "Warcraft III". Then they made the big move to World of Warcraft.
This biggest hit I took was when they "leveled the playing field" again recently. When that happened, my major WoW character had finally reached level 120 - which was the maximum at that time. With that character, I felt like I could take on almost any obstacle. But when the latest "update" hit, my character was reduced to a 50th level character, and his primary weapon was removed. This really started my growing dissatisfaction with World of Warcraft. But that had not been the first time that they had purposely lowered all high level characters. There have been others.
The latest "upgrade" was to a part of Shadowlands called "Chains of Domination". Even with my very best characters (and I have two level 60 characters now), I cannot get to the newest world area.
I'm not the usual person who is quitting WoW. Most of the comments I've read are from people who are into PVP, or Player Versus Player. If that had been all I had available, I would have quit long ago.
But there are servers (just a few mind you) that specialize in PVE, or Player Versus Environment. That's the type of WoW I can really get into. PVP, to me, just sounds like another first person shooter. The few times I tried a character in a PVP setting, and every time thereafter, I was usually killed by another player who just killed me to get my stuff. There are times when I was even killed as a first level character by another much higher level character. Why respawn over and over again?
My biggest problem with this is the seemingly endless amount of real cash I have to sink into Blizzard to play WoW. I pay, on average, $15 a month for services that allow me to run any of my characters any higher than 20th level. I've seen a lot of reports about subscription members leaving. At one time, I had heard that they were over five million subscribers. But the exodus of unhappy WoW players, according to some sources, has left them with just under two million subscribers.
Let's crunch some number here. Just to be more than fair, I only allowed for one million subscribers. When I multiply 1,000,000 subscribers times even $10 a month, I get $10,000,000 - =a= =month=. Surely this is enough money to make =any= game better.
But I'm tired or all the changes and all the BS. By Sept 1, 2021, I will no longer be playing World of Warcraft. Will I miss it? Hell, yes. But I fell as though Blizzard has forgotten their core players. There's already rumors that many core WoW fans have left and joined such games as Guild Wards 2, Final Fantasy, and others. And one thing is for certain. I'll be spending my hard earned $15.00 per month on other things.
See you all on the other side.
Bruce Gray
Monday, August 2, 2021
The Magic Knight
The Magic Knight (Aelf Prodigy).
Note: The Magic Knight Character Class may =only= be used by an Aelf.
The Magic Knight.
CR: 1.
Class: Aelf Prodigy 1.
Type: NG Medium Humanoid (Half-Dwarf and Half-Elf).
Init +3.
Senses. Low-Light Vision, Darkvision 60 ft.; Perception +5.
AC: 18, Touch: 18, Flat-Footed: 15 (+5 Bonus, +3 DEX).
HP: 9 (1d8+1).
Saves: Fort +1, Ref +5, Will +5.
Speed 30 ft.
Melee: Estoc one-handed +2 (2d4, 18-20) or Estoc two-handed +0 (2d4, 18-20).
Special Attacks: Fatal Thrust, Inspired Sequence, Sequence (4 Links).
Magic.
Caster Level: 1; MSB: +1, MSD: 12, Concentration: +4.
Tradition: Fey Magic (Drawbacks: Somatic Casting, Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge).
Spell Points: 4.
Fallen Fey Sphere - DC 13; Duration: 1 minute/level; Range: none; Talents: Fey Beauty; Drawbacks: None.
- Fey-Link.
- Fey Blessing (Nature-Connection, Fey Beauty).
Life Sphere - DC 13; Duration: None; Range: Touch; Talents: None; Drawbacks: None.
- Cure.
- Invigorate.
- Restore.
Martial.
Tradition: Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere).
Athletics Sphere - DC 13, Talents: None, Drawbacks: None.
- Coordinated Movement (whenever you take the withdraw action, you regain your martial focus).
- Leap Package (reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC).
Equipment Sphere - DC 13, Talents: Duelist Training, Finesse Fighting, Unarmored Training.
- Duelist Training (discipline): Proficiency with Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
- Finesse Fighting (add your DEX to attacks with Finessable weapons).
- Unarmored Training: When unarmored and unencumbered, you gain a +3 armor bonus to your AC, and +1 per 3 ranks you possess in Acrobatics.
Fencing Sphere - DC 13, Talents: None, Drawbacks: None.
- Fatal Thrust (Deal +1d6 Precision Damage to a target that is flat-footed or has lost its DEX bonus to AC).
Abilities: STR: 10, DEX: 15, CON: 12, INT: 12, WIS: 13, CHA: 16.
BAB: ATK: +0; CMB: +0; CMD: +12.
Traits: Combat Healer, Fey-Blood.
Feats: Mystic Focus.
Skills: Acrobatics +6, Bluff +6, Diplomacy +7, Heal +5, Knowledge (Nature) +5, Perception +5, Spellcraft +5.
Languages: Common, Dwarven, Elven.
SQ: Faerie Born, Fey Heart.
