Arland Chronicles

Friday, January 8, 2010

Creature: Bargha

Bargha:

Statistics: Large goblinoid

Hit Dice: 15d8 + 75 (150)

Speed: 40ft.

AC: 27(-1 size, +3 dex, +10 natural, +5 Breastplate)

Attacks: Huge Greatsword +22/+17/+12 melee; or javelin +14/+9/+4.

Damage: 2d8+18 or javelin 2d6 +12

Face/reach: 5ft. by 5ft./10ft.

Special Attacks: Rock Throwing/javelin throwing

Special qualities: Rock catching (as standard giant ability) , Scent, Darkvision 120ft.

Saves: Fort +16, Ref+6, Will+6

Abilities: Str 35, Dex 16, Con 21, Int 12, Wis 12, Cha 14

Skills: Climb +16, Jump +16, Listen +14, Spot +14

Feats: Alertness, Cleave, Great Cleave, Power Attack, Sunder.

Challenge Rating: 11 (Frost Giant equiv.)

Alignment: Often Lawful Neutral

Advancement: By character class

Organization: Solitary, gang (2-5), War band (7-12), or clan.

Climate/Terrain: Any land

Treasure: Standard

Description: Largest of the goblinoid race, and the rarest, they have large and very powerfully built bodies. Their tall, strong frame is just over 14 feet tall and weighing on average 4,000 or more. Their hairy bodies are covered in a dark gray and the skin is deep blue black in color. Unlike most of their lesser kin, Bargha are very clean and well kept with handsome, if feral, faces. Their ice white eyes can see in total darkness as well as sunlight with equal ease.

These giant beings live well into their second century and usually don’t show the signs of aging until the last few years of life. Many tribes will have long braids that signify a decade of life and will adorn these braids with rings or beads.

They favor medium style armors ( breastplate, hide, etc.) of fine quality usually painted dark colors with bright accents. Each Bargha clen tends toward similar color patterns and styles. Their favorite weapons are large two handed types but unlike giants and other large size creature they prefer not to use rocks as ranged weapons. Each warrior will have with him 1d6 giant sized javelins with a range increment of 120. They can still use throwing stones with the same range increment but will use spears or the like first.

Combat: A hunting party or war band will open the fight with a surprise attack from many angles with their javelins. They stop short to through the last one in a straight line hoping to spear as many at once as possible. After the javelins are all gone they wade in from all sides using their deadly two handed weapons to devastating effect. If the war band has lesser goblinoids or orcs with them they will them in at the start of the fight and unleash all their javelins and rocks before closing in to finish the attack.

Bargha society: Very militaristic and ordered the Bargha make their lairs in tactical and heavily fortified mountain or hill sides. As they are equally comfortable in warm or cold climes however they have no trouble spreading out to new lands and have been known to build mighty and dominating fortresses from the ground up. The leader of each clan, numbering from 20 to 30, or network of clans is called a Grunda, or King. A typical clan will have a small standing army of lesser goblinoids, with several slaves as well. For each Bargha there are 1d4 bugbears, 2d4 hobgoblins, and 4d6 goblins. Some of the greater Bargha clans have entire smaller clans of lesser goblinoids at their command. Each one ruling over their lesser with such authority that even certain death may not sway them from their Bargha masters orders.


Tuesday, January 5, 2010

Script: Malmedri

An example of the Maltharian Script, Malmedri.

The characters are written from top to bottom with a flat-edged quill or pen.

Saturday, November 21, 2009

Arland Saga

The Arland Saga is the body of stories that I am writing for the world of Arland (Aka. Arn)

The first story is that of Alwyn.

(STAR WARS 4-6) Alwyn is, essentially, the Luke Skywalker of my trilogy; a farm boy who wants to step out into the bigger world and quickly realizes that it holds the greatest adventures and risks. Once he becomes a student at the Academy of Magic he starts hearing rumblings of a Civil War that is brewing between the Kingdom of the Kels and the Independent provinces of the Barrens.

Seperated by a vast, inland sea - the Congress of Royal Houses within the Barrens continue to stretch their grasp deeper and deeper into the Eastern Frontier against the wishes of the Kels. Without a King, the Kels lack the unification to mount any real opposition to the planned invasion

The prequel to Alwyn's story is that of the Maltharian Revolution.

(DUNE) The Maltharian Revolution is the story of a thief destined to become a prophet.

After the Kingdom of Malanar is invaded by a force from the Barrens to the north, the thief finds that he not only was from the enslaved land, but he is fulfilling a prophecy to free its people from their oppressors.
The final trilogy is that of the rise of the King of the Kels

Sunday, November 15, 2009

Alwyn Story: Synopsis

Updated 11/15/09/
Original 12/16/06


Prologue
  1. Fifteen years ago, a civil war had broken out between the forces of the Barons and that of the Kels,
  2. Several bands of Baron’s soldiers invade the Kels.
  3. The largest band takes control of a town and orders all of the Amarites into their temple.
  4. The commanding general of the Baron’s army orders the temple burned with the priestesses still in it.
  5. Believing that both his wife and infant son were destroyed in the Amarite temple, the powerful arch-mage, Randelfur, defies the Council of Wizards and joins the Army of the Kels to hunt down the leader of the invasion.
  6. Randelfur uses his magic to trigger a sink-hole and kills 500 of the Baron’s soldiers in a single moment.
  7. Without their general to lead them, the forces retreat to the Barons and peace is negotiated.
  8. Randelfur is accused of "destroying magic" (a capital crime amongst Wizards) in his attack of the Baron's forces and is banished from the city of Wizards, Kel Gizad.

