Edion Campaign Sourcebook
Table of Contents
List of Figures
List of Tables
- 1. Knight Adventurer's Mount Abilities by Level
- 2. Ranger Terrains
- 3. Sorcerer's Familiar Abilities by Type
- 4. Familiar Special Abilities
- 5. 0-Level Sorcerer Spells (Cantrips)
- 6. 1st-Level Sorcerer Spells
- 7. 2nd-Level Sorcerer Spells
- 8. 3rd-Level Sorcerer Spells
- 9. 4th-Level Sorcerer Spells
- 10. 5th-Level Sorcerer Spells
- 11. 6th-Level Sorcerer Spells
- 12. 7th-Level Sorcerer Spells
- 13. 8th-Level Sorcerer Spells
- 14. 9th-Level Sorcerer Spells
- 15. Months
- 16. Dating Symbols
- 17. Coinage Values
- 18. Potions
- 19. Wound Conditions
- 20. Meters vs. Feet
- 21. Kilometers vs. Miles
The sun is setting on Arcos. A flock of starlings flits across the sky, as the orange rays of the sun cast a long shadow from the Tree of Life across the golden quarter of the city into the deep forest beyond. Glints of sunlight reflect lazily off the pinnacles and spinarets of the city. Out across the bay, sailboats gently glide through the harbour in the gentle dusk breeze. In the quiet of the air, the vague sound of merry making wafts up from below as the business of the day wraps itself to a close and evening begins.
Edion is both a continent and a fantasy campaign world. With the city of Arcos as its hub, the Elaran nation of elves spreads its influence across a vast array of nations and islands, neighbours and allies, and distant empires. The land of elves is a land of plenty, a land of prosperity and a tropical paradise for its inhabitants. For others, it is a source of magic, of civilization and learning, of strength for the entire region.
Elara is just one part of Edion. The nation of adventurous humans lies to the West, and enterprising dwarves live in the central mountain ranges. A vast archipelago of small island spreads southwards from the main continent, giving rise to an entire seafaring region. The whole of the Alimides, as this area of the world is known, is peaceful and prosperous, and has been for as long as history records ... many thousands of years.
Yet there are some clouds on the horizon. A distant, expansionist empire threatens to the East. Unknown monsters have been found lurking in the remote mountains of Edion. And archeologists are uncovering the remnants of an ancient civilization in islands far to the south.
Still, times are good. Opportunities are ripe in the jungles and lush tropical forests of the Alimides, and adventure awaits those who seek it out...
This is the campaign sourcebook for the Edion campaign, a D&D 3E campaign world.
Personality: Galadhrians are an ancient race of humans from the area around the Filgreen Coast. They have always been known for their unquenchable desire to explore and their epic adventurousness. To this they add their elven characteristic of practicality and patience. The Galadhrians are a powerhouse of adventurers and traders abroad, but inhumanly stable at home.
Physical Description: Galadhrians typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Their skin is tan, their hair is often curly though straight is known, and facial hair on men ranges from sparse to thick. Galadhrian dress is usually practical and durable, though any number of styles may be seen. Galadhrian humans usually mature at age 20, and often live in excess of 150 years.
Relations: These world travelers mix readily with any race. They are generally very polite, but sometimes this formality is mistaken for coolness. Galadhrians are found in every civilized corner of the world, but it is rare for them to settle down permanently outside of the Alimides. They often serve as merchants, traders, magistrates, and diplomats.
Alignment: Galadhrians are most frequently good in alignment, and tend towards law or neutrality. Even the heroic adventurers of old were respectful of their nation's institutions.
Galadhrian Lands: Galadhur is a tropical country with rich soil for agriculture. Most of the nation is covered by rural farms and villages. The people tend to be peaceful and prosperous due to the regularity of the seasons. Around the Green Bay and along the coast, fishing is common. Trade is also conducted with the dwarves in the North, who virtually depend on the Galadhrians, and with the rest of the world through Freeport.
Foreigners are common in the major cities of Galadhur, but rare in the countryside. Dwarves are often seen in the north, and traveling along roads to Freeport.
Religion:
Language: Galadhrians speak Galadhrian, which is also used in trading centers throughout the Alimides. Galadhrian has a written form that has existed for thousands of years, and is loosely based on the elven script.
Names:
Male Names: Thurden.
Female Names: Buffin, Fraua.
Adventurers: Adventuring is Galadhur's national heritage. Galadhrians consider it a prestigious occupation. Adventuring is moderated by the Adventurer's Guild, a powerful extra-national institution based in Freeport. Galadhrians adventure for glory above all, as well as wealth and power.
- +2 Wisdom: perhaps from the elven blood that flows in their veins, Galadhrian humans show exceptional good sense.
- Medium-size.
- Galadhrian Human base speed is 30 feet.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level, since Galadhrians are inquisitive and well-educated. (The 4 skill points at first level are added on as a bonus, not multiplied in.)
- Elven Blood: Galadhrian humans have elven blood in their veins due to a long-ago intermixing of the races. Thus, these humans may employ magic and cast spells. Galadhrians have a special organ in their head that allows them to perceive and manipulate magic.
- Automatic Language: Galadhrian. Bonus Languages: Any
- Favored Class: Any.
Physical Description: Mesan humans usually mature at age 12, and rarely live more than 70 years.
This description applies to Trians as well as the humans from Thiria and Eila (subject nations of the Trian empire).
Physical Description: Trians typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Their skin is olive in colour, and their hair is curly and ranges through blonde, brown and black. Facial hair on men can be sparse or thick. Trians have short life spans, achieving adulthood at about age 15 and rarely living even a single century.
Trians have unusual eye coloring. The colour of the pupil changes with their emotional state (like a mood ring). The pupil colours are given in the figure below. In addition, the sclera of the eye (usually called the "white") is black offsetting the colour.
Relations: Trians are an overbearing people who desire control and power. They do not possess the sense of goodness that is common in Edion and to a lesser extent in the rest of the Alimides. Tria is an empire that rules over many neighbouring nations including Thiria and Eila. The Trian empire is intended for primarily for the benefit of Trians, and thus it is not popular in some quarters of the world. Individual Trian imperial agents are treated with suspicion in the Alimides. Other Trians are usually assessed on their individual merits, but the lingering suspicion remains.
Religion: Trians worship a pantheon of gods.
Language: Trians speak Trian, the language spoken throughout the Trian empire.
Names:
Male Names: Quartius, Rojek.
Female Names: Akeryn, Ketna, Vala, Vesta,.
- Medium-size
- Trians base speed is 30 feet.
- 1 extra feat at 1st level, because Trians are quick to master specialized tasks and varied in their talents. See Feats.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level, since Trians are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in.)
- Automatic Language: Trian. Bonus Languages: Any.
- Favored class: Any. When determining whether a multiclass Trian suffers an XP penalty, their highest-level class does not count.
Ceylaran elves are not available as a player character race.
Physical Description: Ceylar elves have long lives. They mature at the age of 200, and frequently live to see their 1500th birthday.
Physical Description: Edion Forest Elves usually reach maturity at age 120. They are known to live up to 700 years.
Personality: Elara elves don't change very much over time. An Elaran elf might do the same job, make the same decisions, for fifty or a hundred years. Then, all of a sudden, a sudden fever will strike and he will change occupations, renounce his former style of thinking, or travel to a new land. This phenomenon can strike at any moment, without any warning, but it typically only happens once or twice in an elf's life, it ever. Otherwise, elves are inhumanly patient, willing to spend decades growing a specific plant to a specific shape, or to while away weeks discussing a certain point of philosophy.