Gear: Bloodrager’s Kit (9 GP), Elfleaf (5 GP), Estoc (50 GP), 2 Flasks of Liquid Life (40 GP), 1 GP.
Special Abilities
Athletics Sphere: When you gain the Athletics Sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
If you possess both the (Leap) and (Run) packages, you gain a competence bonus on Acrobatics checks equal to half your BAB instead of retraining the ranks a second time.
In addition, you gain the following ability:
Athletics: Coordinated Movement. Whenever you take the Withdraw action, you regain your martial focus.
Athletics: Leap. You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Easy Focus: When maintaining a Sphere ability through Concentration, you only need to spend a move action to maintain Concentration instead of a standard action. This does not decrease the Sphere ability’s casting time, only the action used to maintain Concentration.
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as Fear effects, spells with the (Emotion) descriptor, or Charms such as Fear or Hostility) you are unable to use magic.
Equipment: Duelist Training (Discipline). You gain proficiency with the Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
Equipment: Finesse Fighting. You may use your DEX modifier in place of your STR modifier when calculating your melee attack rolls with light weapons and weapons with the Finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your DEX bonus on attack rolls and your STR bonus on melee damage rolls, you may also add 1/2 your BAB (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training. Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of BAB you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against Touch attacks, or when you are Flat-Footed. You lose these bonuses if you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the Monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any Shapeshift other than blank form, or is Polymorphed into a creature of the Animal, Dragon, Elemental, Magical Beast, Plant, or Vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link. As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an Elf using this ability would change from a Humanoid with the Elf subtype to a Fey with the Elf subtype).
Whenever Fey-Link is active, you may spend 1 spell point as a free action to gain the benefits of a Fey-Blessing until the end of the Fey-Link. There are no limits to the number of Fey-Blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the Fey-Link. Renewing a Fey-Link does not increase the duration of a Fey-Blessing, and ends all Fey-Blessings you currently possess.
When you gain the Fallen Fey Sphere, you gain the following Fey-Blessing:
Fallen Fey: Nature-Connection (Fey-Blessing): You gain a +1 bonus on Initiative checks and Knowledge (Geography), Survival, Stealth, and Perception skill checks made within one Terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this Fey-Blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (Fey-Blessing) grant additional Fey-Blessings.
Fallen Fey: Fey Beauty (Fey-Blessing): You gain a +1 bonus to all CHA-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fencing Sphere. Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing Sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing Sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
Fencing: Fatal Thrust. Whenever you make an attack action or an Attack of Opportunity against a target that is within 30 ft. and that you are Flanking, that is Flat-Footed, or that has lost its DEX bonus to AC (such as through a successful Feint), you deal an additional +1d6 Precision Damage to the target. This damage is not multiplied by a critical hit. This damage increases by an additional 1d6 Precision Damage for every 5 points of BAB you possess. A Fencer may apply the effects of a single (Exploit) talent to any Fatal Thrust.
Inspired Sequence (Ex): While the prodigy has an active Sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her Sequence (minimum 1).
Life Sphere. You wield the powers of life.
Life: Cure. As a standard action, you may spend a spell point to touch a target and Heal it for an amount of damage equal to 1d8 plus your caster level. This is a positive energy effect, and as such may be used to harm Undead (Will half).
Life: Invigorate. As a standard action, you may Invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Life: Restore. As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
Heals 1d4 points of Ability damage to one ability score of your choice.
Removes the Fatigued condition or lessens Exhaustion to Fatigued.
Removes the Sickened condition or lessens Nauseated to Sickened.
Removes the Shaken condition or lessens Frightened to Shaken, or Panicked to Frightened.
Removes the Staggered condition.
Removes the Dazzled condition.
Removes the Battered condition. (When using Spheres of Might.)
If the condition targeted is part of an ongoing effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to Remove Curses or using instantaneous effects.
Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a Sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become Fatigued afterward. If you are already Fatigued, you become Exhausted. If you are Exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to Fatigue cannot benefit from this boon.
Sequence (Ex): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: Openers, Link Components, and Finishers. The maximum length of a Sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional Links have no effect and anything that would cause the Sequence to lose a Link acts normally. A Prodigy may only have one Sequence active at a time; any actions affect the currently active Sequence. Any time a Prodigy begins her turn without having added a Link to her Sequence since the beginning of her last turn, her active Sequence loses one Link. Should this reduce the Sequence to 0 Links, the Sequence ends and must be started again. If the Prodigy becomes Dazed, Dead, Helpless, Paralyzed, Stunned, or Unconscious, the Sequence immediately ends.
A Sequence requires the rush induced by real danger. As such, a Sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or Sphere effect).
Openers: An Opener begins a new Sequence. A newly started Sequence is one Link in length. The following are basic Openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a Sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the Prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic Sphere effect. This Sphere effect must have a casting time of a standard action or greater. This Opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the Reflect Spell class feature.
Some abilities, such as possessing certain Spheres, may grant additional Opener options. Such options have the (Open) tag.