The wizards of the human races all are bound to their oath of obedience to the council of wizards. No wizard has been permitted to join an army since the Witch War over one hundred years prior. Any wizard who would challenge this order and join an army is immediately expelled from the city of Kel Gizad and is to be shunned by every wizard.


*BEGIN SECTION 1, BOOK 1: Alwyn Finds a Teacher*

Part 1
  1. Introduction of Alder the Blacksmith.
  2. Alder moves to the village of Wyckhurst, marries and makes a family.
  3. Introduction of Eranwyn, his wife.
  4. Introduction of Aldan, Alwyn's older brother by six years.
  5. Introduction of Mara the Midwife - she becomes Alwyn’s surrogate grandmother.
  6. Alder's second son, Alwyn, is born sickly and frail. His mother dies in childbirth
  7. Introduction of Brinna, Alder’s second wife
  8. Alwyn grows interested in herbs to treat his own illness. He learns from Mara.
  9. Introduction of Caphar - Scribe and Teacher of the village
  10. Establishment of Alder’s hatred of any magic (other than healing).
  11. Brenna secretly helps Alwyn get away to Caphar to learn to read and write.
  12. Aldan discovers that Alwyn is studying and tells their father.
  13. Alder believes that reading / writing is a waste of time and money. Punishes Alwyn for not working in the forge and helping his brother pass his Journeyman test.
  14. Brenna defends Alwyn - threatening to leave Alder if he doesn't let him find his own path.
  15. Alwyn copies almost every book in Caphar's library, but has to keep them in a secret niche in the floor boards of their home.
  16. Brenna catches a serious cold and dies in Alwyn’s thirteenth winter - leaving Alwyn as the "woman of the house".
  17. Introduction of Shawna - Alder's third wife.
  18. Alwyn wants to get a job with Caphar to earn enough money to leave his father's house.
Part 2
Alwyn earns some coin and makes contact with a real wizard, Randelfur. Alder focuses his attention on Aldan' training in hopes that his son will succeed where he had failed. It seems as though Alwyn might be able to carve out some patch of happiness for himself within the village. Though there is some grumbling from Alder about Alwyn talking to Randelfur, he's more interested in the older son. Aldan and some other boys in the village continue to pick on Alwyn.
  1. Introduce the Wizard Randelfur
  2. Alwyn begins to copy texts for Randelfur
  3. Mara and Shawna, Alwyn's step-mother, gang up against Alder to keep him from beating the boy.
  4. Aldan begins working with Alder to prepare for his future as a blacksmith.
Part 3
Alwyn steps further and further into the world of magic under the secret instruction of Randelfur. Mara tries to get Randelfur to adopt Alwyn but Alder won't let it happen. Even though Alder doesn't want Alwyn as a son, he won't let anyone else have him either.
  1. Alwyn continues to copy books for Randelfur.
  2. Alwyn begins to visit Randelfur at his home rather than in the village.
  3. Alwyn stores his magical books and other materials in a secret cave near a small pond away from the village.
  4. Randelfur begins to teach Alwyn magic in secret - hiding his book of cantrips.
  5. Aldan catches Alwyn swimming and discovers the cave; stealing his book of spells.
Part 4
This is the reckoning. All of Alder's hate is revisited upon him three fold.
  1. Alder waits for Alwyn to return home and then burns the stash of books and threatens to burn the spellbook.
  2. Alwyn attacks his father. Alder beats Alwyn almost to death.
  3. Randelfur arrives and beats Alder back to defend Alwyn.
  4. As Alder tries to attack Randelfur, Alwyn and Aldan square off in a brother-on-brother fight.
  5. With Alder and Aldan defeated, Alwyn leaves their home for good
  6. The village turns against Alder, preventing him from taking revenge upon the boy.
Part 5:
Alwyn becomes Randelfur's Apprentice
(Narrative)
  1. Alwyn's injuries are healed by Mara and he moves in with Randelfur.
  2. Alwyn is dressed as an apprentice and his education begins.
*END OF SECTION 1, BOOK 1*


The actual apprenticeship is not going to be written, it will be assumed to happen over a three year period with some flash-backs to help hit the high points.

*BEGINNING OF SECTION 2, BOOK 1: Alwyn starts his journey *

Alwyn travels to Kel Gizad with a letter from his master (and unknown father, Randelfur). The letter is to one of Randelfur’s oldest friends and asks for him to sponsor Alwyn to the "College of Wizards" to study magic. It states that Randelfur is his father and that his expenses are to be paid for by Randelfur's accounts in the Bank of Kel Gizad.

Part 1: The Crysanari Pilgrim
  1. Alwyn is sent to meet an old friend of Randelful and accompany him to the city of Kel Gizad.
  2. Alwyn arrives in the nearby town to meet the old friend, a Crysanari named Kaleness, but he's already left and is only a few hours ahead of him.
  3. Alwyn finds a Crysanari Pilgrim, Kaleness, that was ambushed by goblins.
  4. Alwyn kills the last two of five goblins with a magic missile spell and his simple wooden staff.
  5. Kaleness gives him a sealed journal and necklace (Moonstone Amulet in the shape of Henna's Triduco) and asks that he deliver them to the elven embassy in Kel Gizad.

