14 May 2011

Allowable PC Classes & Races

Fighter
Paladin
Mage/Magic User
Psionicist

Cleric
Thief

only with DM approval
Barbarian 
Ranger 
Druid  
Bard
Specialist Mage/Magic User
 
Races
Men (Humans)
Hobbits (Halflings)
Half-faeries, or Mortal Men raised by Faerie

Caerllew


In the fourth century, this castle, and the settlement surrounding it, was known by the Kravs as Lûvberg, or Leuburg. It has a long Northmen history. Sargon ‘the Wizard’ built the castle. It stands two days march north of Streel River in Maeland.

Sargon built this castle over two-
thousand years ago as the focus of dark rites. He was said to be in league with Hell.


front elevation of the castle of Caerllew

Rygar's Riders

Little is known about this free band of several hundred horsemen, lead by their captain, Rygar.
They are the remnants of the Host of Zar, defeated by the Bronzfoot’s forces in 2560 A.T. They harass trade along the Road of Crinos, and seem to pour forth from the Hobfen or the Foggwood.
The golden banner of Rygar

 
 


letter from Werzier to Jade

Unto His Grace, the Duke of Dothasse, Earl of Penthuer and Nakkueneda, Marquis of Alethnea.

My Lord Duke: it is with pleasure I write from Your Grace’s new lands and may I take this opportunity to again congratulate Your Grace on the procurement of an array of noble titles. Might I also say a right and proper start to a life of nobility hath been made by choosing to hire the best Master Mason in all of Hellot to design your Grace’s palace. I pen this missif from the banks of a cool river north of the main Schallass road, in a land the local boy here calls Nakke Penthuer, or more simply, Penthuer. Through my Zargrad man, Feidir, who speaks both the tongues of this peculiar boy and of the Felinish, of which latter language I myself have an understanding, I am told Nakke Penthuer means Steppe-land of Thorns. But I have yet to see a single thorn tree, and so strikes me this an odd name.

Indeed what a pleasant land doth lie about me here. The valley is broad and beautiful with a pleasant spring air. The river rushes with a most soothing tone. Gently rolling plains, covered in long nodding grasses, spread as far as my eye may see in all directions but west. The west, at the bottom of a sharply falling scarp, be a swampy land of a different nature. Yet here, on this broad plain and in this pleasant valley,  the earth is good and charming yellow poppies and primroses grow happily in plentiful bunches. 

Feidir, who gladly informs me he was a farmer before a trader and trapper, claims the soil is rich and good for grains. And the boy, Alkioth he is called, can attest for his family he claims wrests ample living from this land. I have noted several old copses of deep shaded beech and hard-beam trees. They would make good heavy lumber for any building your Grace might wish in these pleasant parts. Yet by far the predominant trees are young, quickly growing ash and pine. Fine tool handles could be fashioned from the former and resin from the latter put to use for caulking and lamp oil. Alkioth the boy, who claims to be the nephew of a local lord unknown to myself, tells us this land, the Earldom of Penthuer, is bound in the north by a river and by another river in the south. The eastern  border doth lie at the entrance of the Fogge forest, growing at the base of a cluster of mountain peaks I see from here. To the west, the Earldom is bound by a massive scarp the boy calls the Ridge of Elaenn.  When I enquire who the lady Elaenn is I am told she was a queen who lived far to the north, where the great mountains meet the sea. Feidir guesses this must be a land he knows as Wassa.  

W. Werzier


Catechism of the All-Father


 
I.                     Thou shalt believe all the teachings of the oracles and priests of the All-Father, and those of His prophet Carneius, and shalt obey all their commandments.

II.                   Thou shalt defend the priests of the All-Father and the churches and shrines erected in His honour.

III.                  Thou shalt respect all nobles and perform scrupulously thy feudal duties, if they be not contrary to the will of God, Lord Supreme.

IV.               Thou shalt make war against Chaos and the enemies of God without cessation and without mercy.

V.                 Thou shalt not recoil before thine enemy.

VI.               Thou shalt never permit thy reputation to be sullied.

VII.              Thou shalt love thy sovereign.

VIII.            Thou shalt be generous to strangers, and give largesse to guests.

IX.               Thou shalt not, in the name of Zeus Ephestios, steal from the city of which thou art a citizen, nor covet thy neighbour’s house.

X.                 Thou shalt everywhere and always seek power and glory.

Dedicate oneself to the Code. Oppose Chaos and its minions. The ultimate harmony of the world rests upon law and order.





the Trow

A trow dancing the Henking

Frequency: rare
No appearing: 1-8
Armour Class: 5
Move: 90' (30')
Hit Dice: 3 +3
% in Lair: 50%
Treasure Type: C
No of Attacks: 3
Damage/Attack: 1-4/1-4/1-6
Special Attacks: cause disease
Special Defence: teleportation
Magic Resistance: standard
Intelligence: low
Alignment: Chaotic Evil
Size: S (5' tall)
morale: 7

The Trow, which is a variety of bogle and a relative of the troll, is a gnarled, little night monster that delights in kidnapping human children and inflicting disease.

They are active only during the night, when they sneak silently about looking for mischief. The Trow has excellent infravision (90') and a very acute sense of smell, which allows it to detect invisible creatures without fail.

These bogles will normally sneak into a home, kidnap any children present, and infest the rest of the family with disease. This ability takes the form of a cause disease spell, which a Trow may cast once per day. If  Trow is surprised, it will do its best to escape and return to its subterranean home. If cornered, it will fight its way out with its claws (1-4 dmg) and teeth (1-6 dmg). Similar to the troll, the Trow is able to regenerate lost hit points at the rate of one per round.

The Trow live in secret, underground lairs, the entrances to which are hidden and only accessible by a teleport spell, which the may cast twice per day. If a Trow does not return to its lair by daybreak, it will turn into an old, gray hag and must wander about until darkness, when it may teleport home. In this state it loses all claw attacks, and its HP are reduced to half.

The Trow usually dwell near remote, wilderness settlements, but large numbers are occasionally known to inflect cities. They are thieving cowards outside their lairs, but very aggressive when inside them. Their social organisation is loosely tribal. These bogles enjoy feasting on the boiled flesh of young humans (they find adults too tough) and can often be seen dancing their bizarre, lopsided dance, called the 'Henking', on moonlight moors.

The Trow dress in whatever rags they can find. Their long, unkempt hair is dark and greasy, while their skin is dry and gray. They have small, beady eyes, large noses and ears, an over-sized head and hands.