Link Components: Successfully performing a Link component increases the length of the Prodigy’s active Sequence by 1 Link. A given action may not add more than 1 Link even if it fulfills the conditions of more than one Link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding Spheres or the Armiger’s Rapid Assault ability) count as part of the original action for this purpose, though Attacks of Opportunity do not. All Openers function as Link components if performed after a Sequence has been started. No Link component may grant a Link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the Prodigy may expend martial focus.
Close the Gap: As a move action, the Prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a Prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (Link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the Prodigy may move up to half her speed. She does not provoke Attacks of Opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the Prodigy would be granted an Attack of Opportunity against a hostile creature, she may choose to expend an Attack of Opportunity without making an attack to complete this (Link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a Concentration check to maintain Concentration on a Sphere effect when taking damage.
Some abilities, such as possessing certain Spheres, may grant additional Link component options.
Such options have the (Link) tag.
Finishers: A Sequence may be ended to activate a Finisher. Each Finisher has a required activation action and some have a minimum Sequence length. Once a Finisher has been used, the Prodigy’s Sequence is ended. Actions taken as part of a Finisher do not count toward the current Sequence nor begin a new Sequence.
The following are your basic Finishers:
Adroit Momentum: A Prodigy may end her Sequence as part of making a skill check to gain a competence bonus equal to the number of Links in the Sequence on that skill check.
Arcane Apocalypse: As a 5 Link Finisher, the Prodigy may cast a Sphere effect as a move action. As a 7 Link Finisher, the Prodigy may cast a Sphere effect as a swift action. As a 9 Link Finisher, the Prodigy may cast up to three Sphere effects, one as a standard, one as a move, and one as a swift action. Each Sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 Link Finisher, the Prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 Link Finisher, the Prodigy may make a single attack as a swift action. If the Sequence is at least 5 Links, the Prodigy may make an attack action in place of a move action. If the Sequence is at least 7 Links, this attack action may instead be done as a swift action. As a 9 Link Finisher, the Prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 Link Finisher, the Prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the Sequence is at least 7 Links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 Link Finisher, the Prodigy may regain martial focus as a free action.
Ironhide: The Prodigy may end her Sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of Links in her Sequence. This Finisher may be used after the result of an attack is revealed and may allow the Prodigy from dying.
Penetrating Magic: The Prodigy may end her Sequence as part of casting a Sphere effect to gain a bonus equal to the length of her Sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 Link Finisher, when targeted by an attack or forced to make a Reflex save, the Prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use that skill check result even if it is lower than her AC. If the Sequence is at least 5 Links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the Prodigy has a Sequence of at least 5 Links, when failing a saving throw, she may end the Sequence as an immediate action to reroll the save. For every Link beyond 5, you gain a +1 competence bonus on the reroll.
Some abilities, such as possessing certain Spheres, may grant additional Finisher options. Such options have the (Finish) tag.
Sequence: Integrated Techniques: A Prodigy gains additional Sequence options if she possesses certain Spheres:
Athletics: Hard Target (Link): Once per movement, if the Prodigy is attacked as part of an Attack of Opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a Link to her Sequence.
Fencing: Feinting Set-up (Link): A successful Feint as a move action.
Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use any shield without incurring a chance of arcane spell failure.
Wild Magic, Variant: You have a base Wild Magic chance of 10%. This Wild Magic chance does not stack with Wild Magic chances from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Build: The Ice Knight is built with a 20-point buy and 105 GP of starting wealth. Favored Class Bonus is +? of a bonus combat or magic talent. If using a lower point buy, you can lower STR and INT. If using a higher point buy (or rolling really well), your most important attributes are CHA and DEX. CHA is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, also bolstering your social skill checks; DEX makes you a great Finesse warrior, increases your initiative, and bolsters AC. WIS is also useful to boost Will saves and be a better healer for your group, while a high CON gives you more hit points.
Playing a Magic Knight
Born of two worlds and infused with magic, you are a vision of beauty and grace on the battlefield. Without any armor to hinder your natural agility, you dance rather than fight, and use your supernatural connection to Fey to bewilder and blind enemies. You are also a healer, and lend succor to hurt friends and allies after a battle.
Future Abilities
Magic Talents: Adrenaline Surge, Beacon of Hope, Blinding Beauty*, Blinding Light, Clarified Strike, Fae Light, Fairy Flight, Glory, Inner Sun, Light Sphere, Solar Strike.
Martial Talents: Expanded Training, Finesse Fighting, Footwork, Lunge, Mobile Striker, Mobility*, Moving Target*, Parry and Riposte, Parry Anything, Skewer, Swift Movement.
Feats: Agile Maneuvers, Combat Expertise, Improved Mystic Assault, Mystic Assault, Piranha Strike, Searing Brilliance, Seraphic Glow, Swordplay Style, Weapon Focus (Estoc).
Note: The Estoc is a type of sword, also called a tuck, in use from the 14th to the 17th century. It is characterized by a cruciform hilt with a grip for two-handed use and a straight, edgeless, but sharply pointed blade of around 36 inches to 52 inches in length. It is noted for its ability to pierce mail armor.