Part 2: The Wither of the Goblin Wood
  1. Alwyn investigates the sounds of a wolf or dog in distress and finds one caught in a net.
  2. Following the dog/wolf, Alwyn goes deep into the forest and discovers a Wither's Blight.
  3. Introduction of Wither, the Hobgoblin and her Goblin servants
  4. The Hobgoblin restrains a "Magical Creature" (White stag, unicorn, something) while the Wither steals its life with a sacrifice.
  5. Alwyn sees a man tied to a tree - the next sacrifice, and uses his magic to fill the area with smoke.
  6. With the Wither and her goblin followers momentarily blinded, he sneaks over to cut the man free and the two escape.
  7. Alwyn and the man are separated in the darkness and runs back to the trail he was on
Part 3: Falling is NOT flying
  1. By morning, Alwyn is chased by a pack of black wolves led by the Hobgoblin to a stream near a waterfall.
  2. Unable to cross the stream, Alwyn is cornered by the goblins, their wolves and the Hobgoblin.
  3. Goblins are afraid of the water so their dogs lunge in to attack Alwyn.
  4. In the fight, one of the wolves rips his satchel and he loses the letter that Randelfur had sent with him.
  5. To escape the wolves, Alwyn jumps off the rocks and floats down the waterfall with Feather Fall.
  6. While floating in the air, the Hobgoblin shoots Alwyn with an arrow.
  7. Alwyn is found by a Kessian Hunter, Flynn, the same man he rescued from the Wither.
Part 4: The Kessian
  1. Alwyn realizes that he's also lost the Moonstone Amulet given to him by the Crysanari elf.
  2. The two set off for the Crossroads Inn.
Part 5: Crossroads
  1. Alwyn and Flynn try and take a rest while at the Inn.
  2. Flynn finds himself a barmaid and the two go off to the wine cellar.
  3. Alwyn realizes that the woman running the inn is actually the Wither (witch) in disguise.
  4. Flynn realizes that he's being tricked and fights off some wolves to get back to Alwyn.
  5. Alwyn and the Wither fight and he grabs the Moonstone necklace back from her - as well as her Heart-Stone
  6. The two escape and continue on into the woods.
Part 6: Flight
  1. They two head east on the King's Road and try and out-run the goblins and worgs that are hunting them.
  2. The goblins are being lead by a Hobgoblin that serves the Wither.
Part 7: Refuge
  1. The Gypsies weave some kind of protective spell that conceals their camp from the goblins that are hunting Alwyn and Flynn.
  2. Introduce Meg, a Gypsy.
  3. Meg, a former lover of Flynn, decides to accompany he and Alwyn to a Shrine / Temple at a lake-front village to the north east to destroy the Heart Stone.
Part 8: Lake Town
  1. Alwyn, Flynn and Meg, arrive in a small village on the north east of the Wandering Wood.
  2. Many of the villagers have been killed or captured and several buildings have been burnt
  3. Alwyn finds where a few of the villagers have hidden in a cellar and tells them to stay there.
  4. The Goblins return from hunting down stragglers and attack the party.
  5. Flynn, his wolf, and Meg fight them back but Alwyn is captured by the Wither's Hobgoblin.
Part 9: Captured!
  1. Alwyn is set to be sacrificed with a few others of the village.
  2. Alwyn's staff and the heart-stone necklace have been taken by the Hobgoblin.
  3. Introduction of Dwargo, Dwarven Cleric and Chief of the Jade-Axe clan
  4. Alwyn uses his "mage-hand" ability to pull Dwargo's jade holy symbol to the dwarf so that Dwargo can break out.
  5. As the amulet reaches Dwargo, Alwyn is taken outside by the Wither's Hobgoblin.
Part 10: Showdown
  1. The Wither takes her Heart-stone necklace back and prepares to sacrifice Alwyn.
  2. Right before the Wither is ready to pull the life force out of Alwyn, Flynn returns and stops the sacrifice. (essentially pulling a Han Solo Rescue)
  3. Alwyn is seized by the Hobgoblin as Meg attacks.
  4. Dwargo frees the villagers and they fight off the remaining goblins.
  5. Alwyn and the Hobgoblin fight.
  6. Dwargo challenges the Wither with his great axe.
  7. Alwyn channels more magic into the simple staff than he ever has and the amber sphere explodes in the Hobgoblin's face.
  8. The Goblins scatter, leaderless without the direction of the Hobgoblin or the Wither
  9. Meg, Dwargo and Flynn fight the Wither
  10. Using his natural "mage-hand" ability, Alwyn yanks the Heart-stone from the stone table (where it was dropped in the scuffle) and stabs it.
  11. The Wither's body is consumed by flame and she dies.
  12. With his master gone, the Hobgoblin escapes to the lake.
*BEGINNING OF SECTION 3, BOOK 1: The journey continues *

With the death of the Wither and her Hobgoblin servant, Alynn, Flynn, Meg and now Dwargo can continue to the city of Kel Gizad without worrying about being hunted. Meg and Flynn's former romance has kindled into a flame once more and Dwargo becomes an 'uncle' to Alwyn just as much as Flynn is much like his new-found older brother.