There is another form of the fever, called the rage, which has been known to infect entire populations of elves. The rage spreads a single individual's ideology to large groups, like an air-born infection. This occurs only rarely, perhaps once a century at most, but the results are generally famous (or infamous).
Elves are curious and literate. They hold beauty and the arts dear. They are eager to learn, but like an armchair historian often prefer to let someone else to the work. Still, the other races prize their knowledge of theory and philosophy.
Physical Description: Elaran elves shorter than humans, ranging from 4 1/2 to 5 1/2 feet in height and weighing from 90 to 150 pounds. While graceful in appearance, they have longer arms and shorter legs than humans, a feature well suited to their tree-based lifestyle. Still, their limbs are lithe and slim. Elaran elves generally have tan skin, dark hair and deep green eyes. They have no facial or body hair. They prefer simple, comfortable clothes, and they enjoy simple yet elegant jewelry. An Elaran elf matures when he reaches the age of about 100, and they typically live to an age of about 550 years.
Elaran elves sleep normally but eat less than half what a humans eats.
Relations: Elaran humans have great respect for the Galadhrian humans with their adventurousness and stability. They tolerate Roarians, valuing their martial skill. Trians are abhorrent to Elaran elves, but no elf would ever treat any individual Trian with less than neutrality.
Alignment: Elves love stability, variety and beauty. They tend towards neutrality when trying to make these sometimes conflicting views work together. Elves are virtually always good, desiring a world in which everyone is happy.
Elaran Elven Lands: Elaran elves tend to live in dense jungle, where they make their homes high in the mid-levels and the canopy of the trees. They use their mastery of plants and their endless patience to shape their homes, towns, and roads from the very flora that surrounds them. The lush jungle amply provides game for hunting as well as fruit, fungi and other food plants unknown outside their lands. Thus most elves have ample time to work crafts and arts which they trade with the outside world for metals and other raw materials.
Religion: Elaran elves mostly are atheist. Bishism is a monastic order based on the principles first expounded by the mythical monk Bish.
Language: Elves speak a fluid language of subtle intonations and intricate grammar. While elven literature is rich and varied, it is the language's songs and poems that are most famous. While Elaran is a poetic language, Elarans usually use Galadhrian for practical texts and with foreigners.
Names:
Male Names: Athravian, Delatar, Elashar, Eochar, Farmian, Helman, Lellendrile, Nämian, Renian, Sorfar, Teridel.
Female Names: Anyana, Bindë, Emenë, Filmarë, Lyana, Rillenë, Themerya, Wylana.
Adventurers: Elves take up adventuring because of wanderlust, often following a bout of the "fever." Some elves adventure on a voyage of discovery, seeing themselves as brave explorers. Often elves also enjoy impressing the other races with their wisdom and martial skill.
- +2 Dexterity, -2 Constitution, +2 Wisdom: Elves are graceful and insightful, but frail.
- Medium-size.
- Elven base speed is 30 feet.
- Low-Light Vision: Elaran elves can see twice as far as a human in starlight moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Elven Blood: only elves and those with elven blood may employ magic and cast spells. Elves have a special organ in their head that allows them to perceive and manipulate magic.
- +4 racial bonus to Balance checks: Due to affinity to life high in the trees, Elaran elves have superb balance.
- Automatic Languages: Galadhrian and Elven.
- Favored Class: Sorcerer. Magic comes naturally to elves.
Physical Description: Miradrol elves are short and slim, usually 4 to 5 feet tall and weighing no more than 120 pounds. They have pale, almost white, skin, and their hair is usually also white, or silver or copper in colour. Miradrol elves, also known as "Miradren" most commonly have red eyes, but almost any colour is known to have occurred. Elves from Miradrol mature around the age of 120, and they typically live to 700 years or more.
- +2 Intelligence, -2 Wisdom: Miradon are inherently theoretical but innately reckless.
- Darkvision.
- +2 racial bonus on savings throws vs. spells: Due to their frequent exposure to spells, Miradren are adept at avoiding undesirable effects.
- -2 racial penalty on all attack rolls, savings throws and ability checks when subject to the full glare of sunlight.
Personality: Roarians are fierce predators and patient enemies. It is therefore fortunate for the other intelligent races that they also tend to be somewhat lazy. Roarians enjoy the hunt but also enjoy sitting and observing. They tend to be more aware of immediate rewards than long-term concerns. A certain fatalism may be part of the reason why Roarians usually claim to be unconcerned with the future. However, many Roarians seem to believe that their lives is in fact a struggle against a dark fate, an attitude that may reflect their animalistic origins.
Physical Description: Roarians resemble tigers that stand on two feet. While they are humanoid, they have claws, sharp teeth, and are thoroughly carnivorous. Their skin is covered in orange fur, striped with black, and as a result most Roarians wear clothing only on their lower body. They are tall, ranging from 5 1/2 to 6 1/2 feet tall on average, and well muscled. Their eyes are yellow and cat-like and their faces are generally whiskered. Roarians mature a little faster than humans, at age 12, and usually live no more than 70 years.
Relations: Roarians get along well with elves, who share their love of the jungle. However unlike elves they are heavily involved in the present and don't appreciate the elven esteem for tradition. Their relations with the Galadhrian humans is more strained, since Roarians consider personal ties more important than official ones. The Roarian attitude towards Trians is strained, but the empire has so far proven uninterested or unable to dominate the Roarian jungles. Roarians treat them with initial suspicion but warm rapidly to Trians who are not zealous for the empire.
Alignment: Roarians are usually chaotic, and they are often neutral. Traveling or adventuring Roarians tend towards good, however, since they quickly shake off their jungle kill-or-be-killed attitude.
Roarian Lands: Roarians tend to live deep in the jungle. There they form clans and villages in loose relationships. Roaria is a wild and mostly untamed wilderness, thick with the species upon which the tiger-people prey.
Roarians in human lands are often mercenaries, hunters, bounty hunters, rogues and smugglers.
Religion: Roaria has two dominant religions. Sédan is the dominant religion in the lowlands of Roaria, while mountain Roarians follow a mystical religion known as Danbulé. The lowland religion Sédan consists of a pantheon of gods representing natural features such as the sea, the forest, the sky, and so on. The most important deities are Rambula, goddess of the jungle predators and Vumjaa of the Rain. Danbulé is a polytheistic religion with an uncounted number of deities. Virtually each practitioner is known to believe in a unique deity. The gods of Danbulé however are merely manifestations of the spiritual power that surrounds all things. Danbulés practice animal sacrifice and enter trances influenced by powerful herbal mixtures where they believe they can speak to the gods and channel their powers.
Language: Roarians speak Roarian, which uses the elven script in the rare cases where it is written. Travelers usually learn Trian or Galadhrian.
Names:
Male Names: Malaccar Tigranos.
Adventurers: Many Roarians believe their race is underestimated by the outside world. Many Roarians adventure to prove that their race is just as powerful as the others are. Many Roarian adventurers seek profit, or merely to pit their skills against the outside world and then return in triumph to their homeland.
- +2 Strength, +2 Dexterity, -3 Intelligence, -3 Charisma. Roarians are strong and fast but their environment has disposed them against abstract reasoning. In addition, their reserved nature hinders their personality force.