Note: The Magic Knight Character Class may =only= be used by an Aelf.
The Magic Knight.
CR: 1.
Class: Aelf Prodigy 1.
Type: NG Medium Humanoid (Half-Dwarf and Half-Elf).
Init +3.
Senses. Low-Light Vision, Darkvision 60 ft.; Perception +5.
AC: 18, Touch: 18, Flat-Footed: 15 (+5 Bonus, +3 DEX).
HP: 9 (1d8+1).
Saves: Fort +1, Ref +5, Will +5.
Speed 30 ft.
Melee: Estoc one-handed +2 (2d4, 18-20) or Estoc two-handed +0 (2d4, 18-20).
Special Attacks: Fatal Thrust, Inspired Sequence, Sequence (4 Links).
Magic.
Caster Level: 1; MSB: +1, MSD: 12, Concentration: +4.
Tradition: Fey Magic (Drawbacks: Somatic Casting, Wild Magic, Emotional Casting; Boons: Easy Focus, Overcharge).
Spell Points: 4.
Fallen Fey Sphere - DC 13; Duration: 1 minute/level; Range: none; Talents: Fey Beauty; Drawbacks: None.
- Fey-Link.
- Fey Blessing (Nature-Connection, Fey Beauty).
Life Sphere - DC 13; Duration: None; Range: Touch; Talents: None; Drawbacks: None.
- Cure.
- Invigorate.
- Restore.
Martial.
Tradition: Dedicated Duelist (Equipment: Duelist Training, Finesse Fighting, Unarmored Training; Fencing sphere).
Athletics Sphere - DC 13, Talents: None, Drawbacks: None.
- Coordinated Movement (whenever you take the withdraw action, you regain your martial focus).
- Leap Package (reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC).
Equipment Sphere - DC 13, Talents: Duelist Training, Finesse Fighting, Unarmored Training.
- Duelist Training (discipline): Proficiency with Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
- Finesse Fighting (add your DEX to attacks with Finessable weapons).
- Unarmored Training: When unarmored and unencumbered, you gain a +3 armor bonus to your AC, and +1 per 3 ranks you possess in Acrobatics.
Fencing Sphere - DC 13, Talents: None, Drawbacks: None.
- Fatal Thrust (Deal +1d6 Precision Damage to a target that is flat-footed or has lost its DEX bonus to AC).
Abilities: STR: 10, DEX: 15, CON: 12, INT: 12, WIS: 13, CHA: 16.
BAB: ATK: +0; CMB: +0; CMD: +12.
Traits: Combat Healer, Fey-Blood.
Feats: Mystic Focus.
Skills: Acrobatics +6, Bluff +6, Diplomacy +7, Heal +5, Knowledge (Nature) +5, Perception +5, Spellcraft +5.
Languages: Common, Dwarven, Elven.
SQ: Faerie Born, Fey Heart.
Gear: Bloodrager’s Kit (9 GP), Elfleaf (5 GP), Estoc (50 GP), 2 Flasks of Liquid Life (40 GP), 1 GP.
Special Abilities
Athletics Sphere: When you gain the Athletics Sphere, you gain one of the following packages with its included abilities. You may take the Expanded Training talent to gain additional packages. Each package has an associated movement mode and an associated skill. Some abilities require you to be using an associated movement mode to function. When you gain a package, you gain 5 ranks in its associated skill, plus 5 ranks per additional talent spent in the Athletics sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the associated skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
If you possess both the (Leap) and (Run) packages, you gain a competence bonus on Acrobatics checks equal to half your BAB instead of retraining the ranks a second time.
In addition, you gain the following ability:
Athletics: Coordinated Movement. Whenever you take the Withdraw action, you regain your martial focus.
Athletics: Leap. You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.
Easy Focus: When maintaining a Sphere ability through Concentration, you only need to spend a move action to maintain Concentration instead of a standard action. This does not decrease the Sphere ability’s casting time, only the action used to maintain Concentration.
Emotional Casting: Your magic requires heightened emotional states of mind to use. When subject to a non-harmless magical effect that invokes an emotion (such as Fear effects, spells with the (Emotion) descriptor, or Charms such as Fear or Hostility) you are unable to use magic.
Equipment: Duelist Training (Discipline). You gain proficiency with the Bastard Sword, Butterfly Knife, Double Chicken Saber, Dual Blade, Duelist Sword, Estoc, Greatsword, Longsword, Pistol, Rapier, Shortsword and Swordbreaker Dagger.
Equipment: Finesse Fighting. You may use your DEX modifier in place of your STR modifier when calculating your melee attack rolls with light weapons and weapons with the Finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your DEX bonus on attack rolls and your STR bonus on melee damage rolls, you may also add 1/2 your BAB (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Equipment: Unarmored Training. Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of BAB you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against Touch attacks, or when you are Flat-Footed. You lose these bonuses if you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the Monk or similar abilities.