Part 1: An Old Flame

  1. Alwyn and Flynn's injuries are healed by the Dwarven cleric, Dwargo, and they spend the night in the burned village.
  2. Dwargo, who was already heading East, decides to accompany the party to Kel Gizad.
  3. With Flynn's debt repaid, he's free to go with Alwyn or stay with the village and he decides to go with the young Wizard.
  4. Meg, who has somehow fallen back into love/lust with Flynn decides to go with them.
  5. As the four leave the village, Dwargo wants to go back to his old campsite to find his gear from when he was captured by the goblins.
Part 2: The Witch Gate
Witchgates are the uni-directional portals left when the Kithian Empire collapsed about 800-900 years prior to the story. The portals were the means that the Kith could move personnel and equipment nearly anywhere in the land simply by teleporting themselves from one platform to another. Without an awakened mind to control the gate, the destination is based on the last location used. This could mean that some gates will send anyone standing on the platform hundreds of miles to a ruined city, into the bottom of what is now a lake, etc. Many of the gates simply do not work at the time of Alwyn's journey, they have lost the power to remain active and have shut down without someone to repair them. Some, however, are charged by the sun and are only able to make short jumps - as in the case of the gate discovered by Dwargo.
  1. The party travels for a day and finds the spot where Dwargo was camped.
  2. No sign of his gear remains but his horse is still tethered to a nearby sapling.
  3. The party decide to set up camp in the same spot and have a fresh look in the morning.
Part 3: Darkness
  1. Alwyn awakes just before dawn and sees the sun rising up over the hill.
  2. Three stones, surrounding the camp, start to glow and the party is transported.
  3. The others wake up with a start - as though all of them had been lifted up and suddenly fallen six inches back onto their bedrolls.
  4. The party finds itself in the subterranean ruins of an old city or temple.
Part 4: Ruins of Kel-Shaleen
This section was inspired by the exploration of the Mines of Moria in LOTR:FOTR. The party is forced into an unfamiliar setting, put into near-dark conditions where the only safety is within the circle of light cast by Alwyn. The location also suggests that there is a lot of history to the land and that most of it has probably been forgotten by humans.
  1. Alwyn provides a light source since he and Meg are unable to see in low-light conditions.
    • Alwyn's staff is broken earlier so he must use something else to hold the light, probably the Moonstone amulet would provide at least -some- light at least for him to see.
    • "When Darkness comes to blind the trail, By the Pilgrim's Star I shall prevail. Let no hindrance come to those in need, By Henna's light I shall proceed." - inscription upon the Moonstone Amulet that Alwyn reads to activate the 'light'.

  2. The party wanders into the hunting ground of a colony of Darkmantles.
    They originally find the body of a darkmantle that has been impaled on what looks to be a scarecrow.
  3. As more and more Darkmantles drop from the chamber's ceiling, the party is about to be overwhelmed, a series of glowing orbs are hurled into swarm from somewhere in the darkness.
  4. Introduce Tark , the pale-skinned, dark-haired, Shadow Halfling Alchemist and Engineer.
  5. Alwyn, with the use of the Moonstone amulet, is able to comprehend the language of the Tenebril
Part 5: Tenebril
This section is inspired by the arrival at Lothlorien in LOTR: FOTR. Meeting a half-elven Ranger wasn't a big deal for Alwyn. Even meeting Dwargo didn't phase the boy as there was a Dwarf in his home village of Wyckhurst. Introducing the Tenebril is to allow Alwyn to see that there are more races within the world than what he's been exposed to or heard about. Their language, customs and problems are going to be different to him and it will allow him to demonstrate that he's grown as both a person and a wizard while on this journey.
  1. The party is taken to see the Shadow Halfling Leader, Lady Eva Shadowmane, a older woman who is an accomplished Illusionist.
  2. Lady Eva has no ill-will towards the Party, she is actually curious about the magic that Alwyn possesses, but does not know how to return them to the surface.
  3. She wishes them well, but has other problems to deal with - namely the collapse of the Sun Stone Barrier.
  4. The party follow Tark to his home - If anyone would know a way out it would be Tark's father.
  5. Tark, his four brothers and their father, live near the Sun Stone Barrier, at the edge of the ruined city.
  6. The Tenebril city is constantly under attack by subterranean creatures. Only a large ring of crystals around the city, constantly emitting sunlight, keep them from from being overrun. The 'barrier shield' will occasionally fail and the city comes under attack.
  7. Alwyn sees a large mural / map on a wall near Tark's home that shows what the city once looked like; a near mirror for the cities of Kel Arn, Gizad, etc.
  8. Dwargo, having visited Kel Arn years ago, recognizes the similarities of design.
  9. The city was originally hexagonal in shape but only a small portion of it remains habitable.
  10. Tark's father shows the party the tunnels that he and the others have scouted but none have lead to the surface.
  11. Tark takes the party to his 'secret place' in hopes that they might find something that would help them there.
Part 6: Kith Stone
In the previous Section, Alwyn sacrifices his staff - a connection to his mentor and surrogate father - to defeat an enemy. A wizard without a staff is like a cat without whiskers - they don't seem to walk right without them. He is naked without his staff but he is also unable to tap into the energy that he had stored within the staff. The only spells that he will be able to cast will have to be fueled by himself - a feat that could leave him drained and unable to continue without considerable rest. Finding a replacement stone (gem, etc.) is of the utmost importance to him as it will allow him to reconstruct his staff and create a surplus of energy that he can call upon to cast his spells.

The process of charging a staff is not something done quickly or easily. It takes patience and control to slowly build an energy reservoir within the crystal (or hunk of amber in his original staff). Though it is not necessary for him to have the crystal mounted in a staff (or wand / rod) for him to store or recall the energy, it will cause him considerable pain if he is holding the raw, charged crystal with his hands - much like holding onto a red-hot piece of metal straight from the forge.
  1. While in the top of one of the ruined towers, Tark's secret place, the party is able to see out over the remains of the city.
  2. Alwyn discovers an ancient staff / crystal (to become a staff) within one of the chambers of the city and decides to use it as his own.
  3. Dwargo discovers a map of the city that may be a way out.
Part 7: Raiders!
  1. Before the party can leave, the Sun Stone Barrier fails and the Tenebril are attacked by Kobold Raiders.
  2. Since Alwyn has not rebuilt his staff, he has to hold the crystal in an old torch sconce to protect his hands as it helps focus his magic.
  3. Alwyn is surprised how easily the magical energies surged through him in the fight - allowing him to call upon more magic than he would have normally thought possible.
  4. Alwyn pushes himself too far and uses up more energy than he should in casting the spells needed to defend the settlement - something that is seen by Lady Shadowmane.
  5. Defending themselves and the Tenebril, the Party become honored guests (as opposed to tolerated visitors)
  6. At the celebration, the Lady Shadowmane tells the party of the War of the Seven Stars.