- Medium-size: As Medium-size creatures Roarians have no special bonuses or penalties due to their size.
- Roarian base speed is 30 feet.
- Retractable Claws: Roarians may use their retractable claws when making unarmed attacks. The claws do 1d4 damage (plus any bonuses). Roarian PCs may take Weapon Focus and other feats on their claws if desired.
- Low-Light Vision: Roarians can see twice as far as a human in starlight moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +4 racial bonus to Balance checks: Roarians have excellent poise.
- +2 racial bonus to Hide and Move Silently checks. Roarians are adept stalkers.
- Automatic Languages: Galadhrian and Roarian.
- Favored Class: Ranger. Roarian society values hunting, and the vocation comes easily to Roarians.
The Cleric is not available as a class in Edion. Gods do not exist.
Clergy do exist (see note on Religion) in some cultures. However they may not wield divine magic, since it does not exist. Due to the lack of divine magic, the cleric is not considered a class worthy of being detailed for adventurers.
Druids have the following game statistics:
Level 1 - speak druidic language (this is also the spell-casting language)
Level 3 - identify any plant or animal
- identify potable water
- pass without a trace (in woodland, grassland or scrubland)
Level 5 - immune to normal climate and weather effects
- speak with animals at will
Level 7 - shape change into animal form (1/day). This is a "once and back again" effect with unlimited duration. Otherwise, per polymorph self.
- speak with plants at will
Level 9 - vigorous health means age effects no longer apply. This does not effect lifespan.
Level 11 - shape change an unlimited number of times a day
The knight adventurer is Galadhur's response to the need for armed defenders of the realm. The adventuring knight is loosely speaking a representative of the government. In other words, they have the permission of the King to maintain order, to defend the land, to succor the needy, to punish the transgressor and perpetrator of evil. They are sworn to uphold a code of honour.
The Core Hold of Knights is an institute that attempts to educate and train the adventuring knights. Many indeed of the adventuring knights at large are graduates of the Hold. But, not all. The only qualification necessary to be an adventuring knight is to add one's name to the list in the Hold. That, and to recite the code, which is short and simple. However all know that knights who go errant are hunted down relentlessly and rendered against the Core. So, most every knight adventurer is a good knight, and honest and proud of their position.
Those knights adventurer who are graduates of the Star may wear the symbol of the shimmering star on their arms and this is the most important badge of respect. But in some cases knights gain their own respect and that of the people as well without attending the Hold.
Adventures: Knights adventurer are free to go where they will. Sometimes they form bands and other times they adventure alone. Other times they find that it helps to join with groups with other talents.
Characteristic: Knights adventurer are known both for exploring and for steadfast honour and courage. It is this combination that makes them unique. They are a firm post of steadiness, and at the same time they are always seeking to go outwards to new things. Often they are philosophical, searching for the ultimate in moral truths, to expand their view of the ideal life, to improve their self. In any case they also seek to influence those they meet, at least through their own example of justice and honour.
Alignment: Knights adventurer must be of neutral good (variant) alignment. Knights adventurer follow a code of conduct that stresses ethics and moral conduct. They would have the world be just, peaceful and prosperous, and look to spread this ideology to those whom they meet. One of the most important ways for them to do this is to live their own lives in such a manner.
Religion: The Core of Knights is non-secular. Their creed is humanistic and based on moral and codes that are drawn from real life, not from an abstract deity.
Background: Adventurers are glorified in Edion. Many youngsters dream of growing up to be a world explorer. Those who add a sense of morality to that dream tend to be attracted to the Star of Knights. If they are smart and strong enough, they may be taken on by the star as students and raised in the ways of the knight adventurer.
While they believe that the strength of their steel should suffice in smiting the amoral and evil, they turn to magic to succor the needy. The true knight adventurer is a master of this kind of magic, and its mastery takes long and hard years of study combined with inherent wisdom. This study starts rigorously at the Star's School.
Races: Only Galadhrian Humans may be knight adventurers. Exceptions are exceedingly rare but a few dwarves and elves (and maybe even others) residing in Galadhur have been known to follow this path.
Other Classes: A knight adventurer can easily see the benefits of associating with other classes. However, they must always remember the code and a knight will not suffer to associate with one who flaunts their morals and philosophy. Knights adventurer tend to be wise, respected, and trustworthy, so they are often team leaders.
Knights adventurer have the following game statistics:
Abilities: Wisdom is important for knights adventurer because it improves their spell casting and healing abilities. A wisdom score of 14 or more is required to access the most powerful spells available to knights, and at any rate a score of 11 is the minimum to cast any spells at all. Charisma is important because it improves the knight adventurer's ability to embolden their allies and handle people with some of their class skills. Strength is important because it improves their melee attack and damage rolls. Constitution is important for giving them lots of hit points.
Alignment: Neutral Good. Actually it is a variant alignment that stresses just and ethical behaviour.
Hit Die: d10
The knight adventurer's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str). See Skills in the PH for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the knight adventurer.
Weapon and Armor Proficiency: Knights adventurer are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Heal: Each day knights adventurer can heal a total number of hit points equal to their Wisdom bonus (if any) times their level. The knight adventurer can either cure themselves or others, and they can divide their curing among as many recipients as they wish, and they need not use all the points at once. Heal is taught to knight adventurers as a spell-like ability which requires the use of a spell gem and the knight adventurer must touch the recipient. It is a full-round action.
Dauntless: Starting at 2nd level, knights adventurer are immune to the effects of fear, whether normal or magical.
Overbear: Starting at 2nd level, knights adventurer can attempt to overbear their opponents. Overbearing is treated as a bull rush (see PH) except that the knight adventurer may attack while overbearing (either single attack or full-round attack). In addition, the knight is not subject to attacks of opportunity while overbearing. If the overbear fails, instead of being pushed back 5 feet, the knight provokes an attack of opportunity from the defender.
Emboldening Courage: Starting at 3rd level, a knight adventurer's courage is so strong that it emboldens their allies as well. Whenever an ally is within 3 m of the knight adventurer, they gain a +4 moral bonus to their saving throws against fear.
Remove Disease: Beginning at 3rd level, a knight adventurer can remove disease, as per the spell remove disease, once per week. They can use this ability more often as she advances in levels (twice per week at 6th level, three times per week at 9th level, and so forth). Remove disease is a spell-like ability for knights adventurer that requires the use of a spell gem and the knight adventurer must touch the recipient. It is a full-round action.
Mount Empathy: Knights adventurer are trained to create empathic links with their mounts using magic. See the Knight Adventurer's Mount sidebar for details. The mount must be a heavy warhorse or a heavy treehopper. Mount Empathy is a spell-like ability for knights adventurer that requires the use of a spell gem.
In the case that the knight adventurer's mount dies, they can create an empathic link with a new mount. The knight must wait a month before attempting a new link. Creating the new link takes a month of constant contact between the knight and the new mount. Once linked with, the mount gains all the accumulated benefits due at the knight's level.
Spells: Beginning at 4th level, the knight adventurer gains the ability to cast certain arcane spells in addition to their spell-like abilities listed above. These spells are listed on the knight adventurer spell table. The knight needs to have a Wisdom score of at least 10 + the spell's level to cast a spell. Knights adventurer gain bonus spells based on their Wisdom score. Saving throws against their spells are DV 10 + spell level + Wisdom modifier.
The knight adventurer has no spell level until 4th level. Then, their caster level is one-half their class level.