This bonus depends on an intricate awareness of the practicioner’s body and balance, and as such is lost when the target is under any Shapeshift other than blank form, or is Polymorphed into a creature of the Animal, Dragon, Elemental, Magical Beast, Plant, or Vermin type.
Fallen Fey Sphere
Fallen Fey: Fey-Link. As a swift action, you may change your creature type to Fey for 1 minute per caster level. You are treated as a Fey and no longer count as your previous creature type for all purposes including spells, magic items, etc. You still possesses any subtypes you previously possessed (thus, an Elf using this ability would change from a Humanoid with the Elf subtype to a Fey with the Elf subtype).
Whenever Fey-Link is active, you may spend 1 spell point as a free action to gain the benefits of a Fey-Blessing until the end of the Fey-Link. There are no limits to the number of Fey-Blessings you may have active at a time, but each one must be activated separately, and all only endure until the end of the Fey-Link. Renewing a Fey-Link does not increase the duration of a Fey-Blessing, and ends all Fey-Blessings you currently possess.
When you gain the Fallen Fey Sphere, you gain the following Fey-Blessing:
Fallen Fey: Nature-Connection (Fey-Blessing): You gain a +1 bonus on Initiative checks and Knowledge (Geography), Survival, Stealth, and Perception skill checks made within one Terrain of your choice. This bonus increases by +1 for every 5 caster levels you possess. Consult the Ranger list of favored terrains to see potential terrain types. You may gain this Fey-Blessing multiple times, gaining this bonus in a different terrain each time. Magic Talents marked as (Fey-Blessing) grant additional Fey-Blessings.
Fallen Fey: Fey Beauty (Fey-Blessing): You gain a +1 bonus to all CHA-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fencing Sphere. Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing Sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing Sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill, you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the Armiger’s Customized Weapons class feature.
Fencing: Fatal Thrust. Whenever you make an attack action or an Attack of Opportunity against a target that is within 30 ft. and that you are Flanking, that is Flat-Footed, or that has lost its DEX bonus to AC (such as through a successful Feint), you deal an additional +1d6 Precision Damage to the target. This damage is not multiplied by a critical hit. This damage increases by an additional 1d6 Precision Damage for every 5 points of BAB you possess. A Fencer may apply the effects of a single (Exploit) talent to any Fatal Thrust.
Inspired Sequence (Ex): While the prodigy has an active Sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her Sequence (minimum 1).
Life Sphere. You wield the powers of life.
Life: Cure. As a standard action, you may spend a spell point to touch a target and Heal it for an amount of damage equal to 1d8 plus your caster level. This is a positive energy effect, and as such may be used to harm Undead (Will half).
Life: Invigorate. As a standard action, you may Invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
Life: Restore. As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
Heals 1d4 points of Ability damage to one ability score of your choice.
Removes the Fatigued condition or lessens Exhaustion to Fatigued.
Removes the Sickened condition or lessens Nauseated to Sickened.
Removes the Shaken condition or lessens Frightened to Shaken, or Panicked to Frightened.
Removes the Staggered condition.
Removes the Dazzled condition.
Removes the Battered condition. (When using Spheres of Might.)
If the condition targeted is part of an ongoing effect, this suppresses the effect for a number of rounds equal to your caster level. This cannot be used to Remove Curses or using instantaneous effects.
Overcharge: You may overcharge your magic, giving yourself great power at the cost of your own strength. Whenever you use a Sphere ability, you may give yourself a +2 bonus to your caster level for that ability, but you become Fatigued afterward. If you are already Fatigued, you become Exhausted. If you are Exhausted, you collapse to the ground unconscious for 1d4 rounds. Creatures immune to Fatigue cannot benefit from this boon.
Sequence (Ex): A prodigy may string together actions in combat, building momentum, setting her position, and unbalancing enemies to be able to execute powerful offensive and defensive techniques. Sequences have three parts: Openers, Link Components, and Finishers. The maximum length of a Sequence is 4 links plus 1 link per 3 class levels. Attempts to add additional Links have no effect and anything that would cause the Sequence to lose a Link acts normally. A Prodigy may only have one Sequence active at a time; any actions affect the currently active Sequence. Any time a Prodigy begins her turn without having added a Link to her Sequence since the beginning of her last turn, her active Sequence loses one Link. Should this reduce the Sequence to 0 Links, the Sequence ends and must be started again. If the Prodigy becomes Dazed, Dead, Helpless, Paralyzed, Stunned, or Unconscious, the Sequence immediately ends.
A Sequence requires the rush induced by real danger. As such, a Sequence cannot be started prior to rolling initiative and ends automatically 1 round after there is no longer any apparent immediate threat (such as a hostile creature capable of making an attack or casting a spell or Sphere effect).
Openers: An Opener begins a new Sequence. A newly started Sequence is one Link in length. The following are basic Openers:
Attack: Dealing damage to one or more hostile creatures with an attack action, charge attack (performed as a standard or full-round action), with a Sphere ability with a casting time of a standard action or greater, or with another ability with a standard action or greater activation time.