*BEGINNING OF SECTION 4, BOOK 1: The Last Bridge *

Part 1: Daylight

  1. The party emerges from the cave network and heads towards the southern port on the Sentinel Sea.
  2. The crystal / staff 'whispers' to Alwyn in his dreams. The more arcane energy he pumps into the staff, the more the crystal awakens.
Part 2: The Bridge
This scene is essentially the last major point in the story - a separation of the party into two groups. Though similar to the break up in FOTR, this is not one part running off and the others having to head after them. Alwyn and Tark are told to head to Southport and wait for them. It's only when they don't arrive that Alwyn decides to continue on without the other three - a sign that he has matured to take charge of his own life.

After this scene, Dwargo, Meg and Flynn will not be seen by Alwyn for many years. Though they know where he is headed, finding him there would be about as easy as looking for a guy named 'Mark' at a university of 50,000 students.
  1. The party comes to a rope bridge that crosses a major river that flows out of the Sentinel Sea.
  2. Third to cross, Flynn is nearly killed when an arrow whizzes past his head and he ducks to avoid a second.
  3. The rope bridge snaps in the center and Flynn holds onto the main ropes and is on the original side.
  4. Dwargo and Meg see that the arrow came from a small copse of trees nearby.
  5. Alwyn and Tark are separated from Meg, Flynn and Dwargo.
  6. Meg charges the trees while Dwargo helps Flynn back up.
  7. Dwargo heads after Meg and Flynn tells Alwyn and Tark to head to Southport (where they were headed) and meet them at an Inn.
Part 3: South Port & the Mist-Runner

  1. Alwyn and Tark arrive in South Port and wait for the others at the Inn.
  2. After three days it's clear that the others have been detained for some reason.
  3. Tark and Alwyn decide to buy passage across the Sentinel Sea to Barrell Bottom
  4. Introduce Captain Iago of the Mist-Runner
  5. Reveal that the Hanabril, the ashen-skinned, Nomadic Halflings, are often captured and sold into slavery in the Barons to the East.
Part 4: Arrival in Barrel Bottom
  1. Alwyn and Tark arrive in the port town of Barrel Bottom, near the city of Kel Gizad
  2. He is targeted by a band of kid-thieves and is chased through the streets.
  3. Tark ducks into a nearby shadow and all but vanishes from sight.
  4. Alwyn stumbles into a tavern and is discovered by the fortune-teller, Mad Maggy.
  5. Mad Maggy keeps the thieves from attacking Alwyn and sends him to the gates of Kel Gizad.
  6. Alwyn and Tark meet up outside the city.
  7. Alwyn enters the city of Kel Gizad


*BEGINING OF SECTION 5, BOOK 1: The City of Wizards *


Part 1: Kel Gizad

  1. Alwyn goes to the College of Magic and asks to join.
  2. Alwyn is rejected for not having a sponsor. (no letter from Randelfur)
  3. Depressed, he wanders the streets of Kel Gizad and accidentally bumps into an Elf.
Part 2: Elven Embassy
  1. The Elf recognizes the Moon-Stone Amulet and asks him how he found it.
  2. Alwyn uses the amulet's ability to understand Crysanari and explains.
  3. The Elf takes him to the Crysanari Embassy.
  4. Alwyn hands over the sealed journal to an Elven woman who speaks Arness, named Janessa.
  5. Janessa explains that she is the sister of Kaleness, the Crysanari Pilgrim, that Alwyn met
  6. Janessa arranges for Alwyn to be fed, cleaned and allowed to rest while she reads.
  7. In return for delivering the journal, Janessa writes a letter of sponsorship for Alwyn to attend the College of Magic and offers to pay his first year's tuition.
  8. Alwyn is escorted to the College of Magic by Elven guards and is formally accepted as a student.
Part 3: Epilogue
  1. In the gardens of the College, two figures meet and complain that Alwyn is a threat; his presence could disrupt their plans.
  2. On the Sentinel Sea, Flynn wakes up below deck and in chains.
  3. He hears that the ship is on its way to Baron's Gate to fight in the gladiatorial pits.


MORGUE


Main and Auxillary Characters, Locations

Alwyn



Randelfur



Caleness

Wither



Blight: Home of the Wither and source of her Power



Hobgoblin: Servant of the Wither




Goblin Raiders
Flynn

Anu: Flynn's Wolf

Meg: Gypsy and former lover of Flynn



Dwargo: Clan Chief of the Jade Axe Clan of Dwarves


Tark: Tenebril Halfling, Alchemist, Engineer and trouble-maker

Janessa: Sister of Caleness, leader of the Elven Envoy at Kel Gizad

Saturday, November 7, 2009

Race: Ilith


The Ilith (Ilithid, Mind Flayers)

The self-styled gods of the "Other Space", the Ilith were originally raiders from the that would attack unsuspecting worlds for slaves.
The Ilith were the scavengers of the Astral Plane, utilizing any sentient life form as hosts for their life form. These nomadic bands of primitive god-impersonators were constantly fighting amongst themselves for the rights to exploit slave-rich worlds, but that changed when they encountered a new race - the Kith.