Weapon Specialization: Upon reaching 4th level, the knight adventurer is able to take Weapon Specialization and related feats as though she were a fighter. (See the description for fighter in the PH.)
Code of Conduct: Knights adventurer live and act with virtue. They follow a code of conduct given below. Knights adventurer who are found to break the code will be investigated by the Star Original and if they are found guilty they will have their membership revoked and their spell gems confiscated. Here is an outline of the Code:
- Be honest, forthright, respect the property of others. Do not lie, cheat, steal or use poison.
- Act with honour and morality.
- In your deeds, serve and do not contravene the just and ethical authorities and laws.
- When able, quell public disorder, and stop crimes.
- Protect the lives and the property of those people you meet.
- Assist the needy whenever you meet them.
- When you profit by your adventures, return the profits to the Star, or donate them to just causes or charities.
- Be loyal and good to friends, allies, and just causes.
Associates: Knights adventurer seek allies who are good people. They value people with diverse talents who can assist them on their adventures. As long as the overall actions of their allies are good, knights adventurer are not overly concerned with their individual behaviour, unless it is obviously evil. Every individual is entitled to their individual code of ethics, as long as it is not evil. Knights adventurer do not adventure with characters who commit evil deeds, such as cold blooded murder, constant theft, flagrant violations of the code, etc.
Knights adventurer are not strictly speaking neutral good, since they believe in the supremacy of justice and ethics. However, if they ever grossly violate the code, fail to act ethically, justly and morally, or cease to be neutral good in a general sense (i.e. begin following another alignment), they are investigated by the Star as above, and they lose their membership and spell gems. In addition, they lose all of their special abilities except Overbear, if that has been gained.
Knights adventurer who go astray may attempt to atone, this is a non-magical process governed by the Star.
Knights adventurer are permitted by be multiclass characters but they face restrictions in this regard. Once the character begins gaining levels as a knight adventurer, she must stick to the class without taking levels in other new or existing classes. If they take a level in another class, they are no longer able to take knight adventurer levels after that. However, they retain their knight adventurer abilities. The heart of a knight adventurer must be dedicated and true.
The rules below replace the relevant entries in the PH for the Ranger.
Rangers have the following game statistics:
Spells: A ranger casts arcane spells from the ranger table.
Favored Enemy: In Edion, Rangers do not gain the benefits of the Favored Enemy feature.
Favored Terrain: At 1st level, a ranger may select a type of terrain as a favored terrain. Due to their extensive study of their terrain and training in the proper techniques for adventuring in it, the ranger gains a +1 bonus to Hide, Intuit Direction, Listen, Move Silently, Spot, and Wilderness Lore checks when using these skills in this type of terrain. Rangers also gain a +1 bonus to their Animal Empathy, Balance and Climb checks when the object of the check is a natural animal or feature of this type of terrain. Likewise, they gain the same bonus to melee attack rolls made while in this type of terrain. A ranger does not gain any bonus to their ranged attack rolls (the ranger cannot take advantage of the terrain at range).
At 5th level and at every five levels thereafter (10th, 15th, and 20th level), the ranger may select a new favored terrain, and the bonus associated with every previously selected favored terrain goes up by +1.
The terrains may be chosen from the following list:
Table 2. Ranger Terrains
Arctic | Cold frozen wasteland. |
---|---|
Aquatic | Fresh or salt water. |
Hills | Areas with rugged but not mountainous elevations. |
Jungle | Dense tropical vegetation. |
Forest | Covered with trees, and not jungle. |
Marsh | Low flat, waterlogged areas. |
Mountains | Rugged terrain that is higher in elevation than hills. |
Plains | Fairly level, usually treeless land. |
Sandy desert | A barren, desolate area, covered with sand. |
Scrub, rough | A dry area with sparse vegetation. |
Underground | Subterranean areas. |
Races: Not every race may take the Sorcerer class. Only those races that possess the magic organ may use magic. Those races allowed to take the Sorcerer class include Galadhrian humans, and elves.
Sorcerers have the following game statistics.
Abilities: Intelligence determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have an Intelligence score of 10 + the spell's level. A sorcerer gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Intelligence modifier. A sorcerer also benefits from high Dexterity and Constitution scores.
Alignment: Any.
Hit Die: d4.
The sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the sorcerer:
Weapon and Armor Proficiency: See the PH sorcerer (p. 50).
Spells: See the PH sorcerer. Note the following changes:
- In Edion, sorcerers gain bonus spells based on their Intelligence score.
- In Edion, sorcerers determine whether they can learn or cast spells based on their Intelligence score.
- To cast a spell, an Edionic sorcerer needs to have the spell gem in hand or carried on their person.
Familiar Empathy: A sorcerer can create an empathic link with a familiar. Familiars are available for purchase in most major cities and from most magic schools for 100 gp. A familiar is a more intelligent version of a small animal (see the sidebar). The creature serves as a companion and servant. Familiar empathy is a spell-like ability for sorcerers that requires the use of a spell gem.
If the familiar dies, or the sorcerer chooses to dismiss it, the sorcerer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the sorcerer loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a sorcerer's experience point total can never go below zero. A sorcerer must wait a month before attempting to create a new link with a new familiar. Slain familiars can be raised from the dead just as characters can, but do not lose a level or a Constitution point when this happy event occurs.
Bluff attack: You can also use Bluff to initiate combat with surprise on your side. Make a normal Bluff check, and if you succeed you get a standard surprise action. The surprise only counts for the character performing the bluff. You may use an unarmed attack, use the Quick Draw feat, or have the weapon in hand. Having the weapon in hand will most likely increase the DC of the Bluff check, since it may pose a risk to the target. Each situation must be handled individually according to the Bluff rules in the PH.
With one type of weapon, you are so concentrated that you exceptionally good at using it.
Prerequisites: Weapon Focus with the weapon, base attack bonus of +2 or better.
Benefit: You add an additional +1 to all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack (except on top of the Weapon Focus feat). Each time you take the feat, it applies to a new weapon.
On achieving 5th level or higher, as a feat the fighter (and only the fighter) may take this feat.
Prerequisites: Weapon Specialization with the weapon.
Benefit: You add an addtional +2 damage bonus with a chosen weapon.
Special: You can gain this feat multiple times. Its effects do not stack (except on top of the Weapon Specialization feat). Each time you take the feat, it applies to a new weapon.
Casting a spell in Edion is similar to standard D&D. The main difference is that spells are stored in spell gems, gemstones of high quality that act as the container and focus of the spell
Sorcerers in Edion may cast any spell that is in their repertoire. These are the spells that an Edionic sorcerer is considered to know. The sorcerer may carry spell gems for other spells, but since they are not part of their repertoire, the sorcerer cannot cast them.
Spells slots, casting time, range, aiming a spell, saving throws, spell results, and duration are all as given in the standard rules in the PH.
Components are handled in Edion differently than standard D&D.
V (Verbal) and S (Somatic): These components are typically handled as given in the PH. All official magic schools teach the spells as given in the PH, so if verbal or somatic components are noted there, they are required in the official versions of the spells. However, in Edion it is possible to remove the verbal and somatic components from the spells with no penalty to the spell's level. This requires normal spell research as given in the rules. Copies of such spells may be available on the black market. However possession or casting of such spells is illegal in Edion.
M (Material): Material components are not required in Edion.