Critical Hit: Confirming a critical hit against a hostile creature.
Defeat: Reducing a hostile creature with a CR equal to or greater than half the Prodigy’s character level to 0 or fewer hit points.
Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least a standard action.
Maneuver: Succeeding on a combat maneuver check against a hostile creature.
Magic Save: A hostile creature failing a save against a magic Sphere effect. This Sphere effect must have a casting time of a standard action or greater. This Opener may only be used the first time any hostile creature fails a save against that casting.
Reflection: Successfully use the Reflect Spell class feature.
Some abilities, such as possessing certain Spheres, may grant additional Opener options. Such options have the (Open) tag.
Link Components: Successfully performing a Link component increases the length of the Prodigy’s active Sequence by 1 Link. A given action may not add more than 1 Link even if it fulfills the conditions of more than one Link component, such as dealing damage to a hostile creature and that hostile creature failing a save granted by that same effect. Bonus attacks granted by or made as part of a given action (such as the Barrage or Dual Wielding Spheres or the Armiger’s Rapid Assault ability) count as part of the original action for this purpose, though Attacks of Opportunity do not. All Openers function as Link components if performed after a Sequence has been started. No Link component may grant a Link more than once per turn. The following are your basic link components:
Abandon Focus: As a free action, the Prodigy may expend martial focus.
Close the Gap: As a move action, the Prodigy may move up to her speed, ending the movement with a hostile creature within her threatened area. She may sheath one weapon and draw another as a free action as part of this movement.
Counting Coup: As a swift action, a Prodigy may make a touch attack against a creature using a wielded weapon. If successful, this attack deals no damage but completes this (Link). Weapons that require ammunition expend one attack’s worth of ammunition when used with this ability. Such an attack is too glancing to deliver a held touch spell, trigger ammunition properties that function on hit, utilize a thrown splash weapon, or similar effects.
Disengage: As a move action, the Prodigy may move up to half her speed. She does not provoke Attacks of Opportunity for leaving her starting squares. She may sheath one weapon and draw another as a free action as part of this movement.
Preparation: Whenever the Prodigy would be granted an Attack of Opportunity against a hostile creature, she may choose to expend an Attack of Opportunity without making an attack to complete this (Link). She must be capable of making the attack to use this ability.
Save: Succeed on a save against a non-harmless effect originating from a hostile creature.
Swift Heal: Restore hit points to an ally or remove Ability Drain, Ability Damage, or the Blinded, Dazed, Frightened, Nauseated, Shaken, Sickened, or Stunned conditions with an ability that requires at least an immediate action.
Steel Mind: Pass a Concentration check to maintain Concentration on a Sphere effect when taking damage.
Some abilities, such as possessing certain Spheres, may grant additional Link component options.
Such options have the (Link) tag.
Finishers: A Sequence may be ended to activate a Finisher. Each Finisher has a required activation action and some have a minimum Sequence length. Once a Finisher has been used, the Prodigy’s Sequence is ended. Actions taken as part of a Finisher do not count toward the current Sequence nor begin a new Sequence.
The following are your basic Finishers:
Adroit Momentum: A Prodigy may end her Sequence as part of making a skill check to gain a competence bonus equal to the number of Links in the Sequence on that skill check.
Arcane Apocalypse: As a 5 Link Finisher, the Prodigy may cast a Sphere effect as a move action. As a 7 Link Finisher, the Prodigy may cast a Sphere effect as a swift action. As a 9 Link Finisher, the Prodigy may cast up to three Sphere effects, one as a standard, one as a move, and one as a swift action. Each Sphere effect cast in this way must have a normal casting time of no more than 1 standard action.
Certain Strike: As a 3 Link Finisher, the Prodigy may spend a swift action to resolve her next attack roll before the start of her next turn as a touch attack.
Doombringer: As a 3 Link Finisher, the Prodigy may make a single attack as a swift action. If the Sequence is at least 5 Links, the Prodigy may make an attack action in place of a move action. If the Sequence is at least 7 Links, this attack action may instead be done as a swift action. As a 9 Link Finisher, the Prodigy may make up to three attack actions, one as a standard, one as a move, and one as a swift action. Each attack action must have an activation time of no more than a standard action.
Executioner: As a 5 Link Finisher, the Prodigy may spend a move action to automatically threaten a critical on the next attack roll before the end of her turn. If this attack misses, the ability is wasted. If the Sequence is at least 7 Links, this may instead be done as a swift action. This effect may not be combined with any ability or effect that automatically confirms critical threats.
Focus: As a 3 Link Finisher, the Prodigy may regain martial focus as a free action.
Ironhide: The Prodigy may end her Sequence as a immediate action to gain temporary hit points equal to her level that last for a number of rounds equal to the number of Links in her Sequence. This Finisher may be used after the result of an attack is revealed and may allow the Prodigy from dying.