The Ilith considered themselves to be god-like beings and demanded absolute obediance by any sentient race within their realm. For the Kith to defy their will and be allowed to survive was unthinkable. The once-waring factions of the Ilith united against a common prey.

The Ilith returned as a swarm. Word had spread that a race had not only dared to kill their raiders but also that they were equally as powerful if not more so. Hundreds of raiding ships descended from their realm, jumping through the Astral Plane and appearing on the Kithian home world without warning. Slaves were taken and returned as soldiers for the raiders - having their minds and bodies twisted into the "Corrupted" or "Kith-zerai". The Kith, blessed both with natural psionic abilities as well as powerful defensive and offensive technologies were quickly out-matched. Some of their own technology was being turned against them in the hands of their own people.

Not all of the captured Kith were changed in such a way. The Ilithid discovered that the Kith were a perfect host for their kind. This newly evolved version of the Ilith was more potent than the previous blendings with sentient races. With their hosts already being naturally psionic, their own powers were unmatched within Ilith society. Within no time at all, the new blending of Kith and Ilith were so powerful that they dominated all other Ilith tribes and eventually created the foundations of an Empire lead by the Queen of the Ilith.

When the Kith escaped from their realm and the last of their city-ships was destroyed, the Ilith were grievously injured. Many of their slaves and hosts had been lost and more importantly, many of their spawning pools - where new Ilith were created were damaged beyond repair. It would take them several centuries to regrow their numbers and seek out those that had defied them.

While rebuilding their numbers and collecting new slaves, the Ilith also restructured their society under the newly proclaimed queen. The Queen and her forces searched the Astral Realm for the remains of the city-ship that exploded and decimated their numbers. Each chunk was hauled back towards the remains of the core and lashed together as her new hive-cluster. It is from this ramshackle court that the Queen sends agents and soldiers out into the void to search for the Kith.

The Queen is not without competition, however. Nearly one thousand years after the creation of her Emperial line, the soldier race of the Ilith, the Kith-Zerai, split into two factions: the Kith-Zerai who serve the Ilith and the Kith-Yanki who oppose them.

Concept Art: Malanar

WEAPONRY:

POPULATION:



ARCHITECTURE:



POSSESSIONS:

GEOGRAPHY:

Concept Art: Crysanari

The Crysanari Elves are the only humanoid race to have mastered the art of flight with their companions - the Golden Griffons.

The Griffon legions of the Crysanari elves give them mastery of the air - making them to most powerful of the KNOWN armies on the face or Arland.

The Golden Griffons maintain constant patrol around the lands of the Crysanari, sweeping the western coast of Arland for any possible return of the invading forces of the Lizard Kings.


A Crysanari Wizard

A design of a ship that has the basic shape of a Crysanari ship. The foresail is not as pointed on the Crysanari ship - as it should resemble the wings of a great bird (similar to a griffin)

Tenebril

The Tenebril are the other half of the Halfling Race that was brought to the world of Arland by the Kith during the Exodus of the War of the Seven Stars. Where as the Norbil are surface-dwelling Halflings, the Tenebril are subterranian.

Tenebril - as other Halflings - stand around three feet tall, appearing to be no more developed than the average ten year-old human, lacking facial hair and possessing a child-like appearance.

Tenebril have a special connection with stone - their priestesses having the ability to shape it much like one would shape clay. They have a particular fondness for working obsidian - using it to adorn their buildings, tools and clothing.


Government:
The Tenebril are matriarchical, women serve as leaders of their respective Houses and Clans and as their priestesses. Males, typically, are the craftsmen and guardians - concerning themselves with the construction of both weapon and home and everything in between. Tenebril Matrons gather in council to debate large issues concerning their communities where each are heard. Males, though they could ask to be witness to the councils, typically involve themselves in other activities.

Friday, October 23, 2009

Concept Art: Alwyn

Alwyn's first staff was created on the anniversary of his first year as Randelfur's apprentice. Created from a long, thick branch of oak and a gourd-sized egg of amber, the staff is slightly taller than Alwyn so that the amber egg is a few inches above his forehead. The amber egg is sufficient for him to store energy within it, but not so attuned that he will be able to use it for long. The amber egg is a mixture of yellow and orange hues that is prominantly seen when he casts light through the solidified resin.

Alwyn: Section 1, Part 5

Alwyn: Section 1, Part 5

updated 10-23-09

Alwyn awoke in Randelfur’s house the next morning having fallen into a deep sleep the evening before; he suspected the tea that he had drank with his new master had been laiden with slumbering herbs. He had been in his Master’s house before but not in more than the front room where he was taught. The bedroom was cozy and comfortable with shelves of books and oddities lining the walls. A small fire burnt within the room’s hearth much to Alwyn’s surprise; he had never been in a house with more than one hearth before. He arose from his bed with regret; it was very comfortable and smelled of fresh linen. When he rubbed the slumbering wrinkles from his face he could tell that he was no longer wearing the thread-bare and mud-stained garments from yesterday, but had been dressed in a fine long shirt of blue linen that brushed his shins. He was a bit confused and embarrassed about how he had been changed but as he put strength into his feet to stand he realized that his body did not ache from the fight. The bruises on his arms and sides were gone to his wonderment.



The room was quite ample, almost empty from any personal touch. It seemed as though it was a storage room for books and materials from the wizard’s past. The wooden floor was covered with a brilliantly woven carpet of earthy tones of russet, brown and moss-green. The bed, now that he had his wits about him, was large enough for a boy twice his size to sleep in and as wide as a staff. He couldn’t help but touch the matrices to ply its softness under his fingers when he realized that the bed had made itself; that or someone else was in the house. He knew that when he left the room it was as rumpled as any bed would be in the morning.