F (Focus): The spell gem serves as the focus for all spells in Edion. It must be in hand or carried by the spell caster.
DF (Divine Focus): There are no divine focuses in Edion (since there are no divinities).
XP (XP Cost): This component is handled as given in the PH.
Unlike sorcerers in the standard D&D rules, Edionic sorcerers must store their spells in spell gems. In many ways the spell gems function like the wizard's spell book in the standard rules. The standard rules are changed in the following ways:
- The various spell gems an Edionic sorcerer possesses act in most ways like the pages of a wizard's spell book.
- A sorcerer in Edion interprets and records spells in their spell gems instead of reading and writing them in a spell book. From the perspective of the rules, the processes involved are almost identical
- An arcane writing in the D&D rules is called a stored spell.
- Writing is called recording.
- Reading is called interpreting.
- Deciphering spells remains the same, although different faculties are used. In Edion, the sorcerer uses their magic organ to record and interpret spells, instead of their eyes and hands.
Edionic sorcerers can add new spells to their spell gems through several methods.
Spells Gained at a New Level: Sorcerers perform certain amount of spell research between adventures. Each time the sorcerer achieves a new level, they gain two spells of their choice to add to their spell gems. These spells represent the results of their research. The two free spells must be of levels the sorcerer can cast.
Spells Copied from Another's Spell Gems: A sorcerer can also add spells to their spell gems whenever they encounter a new spell in another sorcerer's collection. No matter what the spell's source, the character must first decipher the magical record. Next, the sorcerer must spend a day studying the spell. At the end of the day, the character must make a Spellcraft check (DC 15 + spell's level). If the check succeeds, the sorcerer understands the spell and can copy it into their spell gems (see Recording a New Spell into a Spell Gem below). The process leaves a spell gem that was copied from unharmed.
If the check fails, the sorcerer cannot understand the spell and cannot attempt to learn it again even if they study it from another source until they gain another rank in Spellcraft. If the check fails, the character cannot copy the spell from another's spell gems.
Independent Research: A sorcerer also can research a spell independently, duplicating an existing spell or creating an entirely new one. The DMG has information on this topic.
Once a sorcerer understands a new spell, they can record it into their spell gems.
Time: The process requires one day plus one additional day per spell level. Zero-level spells require one day.
Space in the Spell Gem: A spell gem can store one spell level per 100 gp of value. A 0-level spell (cantrip) only requires a 50 gp gem. More than one spell can be stored in a valuable gem, but each spell must fit entirely within one gem.
Materials and Costs: The only material required is a spell gem. A spell gem can be any gem with a value of 50 gp or more. Each 50 gp of value allows one 0-level spell (cantrip) to be stored in the gem. For 1st level spells and above, each 100 gp of value allows one spell level to be stored in the gem. Thus, a gem worth 400 gp could store one 4th level spell, or two 2nd level spells, eight 0 level spells, and so on.
If a sorcerer doesn't have appropriate empty spell gems available when they gain a new level and new spells for free, the spells are gained when the sorcerer obtains suitable gems.
Insufficient Gem Value: The actual value of the gem is used by the DM for the purpose of determining if a spell will fit in the gem. If the gem is not of sufficient value to store a given spell, recording the spell will fail. The time invested in storing the spell is wasted. After a failed attempt, the sorcerer gains an understanding of the actual value of the gem and how many levels of spells it can store.
Should a sorcerer lose one of their spell gems, they can use their magical faculty to locate it if it is nearby. By concentrating, the sorcerer can sense the direction of their spell gem as with the locate object spell. The range of this ability is 50 m. This ability only works for spell gems the sorcerer created themselves, and it only works while concentrating.
A sorcerer can use the procedure for learning a spell to reconstruct a lost spell gem.
Duplicating an existing spell gem uses the same procedure as replacing it, except that the task is much easier. The time requirement is halved.
Sorcerers may carry and understand as many spells in their spell gems as they wish. However, at any time only a limited number of these spells may be in their repertoire. Normally this repertoire is fixed and cannot be changed, even if the sorcerer adds a new spell to their spell gems.
However, when the sorcerer gains a new level, they may change their repertoire as they wish. They must have a spell in their spell gem set before they can add it to their repertoire.
At all times, the sorcerer's repertoire can be no larger than given on the Sorcerer Spells Known table in the PH.
Each day, sorcerers must focus their minds on the task of casting their spells. A sorcerer needs 8 hours of rest, after which they spend 15 minutes concentrating. During this period, the sorcerer readies their mind to cast their daily allotment of spells. Without such a period to refresh themselves, the character does not regain the spell slots they used up the day before.
Recent Casting Limit: Any spells cast within the last 8 hours count against the sorcerer's daily limit (as per wizard in the PH).
A few general principles are in effect to govern magic. These restrictions stem mainly from the total internal consistency that is a governing principle in the design of the campaign. The technological level of the campaign is medieval. These principles serve to generally remove from the 3E magic system any spells that, if taken to their logical conclusion over a long period of time, would take it beyond a medieval technology level. Thus the intent is that even very powerful magic users in Edion are restricted to what can be considered normal medieval constraints.
So, many the following limitations each serve to enforce medieval constraints. Others reflect the lack of deities in the campaign or other factors.
- Both news and people travel slowly in Edion. No spell may permit instantaneous or unnaturally rapid travel or communication. Thus, the Conjuration school is prohibited.
- In Edion, maps are inaccurate and castles are not vulnerable from the air. No spell may permit high-altitude flight.
- No helpful yet unseen intelligences exist in Edion. No spell may allow the caster to know things that are not physically possible for them to know. Thus, the Divination school is prohibited.
- Minds are so complex that their manipulation is beyond the realm of current magic in Edion. No spells may affect the mind directly. Thus, the Illusion school is prohibited.
- Undead do not exist in Edion. Thus, all undead affecting spells are omitted.
- Living animals and intelligent beings are so complex that they require specialization to manipulate with magic. Thus, the Necromancy school is prohibited.
- There are no extra-dimensional spaces in Edion.
Exceptions to these principles are noted in the spell lists.
Some spells in Edion function differently from the versions described in the PH. The changes are briefly described in italicized notes in brackets after the spell.