Penetrating Magic: The Prodigy may end her Sequence as part of casting a Sphere effect to gain a bonus equal to the length of her Sequence on any MSB checks made to overcome spell resistance made as part of that effect.
Prodigy’s Reflexes: As a 3 Link Finisher, when targeted by an attack or forced to make a Reflex save, the Prodigy may spend an immediate action to make an Acrobatics check and use the result in place of her AC or Reflex save. She must use that skill check result even if it is lower than her AC. If the Sequence is at least 5 Links, she may instead activate this ability as a free action usable even when it is not her turn.
Resilience: If the Prodigy has a Sequence of at least 5 Links, when failing a saving throw, she may end the Sequence as an immediate action to reroll the save. For every Link beyond 5, you gain a +1 competence bonus on the reroll.
Some abilities, such as possessing certain Spheres, may grant additional Finisher options. Such options have the (Finish) tag.
Sequence: Integrated Techniques: A Prodigy gains additional Sequence options if she possesses certain Spheres:
Athletics: Hard Target (Link): Once per movement, if the Prodigy is attacked as part of an Attack of Opportunity provoked by her movement and the attack fails to hit her AC or if she succeeds on an Acrobatics check (or other associated skill if possessing the Mobility talent) to move through a threatened square without provoking, she adds a Link to her Sequence.
Fencing: Feinting Set-up (Link): A successful Feint as a move action.
Somatic Casting: You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure. You may select this drawback twice. If taken a second time, you cannot wear any armor or use any shield without incurring a chance of arcane spell failure.
Wild Magic, Variant: You have a base Wild Magic chance of 10%. This Wild Magic chance does not stack with Wild Magic chances from other sources. You may not possess both this drawback and the Wild Magic general drawback found in Spheres of Power.
Build: The Ice Knight is built with a 20-point buy and 105 GP of starting wealth. Favored Class Bonus is +? of a bonus combat or magic talent. If using a lower point buy, you can lower STR and INT. If using a higher point buy (or rolling really well), your most important attributes are CHA and DEX. CHA is your casting statistic and affects the save DCs of all your magic and martial talents and your spell pool, also bolstering your social skill checks; DEX makes you a great Finesse warrior, increases your initiative, and bolsters AC. WIS is also useful to boost Will saves and be a better healer for your group, while a high CON gives you more hit points.
Playing a Magic Knight
Born of two worlds and infused with magic, you are a vision of beauty and grace on the battlefield. Without any armor to hinder your natural agility, you dance rather than fight, and use your supernatural connection to Fey to bewilder and blind enemies. You are also a healer, and lend succor to hurt friends and allies after a battle.
Future Abilities
Magic Talents: Adrenaline Surge, Beacon of Hope, Blinding Beauty*, Blinding Light, Clarified Strike, Fae Light, Fairy Flight, Glory, Inner Sun, Light Sphere, Solar Strike.
Martial Talents: Expanded Training, Finesse Fighting, Footwork, Lunge, Mobile Striker, Mobility*, Moving Target*, Parry and Riposte, Parry Anything, Skewer, Swift Movement.
Feats: Agile Maneuvers, Combat Expertise, Improved Mystic Assault, Mystic Assault, Piranha Strike, Searing Brilliance, Seraphic Glow, Swordplay Style, Weapon Focus (Estoc).
Note: The Estoc is a type of sword, also called a tuck, in use from the 14th to the 17th century. It is characterized by a cruciform hilt with a grip for two-handed use and a straight, edgeless, but sharply pointed blade of around 36 inches to 52 inches in length. It is noted for its ability to pierce mail armor.
Sunday, August 1, 2021
The Aelf
Ælf
A strange half-breed of a Female Dwarven Parent and a Male Elvish Parent. (Note: A Female Elven Parent and a Male Dwarvish Parent always produces a Dwelf.) It is said by scholars that this is the original humanoid rage of ÆOÆ.
Ælf Racial Traits
Type: (0 RP) Humanoid (Half-Dwarf, Half-Elf).
AC: +4 (+ 2 Natural, +2 DEX).
Abilities: +4 DEX, +4 INT, +4 CHA.
Size: Medium.
Speed: 40.
Bond to the Forest: Ælf gain a +2 dodge bonus to AC when in a Forest.
Darkvision: 60 feet.
Keen Vision: An Ælf’s eyesight is so well developed that he can see double normal distance in all light conditions and gains a +4 racial bonus to all perception checks. Any Ælf who passes within 10 feet of a secret door is entitled to a search check to notice as if actively looking for it.
Innately Magical: Like Dragons, the Elves were once very close to the very stuff of magic itself. An Ælf had the following bonuses due to that connection.
Less difficulty in casting spells.
+4 to concentration checks,
-10% spell failure when wearing armor,
+4 UMD and +2 Caster level when using arcane scrolls.
Elven Magic: An Ælf gains a +4 bonus on caster level checks made to overcome Spell Resistance. In addition, they also receive a +4 racial bonus on Spellcraft checks made to identify the properties of magic items.