On a wooden chest at the foot of his bed, he saw a set of clothing set out for him. The garments were a mixture of linen, wool and a fabric that he did not recognize; it shimmered like still water. Blues and greens and all shades in between spilled out from the large wooden chest in the corner of his new room. He selected a robe of linen and wool that was died in a mixture of shades of blue.

This would be only one of the questions that crawled through his mind as he slipped the nightshirt over his head and stepped into the thin, linen under shorts. After his shorts he slipped a long white shirt over his head and then the blue robes which he gird to his thin frame with a wide belt of woven leather. There were already some sturdy leather pouches affixed to the belt but he didn’t know they weren’t empty until he felt their weight. His boots were cut in the style of the Wycken shepherds; simple but practical. As he brushed the front of his robes to smooth them he turned and was almost stunned when he saw his reflection in the large mirror in the corner of the room. He couldn’t believe that he missed it earlier as large as it was.

The mirror stood more than a staff’s length in height and was cut in an oval shape with serpents coiling about the edge. His mother had a small, hand mirror that she used when she fixed her hair up for important celebrations. Mirrors weren’t completely uncommon within the village but never one so large. He had never seen all of him at once like this. The image of him in the robes caught him off guard; he didn’t recognize himself at first but then could not help from smile at his appearance. He was an apprentice.

He wandered out of the room and saw that the house, though deceptively small on the outside, was confusingly spacious inside. His room opened to a hall with many doors. The hall was wide and stretched towards the front room at least four staff-lengths away. He tried to creep down the hall but the wooden floor creaked under his weight. His master called to him politely and he dropped his shoulders and stepped into the main room curiously. Randelfur sat in one of the two large chairs that flanked the hearth with a small table set with bits of food. He invited his apprentice to join him for breakfast and they would discuss their future together. Alwyn was a bit self-conscious as he sat in the chair and nibbled upon the hunks of toasted bread. He was unaccustomed to simply enjoying a quiet meal.

The question of his father and his injuries were finally asked and Randelfur explained that Mara had followed them back to his house after she sat in council against Alder. He and Aldan would be shunned from the village and his wife had left him to move back with her sister. Mara had treated his injuries and removed his old clothes, while he was under the effects of an herbally-induced slumber. She had brought him into this world and treated every cold and flu that he had ever suffered; as she had done for most of the children in the village. She was never phased by the modesty of those under her care.




Wednesday, October 21, 2009

NPC: Wither


Withers are evil druids or those witches who follow Nashale, the Corruptor.

They follow the figure known as the Wither, a proto-deity who favors corruption, plague, sickness, curses and the like. As a servant and devotee to Nashale,

Withers aspire to become Nighthags just as evil wizards may work towards becoming a Lich.

Withers are shunned from all good society even before the Witch Wars that made all casters an "outcast" profession.

Withers are known for a few things:

  1. They generally are found within caves.
  2. They wear a heart-stone amulet that gives them access to greater power through sacrifice.
  3. They commonly use the green-flamed sacrifices.
Just as Druids have their own sacred groves, a Wither has their Blight.

The Blight is the center of their unholy power, usually represented by a large tree that has been twisted and corrupted, blackened by their magic.

The Wither will often construct a stone table in front of the Blight Tree (the center of their blight) as well as a fire pit where they can conduct their rituals.

Tuesday, October 20, 2009

Concept Art: Deities

I really have no idea what holy symbol this might be but I love the shot. I know that it's not any of the gods we've covered so far (Amara, Arn, Malvock, Maltharius, Nashale, Henna, Oak or Gorm), but it could be for someone we haven't really defined yet.

This would leave: Maladon (Undead), Brinna (Animals), Shil' Allure (Beauty, Music), Eimon (Justice), Arissa (Winds, Avians), Atlantica (Oceans, Rivers), Verinia (Fertility), Lesha (Disease), or Sheen (Hunt).

The Silver Serpent



The Silver Serpent of the Goddesss of Lust and Corruption: Nashale.


As Nashale's major center of worship is in the serpent-happy kingdom of Sekket, snakes and serpentine-like icons are commonly associated with her.



The Sun-Disk of Arn



One of the simple "thumb-sketches" of Arn. A lion's face within a sun burst. Arn is the god of strength and of the sun. He is represented by a golden lion. His followers carry a disk of pure cold that has been cast to show the sun's rays radiating out from behind the great lion's face.


Another sketch of the symbol was to straighten out the tines of the sunburst a little and make it more symetrical.

The Malthencryst



The icon of the silver spider upon a black field and within an oval of silver is the symbol of the god of Spiders, Secrets and Shadows - Maltharius.

Often, holy symbols for this deity are pieces of cut silver placed over cabs of polished obsidian.

The Triduco (the triangular symbol) is a tool used by the scribes and followers of Henna, the goddess of writing, knowledge and travel.

The Triduco, technically, is just a triangular tool. It becomes a representation of the Goddess when it is paired with the circle as shown below.



The World Tree


The woven-branch symbol of Sylvanos, the god of the Forest. Commonly fashioned out of vines and saplings, this would not be something cast out of metal.

Concept Art: Kels

King's Bridge Castle. Furthest western settlement.


The Great Library of Kel Gizad is the greatest repository of information in the lands of Man. It is said that it even rivals the library of the Crimson Magi of the Crysanari.

The Great Library is the seat of the worship of the goddess Henna amongst the Humans. It is the central temple from which all other temples are lead. Books and scrolls are repaired, copied, translated as a function of the library, and those wishing to research (and who are in good standing with the Gizrith - the Council of Magi), are permitted to browse the books on display for common use.