Cure Minor Wounds
Detect Magic
Detect Poison
Purify Food and Drink
Read Magic
Virtue (healing, not clerical)
Calm Emotions
Cure Moderate Wounds
Delay Poison
Endurance
Feather Fall
Gentle Repose
Hold Person (requires touch attack; physical, not enchantment)
Lesser Restoration
Remove Paralysis
Cure Serious Wounds
Dispel Magic
Endure Elements
Protection from Elements
Remove Blindness/Deafness
Remove Disease
Cure Critical Wounds
Hold Monster (requires touch attack; physical, not enchantment)
Neutralize Poison
Restoration
Status (maximum range 1 km, general direction and distance only)
Cure Light Wounds
Detect Poison
Endure Elements
Magic Weapon
Read Magic
Resistance
Virtue (healing, not clerical)
Cure Moderate Wounds
Delay Poison
Remove Blindness/Deafness
Remove Paralysis
Resist Elements
Cure Serious Wounds
Deathwatch (healing, not necromantic)
Dispel Magic
Greater Magic Weapon
Heal Mount
Table 5. 0-Level Sorcerer Spells (Cantrips)
Evoc | Dancing Lights. Figment torches or other lights. |
Flare. Dazzles one creature (-1 attack). | |
Light. Object shines like a torch. | |
Trans | Mage Hand. 5-pound telekinesis. |
Mending. Makes minor repairs on an object. | |
Open/Close. Opens or closes small or light things. | |
Univ | Detect Magic. Detects spells and magic items within 60 ft. |
Read Magic. Read scrolls and spellbooks. |
Table 6. 1st-Level Sorcerer Spells
Abjur | Alarm. Wards an area for 2 hours/level. |
Endure Elements. Ignores 5 damage/round from one energy type. | |
Hold Portal. Holds door shut. | |
Shield. Invisible disc gives cover and blocks magic missiles. | |
Conj | Mage Armor. Gives subject +4 armor bonus. |
Div | Identify. Determines single feature of magic item. |
Ench | Hypnotism. Fascinates 2d4 HD of creatures. |
Necro | Cause Fear. One creature flees for 1d4 rounds. |
Trans | Animate Rope. Makes a rope move at the caster’s command. |
Burning Hands. 1d4 fire damage/level (max: 5d4). | |
Feather Fall. Objects or creatures fall slowly. | |
Magic Shot. Improve accuracy of mundane projectives. (new spell) | |
Jump. Subject gets +30 on Jump checks. | |
Magic Weapon. Weapon gains +1 bonus. | |
Shocking Grasp. Touch delivers 1d8 +1/level electricity. | |
Spider Climb. Grants ability to walk on walls and ceilings. |
Table 7. 2nd-Level Sorcerer Spells
Abjur | Arcane Lock. Magically locks a portal or chest. |
Resist Elements. Ignores 12 damage/round from one energy type. | |
Conj | Melf's Acid Arrow. Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. |
Illus | Hypnotic Pattern. Fascinates 2d4+1 HD/level of creatures. |
Necro | Scare. Panics creatures up to 5 HD (15-ft. radius). |
Trans | Alter Self. As change self, plus more drastic changes. (limited to changes described in Change Self) |
Blindness/Deafness. Makes subject blind or deaf. | |
Bull's Strength. Subject gains 1d4+1 Str for 1 hr./level. | |
Cat's Grace. Subject gains 1d4+1 Dex for 1 hr./level. | |
Darkvision. See 60 ft. in total darkness. | |
Endurance. Gain 1d4+1 Con for 1 hr./level. | |
Knock. Opens locked or magically sealed door. | |
Levitate. Subject moves up and down at the caster’s direction. (limited to 10 m distance from nearest surface or grounded object) | |
Pyrotechnics. Turns fire into blinding light or choking smoke. |
Table 8. 3rd-Level Sorcerer Spells
Abjur | Dispel Magic. Cancels magical spells and effects. |
Protection from Elements. Absorb 12 damage/level from one kind of energy. | |
Conj | Flame Arrow. Shoots flaming projectiles (extra damage) or fiery bolts (4d6 damage). |
Sepia Snake Sigil. Creates text symbol that immobilizes reader. (the snake is omitted but effect is unchanged) | |
Ench | Hold Person. Holds one person helpless; 1 round/level. (Saving Throw: Reflex negates) |
Evoc | Fireball. 1d6 damage per level, 20-ft. radius. |
Gust of Wind. Blows away or knocks down smaller creatures. | |
Lightning Bolt. Electricity deals 1d6 damage/level. | |
Wind Wall. Deflects arrows, smaller creatures, and gases. | |
Trans | Fly. Subject flies at speed of 90. (limited to a distance of 10 m from the nearest surface or grounded object) |
Greater Magic Weapon. +1/three levels (max +5). | |
Keen Edge. Doubles normal weapon's threat range. | |
Secret Page. Changes one page to hide its real content. | |
Shrink Item. Object shrinks to one-twelfth size. (limited additionally to nonliving objects) | |
Slow. One subject/level takes only partial actions, -2 AC, -2 melee rolls. | |
Water Breathing. Subjects can breathe underwater. |
Table 9. 4th-Level Sorcerer Spells
Abjur | Fire Trap. Opened object deals 1d4 +1/level damage. |
Minor Globe of Invulnerability. Stops 1st- through 3rd-level spell effects. | |
Stoneskin. Stops blows, cuts, stabs, and slashes. | |
Div | See Invisibility. Reveals invisible creatures or objects. |
Ench | Emotion. Arouses strong emotion in subject. |
Evoc | Fire Shield. Creatures attacking you take fire damage; you're protected from heat or cold. |
Ice Storm. Hail deals 5d6 damage in cylinder 40 ft. across. | |
Otiluke's Resilient Sphere. Force globe protects but traps one subject. | |
Shout. Deafens all within cone and deals 2d6 damage. | |
Wall of Fire. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 +1/level. | |
Wall of Ice. Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside. | |
Illus | Improved Invisibility. As invisibility, but subject can attack and stay invisible. |
Rainbow Pattern. Lights prevent 24 HD of creatures from attacking or moving away. | |
Necro | Fear. Subjects within cone flee for 1 round/level. |
Table 10. 5th-Level Sorcerer Spells
Conj | Cloudkill. Kills 3 HD or less; 4-6 HD save or die. (Disables subjects and deals 10 hp of subdual damage rendering them unconscious)) |
Ench | Feeblemind. Subject's Int drops to 1. (Acts similar to a drug) |
Hold Monster. As hold person, but any creature. | |
Evoc | Bigby's Interposing Hand. Hand provides 90% cover against one opponent. |
Cone of Cold. 1d6 cold damage/level. | |
Wall of Force. Wall is immune to damage. (Dispel magic dispels it. Wall of force has +4 on DC to dispel attempt.) | |
Trans | Animal Growth. One animal/two levels doubles in size, HD. |
Fabricate. Transforms raw materials into finished items. | |
Passwall. Breaches walls 1 ft. thick/level. | |
Stone Shape. Sculpts stone into any form. | |
Telekinesis. Lifts or moves 25 lb./level at long range. | |
Univ | Permanency. Makes certain spells permanent; costs XP. |
Table 11. 6th-Level Sorcerer Spells
Abjur | Antimagic Field. Negates magic within 10 ft. |
Globe of Invulnerability. As minor globe, plus 4th level. | |
Greater Dispelling. As dispel magic, but +20 on check. | |
Repulsion. Creatures can't approach you. | |
Conj | Acid Fog. Fog deals acid damage. |
Div | Analyze Dweomer. Reveals magical aspects of subject. |
True Seeing. See all things as they really are. (Only sees through magic effects currently in operation (non-instantaneous)) | |
Evoc | Bigby's Forceful Hand. Hand pushes creatures away. |
Chain Lightning. 1d6 damage/level; secondary bolts. | |
Contingency. Sets trigger condition for another spell. (Can only be activated by a mental command) | |
Otiluke's Freezing Sphere. Freezes water or deals cold damage. | |
Necro | Circle of Death. Kills 1d4 HD/level. |
Trans | Control Water. Raises, lowers, or parts bodies of water. |
Control Weather. Changes weather in local area. | |
Flesh to Stone. Turns subject creature into statue. | |
Move Earth. Digs trenches and build hills. | |
Stone to Flesh. Restores petrified creature. | |
Tenser's Transformation. You gain combat bonuses. (Mind-set does not change, fatigued for 1 round per level after the spell expires) |
Table 12. 7th-Level Sorcerer Spells
Abjur | Sequester. Subject is invisible to sight and scrying. (Does not mask objects) |