Soothing Repose: An Ælf does not need to sleep. They are instead required to mediate once for four hours in any given 24 hour period. Wizards gain the same benefits, but cannot meditate again within the same 24 hour period to regain spells.
The Ælf’s average lifespan is 1,000 years and they suffer none of the effects of aging.
Immunities: Immunity to magical sleep effects and +4 to saving throws against Enchantment spells or effects, +4 saving throws against mind-affecting effects and natural Poisons, Ælf gain the feat Practiced Spell Caster.
Weapon Familiarity: Ælf are proficient with Longbows (including Composite Longbows), Longswords, Rapiers, and Shortbows (including Composite Shortbows), and treat any weapon with the word “Elven” in its name as a martial weapon.
Nimble Attacks: An Ælf may use their DEX modifier instead of their STR modifier on attack rolls with any medium or lighter weapon they are racially familiar with.
Silver Tongued: The Ælf find lying difficult so they have become good at dissembling and sweet talking. They gain a +2 bonus to all Diplomacy and Bluff Checks.
Friend of the Forest: Ælf are so in tune with the forest they gain the following bonuses whenever in forested terrain. They gain +4 bonus to Stealth checks, can move at their normal speed through rough terrain, and have a Climb speed of 20 feet with a +8 to all Climb checks made in any forested conditions.
Treespeech: An Ælf may converse with Plants as if subject to a continual Speak with Plants spell.
Forest Friend: When summoning a creature with the Animal type and no subtype with a Summon spell or effect, increase the duration of that spell by 2 rounds.
Spell-Like Abilities: An Ælf can use the following spells at will: Arcane Mark, Detect Magic, Identify, and Read Magic. He can use Tree Stride up to 3 times per day. Their Caster level is equal to the Ælf’s total character level.
Automatic Languages: Common, Draconic, Elven, and Sylvan.
A strange half-breed of a Female Dwarven Parent and a Male Elvish Parent. (Note: A Female Elven Parent and a Male Dwarvish Parent always produces a Dwelf.) It is said by scholars that this is the original humanoid rage of ÆOÆ.
Ælf Racial Traits
Type: (0 RP) Humanoid (Half-Dwarf, Half-Elf).
AC: +4 (+ 2 Natural, +2 DEX).
Abilities: +4 DEX, +4 INT, +4 CHA.
Size: Medium.
Speed: 40.
Bond to the Forest: Ælf gain a +2 dodge bonus to AC when in a Forest.
Darkvision: 60 feet.
Keen Vision: An Ælf’s eyesight is so well developed that he can see double normal distance in all light conditions and gains a +4 racial bonus to all perception checks. Any Ælf who passes within 10 feet of a secret door is entitled to a search check to notice as if actively looking for it.
Innately Magical: Like Dragons, the Elves were once very close to the very stuff of magic itself. An Ælf had the following bonuses due to that connection.
Less difficulty in casting spells.
+4 to concentration checks,
-10% spell failure when wearing armor,
+4 UMD and +2 Caster level when using arcane scrolls.
Elven Magic: An Ælf gains a +4 bonus on caster level checks made to overcome Spell Resistance. In addition, they also receive a +4 racial bonus on Spellcraft checks made to identify the properties of magic items.
Soothing Repose: An Ælf does not need to sleep. They are instead required to mediate once for four hours in any given 24 hour period. Wizards gain the same benefits, but cannot meditate again within the same 24 hour period to regain spells.
The Ælf’s average lifespan is 1,000 years and they suffer none of the effects of aging.
Immunities: Immunity to magical sleep effects and +4 to saving throws against Enchantment spells or effects, +4 saving throws against mind-affecting effects and natural Poisons, Ælf gain the feat Practiced Spell Caster.
Weapon Familiarity: Ælf are proficient with Longbows (including Composite Longbows), Longswords, Rapiers, and Shortbows (including Composite Shortbows), and treat any weapon with the word “Elven” in its name as a martial weapon.
Nimble Attacks: An Ælf may use their DEX modifier instead of their STR modifier on attack rolls with any medium or lighter weapon they are racially familiar with.
Silver Tongued: The Ælf find lying difficult so they have become good at dissembling and sweet talking. They gain a +2 bonus to all Diplomacy and Bluff Checks.
Friend of the Forest: Ælf are so in tune with the forest they gain the following bonuses whenever in forested terrain. They gain +4 bonus to Stealth checks, can move at their normal speed through rough terrain, and have a Climb speed of 20 feet with a +8 to all Climb checks made in any forested conditions.
Treespeech: An Ælf may converse with Plants as if subject to a continual Speak with Plants spell.
Forest Friend: When summoning a creature with the Animal type and no subtype with a Summon spell or effect, increase the duration of that spell by 2 rounds.
Spell-Like Abilities: An Ælf can use the following spells at will: Arcane Mark, Detect Magic, Identify, and Read Magic. He can use Tree Stride up to 3 times per day. Their Caster level is equal to the Ælf’s total character level.
Automatic Languages: Common, Draconic, Elven, and Sylvan.
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