This is not an Onari temple but it's seriously working for me. The wide open valley below and the mountains on both sides suggest that it may be on the edge of one of our big mountain chains.

The original structure is actually from Greece; a very classical design. I don't think we have any match for the Greek Civilization though Arn is mostly Roman. If it were a round building, I would have immediately pegged it as something that the Hennite's built. The building (from another view) is actually octagonal and has clay tiles for a roof.

Barrel Bottom is the 'port town' that links to the Wards ring.

Concept Art: Sekket

This is definitely an altar to Nashale. The symbol of the serpent biting its tail and the skulls is a perfect example of her forms of worship.

One of the many temples to Nashale. Many countries on the Eastern Continent forbid the open worship of Nashale except for the kingdom of Sekket where such temples are quite common.

Concept Art: Sylvanari


Sylvanari Palace

Sylvanari Forest
Sylvanari Temple within a White Oak


Tree City

Concept Art: Kessa









A concept for a Kessian Ranger

Kessian rangers are known for their almost perpetual wanderlust.















Hatchet, Kessian

A short-hafted small axe carried by most hunters in Kess. The head of the hatchet traces its origin from Dwarven trade axes sold in the town of Kessa. The hammer head on the rear of the head adds to its utilitarian design. Hickory handles are commonly carved and etched with personal designs of the user with the hatchet heads being passed down and traded within family and clan.

Kala
A downwardly-curving bladed weapon carried by the Kessian people. Ranging in size from a long-dagger to a short-sword, the dagger is designed to hack at brush or a foe.



Bow, Kessian
A composite short-bow used by Kessian Rangers. The construction of the composite short bow is similar to that of the famed Sylvanari Short Bow used by the woodland elves. It is thought that a Kessian archer befriended a Sylvanari bowman at some point in the distant past and created a bow as close to what was used by the elves. Over the years the design of the short composite bow has stayed essentially the same with improvements made in the choice of materials in the construction. The Kessian Short Bow is one of the only three types of composite bow created by the human races. The Onari Far-Shot bow and the Composite Longbow of the Kel Sha are the other two.


Simple bridge built and maintained closer to the human lands

Tauric Races: Leonids

The Tauric races were the precursors to the Dwarves, Elves, Gnomes, and Haflings of Arn.

Thousands of years prior to the rise of the non-human races, the Tauren peoples were technology primitive, only advancing as far as the Bronze age. Even with this technology they were able to combat the continual attacks of the Lizard Kingdom down in the Great Green Sea.

Each race capitalized upon their strengths - the lions were often found within their military forces, The Satyrs (half-goat) were found within their healers, etc.

Each race had their own domains and ruled them as they wished. Only when the forces of the Lizard King began to invade the southern regions did the Tauren begin to collaborate. It was never a perfect union but each race brought their own strengths to the Empire. Many a famous warrior came from the many feline tribes.

The leonids were avid follower of the divine being that would become known as Arn. It is even thought that Arn, the god of Strength and the Sun, may have actually visited the world as a Leonid and fathered many of their greatest warriors.

Though there is no evidence that the Tauren peoples worshiped the gods are they are now know, it is possible that they were at least faintly aware of their existence. Ruined Sun Temples found in the southern grasslands show a surprising similarity to the oldest of Arnan Temples.

Crysanari Griffon Riders

The Crysanari Elves are the only humanoid race to have mastered the art of flight with their companions - the Golden Griffons.

Golden griffons are the only griffons that are large enough for someone to ride and they are only found within the realm of the Crysanari elf, Crysanar.

For game purposes, Golden Griffons are the same as the griffons in the Monster Manual. All other griffons are size medium.

Gear: Heart-Stone Necklace

The Heart-Stone necklace is a possession only found upon a Druid that follows the Wither. Withers are foul-spirited evil beings that use their powers to extend their lives, corrupt the innocent and nature and generally make life difficult for good folk.

When they turn from the path of good or neutrality, they extract the heart of their sacred tree through some magical means and wear it as a charm. The tree's heart will appear to be something close to the size of a prune but hard as rock - almost like a lump of coal.

It is the Heart Stone that gives them the ability to extend their lives. Through dark magic and the sacrifice of long-lived beings (magical creatures, elves, etc.), the blood of the being is poured onto the heart-stone and revitalizes the Witch for a time depending on how many 'years' she is able to steal from her victim.

A Wither may not harm any who possess their Heart-Stone, but they will always feel its presence and will stop at nothing to recover it. For so long as the heart-stone is out of their possession, they will start to age normally again. This can be problematic for some Withers who may have stretched their lives far beyond a normal span.

A Wither (druid) of a Hundred years who has stolen herself down to forty, will return to her normal age within a few days. A Wither of only sixty years but who has stolen herself down to forty has a few weeks as the transformation is not as drastic.

While without her Heart-Stone, she will be unable to disguise her appearance, nor use the blood of the innocent to heal her wounds.

Geography: Wandering Wood


The Wandering Wood is a section of forest north of Wyck and east of Kess. It is so named because the trails that lead through it tend to become disorientating, shifting direction and getting anyone within it lost.

The Wandering Wood is a haven for magical forest creatures that like to mess with travelers.

Ents
Driads
Pixies
Brownies
Etc.

There are two actual "roads" that criss-cross the Wood, one road that goes vaguely east-west and another that cuts through it on a north-east, south-west angle. Where these two roads converge is a simple Inn. It is the only landmark that is fairly permanently marked within the Wood.

To get to the crossroads inn is a journey several days even on the main roads. To get out of the forest from the inn may take even longer.