Spell Turning. Reflect 1d4+6 spell levels back at caster. (No chance of going through a rift to another plane.) | |
Conj | Power Word, Stun. Stuns creature with up to 150 hp. |
Ench | Insanity. Subject suffers continuous confusion. |
Evoc | Bigby's Grasping Hand. Hand provides cover, pushes, or grapples. |
Delayed Blast Fireball. 1d8 fire damage/level; you can delay blast for 5 rounds. | |
Forcecage. Cube of force imprisons all inside. | |
Prismatic Spray. Rays hit subjects with variety of effects. (Ignore violet result.) | |
Illus | Mass Invisibility. As invisibility, but affects all in range. |
Necro | Finger of Death. Kills one subject. |
Trans | Statue. Subject can become a statue at will. |
Univ | Limited Wish. Alters reality-within spell limits. (Constrained by these spell lists and magic Limitations in Magic chapter) |
Table 13. 8th-Level Sorcerer Spells
Abjur | Mind Blank. Subject is immune to mental/emotional magic and scrying. (Emotional only, should be s 4th level spell) |
Prismatic Wall. Wall's colors have array of effects. (Ignore violet result.) | |
Protection from Spells. Confers +8 resistance bonus. | |
Conj | Incendiary Cloud. Cloud deals 4d6 fire damage/round. |
Power Word, Blind. Blinds 200 hp worth of creatures. | |
Evoc | Bigby's Clenched Fist. Large hand attacks your foes. |
Otiluke's Telekinetic Sphere. As Otiluke's resilient sphere, but you move sphere telekinetically. | |
Sunburst. Blinds all within 10 ft., deals 3d6 damage. | |
Trans | Iron Body. Your body becomes living iron. |
Univ | Symbol. Triggered runes have array of effects. (Only default triggers allowed. Symbols allowed are Death, Fear, Hopelessness, Insanity, Pain, Stunning.) |
Table 14. 9th-Level Sorcerer Spells
Abjur | Mordenkainen's Disjunction. Dispels magic, disenchants magic items. |
Prismatic Sphere. As prismatic wall, but surrounds on all sides. (Ignore violet.) | |
Conj | Power Word, Kill. Kills one tough subject or many weak ones. (Disables subjects and deals 10 hp of subdual damage rendering them unconscious) |
Evoc | Bigby's Crushing Hand. As Bigby's interposing hand, but stronger. |
Meteor Swarm. Deals 24d6 fire damage, plus bursts. | |
Necro | Soul Bind. Traps newly dead soul to prevent resurrection. (Traps soul inside body, gem is a key needed to unbind, destroying gem unbinds automatically.) |
Wail of the Banshee. Kills one creature/level. (Disables subjects and deals 10 hp of subdual damage rendering them unconscious) | |
Trans | Temporal Stasis. Puts subject into suspended animation. |
Univ | Wish. As limited wish, but with fewer limits. (Constrained by these spell lists and magic Limitations in Magic chapter) |
The spells are presented in alphabetical order.
Level: Sor 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One projectile touched + one projectile/2 levels above 1st level up to a maximum of five
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes (harmless, object)
Magic Strike imbues your projectile weapon with improved accuracy and range. The spell gives one projectile a +4 enhancement bonus to the attack roll. In addition, the range increment is increased by 40 ft. Any weapon used at range may be affected by this spell. Arrows, bolts, and other projectiles loaded into a weapon may be touched as a free action (if you are firing the weapon). The affected projectile must be used before the spell expires, or the bonus is lost. The projectile glows for the duration of the spell, or until it strikes a target.
For every two levels of experience above 1st, you may affect an additional missile. You affect two at 3rd level, three at 5th level, four at 7th level, and the maximum of five missiles at 9th level or higher.
Level: Sor 3
Components: V, S
Casting Time: 1 action
Range: 5ft/level
Target: 1
Duration: instantaneous
Saving Throw:Half damage
Spell Resistance: No
Telekinetic Missiles picks up objects in the surrouding area and hurls them with great force against a given target or targets. The objects strike the target automatically, doing 1d6 damage per caster level.
There must be acceptable objects within range in order for the spell to function. They must have a collective mass of at least 1 pound per target. The spells is capable of breaking apart wooden objects in order to throw sections, but not stronger objects made of metal. In any case, the objects that are thrown are selected by the GM.
In the process of being thrown, the missiles will themselves be damaged as may be the furniture, shelves, racks, etc. that have been broken apart in order to create missiles. For this reason, the specific missiles will always be chosen by the GM, and the exact details are beyond the control of the player/character.
In Edion, the sun rises in the west and sets in the east. Edion is near the equator of the world, so the days and nights are almost of equal length all year round.
Any calendar must try to match the astronomical facts of the world. In Edion, there are 366.2324 days in each solar year, the time it takes for the sun to rotate around the world. There are also 42.34 days in each lunation, the time between each full moon. There is no perfect way to divide the days and months to match these periods, but the Elaran calendar approximates them with good accuracy.
The Elaran calendar has ten months. The first eight months have 42 days each, and start at almost the same phase of the moon during the year. The ninth month has 28 days, and a short 2 day festival month follows.
Table 15. Months
Month | No. of Days | Like | Season |
---|---|---|---|
1. Faldir | 42 | Jan | Dry |
2. Sandir | 42 | Rainy | |
3. Oval | 42 | Apr | Rainy |
4. Numera | 42 | Rainy | |
5. Tendir | 42 | July | Dry |
6. Hemasar | 42 | Dry | |
7. Elayar | 42 | Oct | Rainy |
8. Tiryar | 42 | Rainy | |
9. Tensar | 28 | Dec | Dry |
10. Wandir | 2 (or 3) | Dry |
Each week in Edion has seven days. The first five days of the week are days of work, followed by the last two days which are holidays put aside for rest and recreation. In some parts of the world, only the last day is taken as a holiday.
The first day of each month is always the first day of the week. The first eight months of the year (Faldir through Tiryar) have six weeks each; the ninth months has four weeks. Wandir, the festival month, has a special short week of two or three days. Thus, there are 52 normal weeks in each year, and 53 weeks total.
The campaign year is 4542 FC, that is, four and a half millenia after the foundation of Galadhursild. All calendars in Edion count from this date, using the designation, Founder's Count (FC). The foundation stone of Galadhursild, the mighty fortress of Galadhur's royalty, was laid in 0 FC.
Years before 0 FC are designated using the notation BF (Before Founding). For example, 1000 BF was the beginning of the first millenia Before Founding.
The Trian empire marks there years from the coronation of the first Ilian emperor. The campaign year is 385 YI according to the Trians.
Table 16. Dating Symbols
Dating symbol | Dating name | Used by |
---|---|---|
FC | Founder's Count | Alimides |
BF | Before Founding | Alimides |
YI | Year of Ilius | Trian empire |
PI | Pre-Ilius | Trian empire |
The inhabited areas of the Alimides, including Edion and the many islands, have a tropical climate. Warm weather dominates year-round, although it is cooler in the highlands and moutainous regions. The average temperature is a hot 30° Celcius, and a cooler 20° C in the mountains.
Each year is marked by the passing of two rainy and dry seasons, following each in turn for about 100 days each. The dry seasons are not truly parched, as mild rainfalls still occur every few weeks. The rainy seasons are not quite monsoons, and floods are rare, but rain falls steadily all day along the coasts and every afternoon in higher areas.
On Edion, north of the Doromores is a vaste wasteland that receives little or not rain, and experiences frequent dust storms. It is an inhospitable place, potentially devastated by some ancient magical calamity.
Tropical land is lush and crowded with diverse plants and animals. Jungle is common in the Alimides, although there are also clear areas with richly irrigated farmland.
Shilara tree: This is a massive tree, growing to the height of 150 meters or more. It towers over all other living things. The lofty limbs of the shilaras support unique ecosystems that can only survive at different heights in the jungle. In particular, elves often live in the understory, the area below the canopy of the forest but 100 meters above the forest floors. The varied levels are known as the canopy, the understory, and the forest floor. Sometimes the area just beneath the canopy is called the attic.
The shilara is shaped like a beech, except with thicker, more granular bark. The leaves of the shilara are up to a half-meter across with a mossy growth at the base where it connects to the branches. Each leaf is shaped somewhat like a basin that is capable of catching rainfall and feeding it into the moss. There it is absorbed by the tree to allow it to maintain moisture so high above the ground.
Violetroot: This is a common herb that even grows like a weed in widespread parts of the Alimides and the Trian empire. It is notable for being an oral contraceptive. Easily prepared, the effect of a dose of violetroot lasts for about a week.
Coinage in common use in the Alimides and the Trian Empire to exchange for goods and services. There are two majors systems of currency, the Elaran and Trian moneys. For reference purposes, the elven Sircala is a standard "gold piece" coin.
The elaran Shilara is a large coin with a picture of the tree on it that is used as a reference for large payments. Thus, a rich buyer might discuss the value of some service in "shilaras" indicating a princely payment will be made.
Table 17. Coinage Values
Coin's name | Value | Metal | |
---|---|---|---|
Elaran coins | |||
Shilara | 100 gp | gold | |
Sircala | 1 gp | gold | |
Flora | 0.1 gp | silver | |
Brome | 0.01 gp | copper | |
Trian coins | |||
Trian Aurex | 20 gp | gold | |
Siliqua | 2 gp | gold | |
Sestertius | 0.2 gp | silver | |
Plebian | 0.02 gp | copper |
Some magic items, such as healing potions, and feather-fall gems, are readily available on the market in the Alimides. Most other magic items have highly restricted availability for casual purchase. Typically, magical academies offer items for purchase to practicing magicians and a limited selection to the public.
Healing potions are expensive relative to healing spells, because they are indiscriminate, healing the subject of many types of ills, including ones they may not be suffering from.
Table 18. Potions
Potion | Cost | Notes |
---|---|---|
Jump | 50 gp | |
Spider climb | 50 gp | |
Swimming | 150 gp | |
Cure light wounds | 150 gp | healing costs x3 |
Resistance | 150 gp | healing costs x3 |
Alter self | 400 gp | Spell changed. Form acquired determined at time of potion creation. |
Darkvision | 400 gp | |
Endurance | 400 gp | |
Levitate | 400 gp | Spell changed. |
Cat's grace | 400 gp | |
Bull's strength | 400 gp | |
Fire breath | 900 gp | |
Fly | 900 gp | Spell changed. |
Heroism | 900 gp | Fatigued for 2 hours following use. |
Protection from elements (cold) | 900 gp | |
Protection from elements (electricity) | 900 gp | |
Protection from elements (fire) | 900 gp | |
Protection from elements (acid) | 900 gp | |
Protection from elements (sonic) | 900 gp | |
Water breathing | 900 gp | |
Delay poison | 1200 gp | healing costs x3 |
Cure moderate wounds | 1200 gp | healing costs x3 |
Lesser restoration | 1200 gp | healing costs x3 |
Remove paralysis | 1200 gp | healing costs x3 |
Cure serious wounds | 2700 gp | healing costs x3 |
Remove blindness/deafness | 2700 gp | healing costs x3 |
Remove disease | 2700 gp | healing costs x3 |
Since sorcerors require spell gems, there is a substantial trade in these precious stones.
Certified spell gems are available for purchase in most major cities in the Alimides from the local sorcerer's institution (academy, guild, school, etc.). Spell gems are sold only to spell casters, and typically a demonstration of this ability is required.
Sorcerer's institutes usually sell spell gems to casters for 110% of the actual value of the gem. They generally guarantee the value of the gem. Prices may be higher in smaller towns and cities.
As a special priviledge, most magic schools sell spell gems to their own members and alumni at 100% of the actual value of the gem.
Any gem may be used as a spell gem, but if the actual value of the gem is lower than the claimed value, spell storing may fail (see the section on recording spells in gems in the Magic chapter). The only way to determine the actual value is with a successful appraisal skill check.
The Alimides is a vast sea region that includes the continent of Edion and a large archipelago -- a group of islands -- that lies to the south of the continent. The great landmass of Edion lies at the top of the archipelago. But the islands that make up the rest of the Alimides have almost an equal area of land, divided up among hundred of islands both small and large.
Edion is a roughly oval continent, stretching 4000 km across at the widest point, east to west. There is a great deal of difference between the nothern half of the continent and the south. In the north there is a wasteland of desert scrub that is largely uninhabitable. The northern coasts are difficult and there are few ports. A mountain range, the Doromores, cuts across the continent dividing north from south. South of the range, the environment is quite the opposite, a pleasant jungle with plenty of rainfall and habitation.
Because the north of the continent is an uninhabited wasteland, we will speak of the "east" and the "west" of Edion as actually the south-east and south-west of the continent. The east and west are divided (below the Doromore range) by another range of mountains which builds up from foothills at the southernmost tip of the continent towards a great mass of peaks in the center. This is the Tikmurn range.
To the east of the Tikmurn range lies mainly jungle in which the elven nation of Elara makes its home. To the west of the range first lies the Edion Forest, the deepest and most mysterious jungle of Edion. Beyond that is the open space of the Filgreen coast which lies around the edges of the massive Bay of Bromar, which reaches inward almost to the Doromore mountains. Beyond the bay is the other side of the Filgreen coast and another range of mountains, the Atlars, which clutters up the entire western end of the continent.
Of these western lands, the Edion Forest is home to a cult of elven druids who keep out all intruders. The Filgreen coast and the Bay of Bromar is the domain of the humans of Galadhur. The Atlar moutains north and west of the bay, at the western end of the continent and the Doromore range, are occupied by dwarves. Elara and Galadhur are important enough in their own right to be detailed in a separate section.
The Filgreen Coast is a wide and fertile crescent of land that surrounds the Bay of Bromar. It is on this coast that most of the territory of Galadhur lies.
In contrast to the rest of southern Edion, the Filgreen Coast is mostly open and flat. Most of the area is taken by agriculture, with fields of wheat, rice, beans, etc., growing abundentdly after the rains. A substantial minority of the land is covered in forest retained for hunting.
Galadhur a major nation of Edion that occupies most of the region known as the Filgreen Coast. Despite the easy living at home, Galadhrians have turned their interests abroad, to trading and exploration. Education is free, and the country maintains a powerful navy easily the match of any other in the Alimides.
Part of the mystique of Galadhur is its early days of exploration. It is Galadhrians who first explored the myriad seaways of the Alimides, forging the network of trade that links the whole region. Perhaps because of living on the Bay of Bromar, Galadhrians feel the pull of the ocean to carry them abroad. Most foreign trade in the Alimides runs on Galadhrian ships. Galadhrians carry packet mail from island to island. Galadhrians protect the seaways from occasional pirates and sea monsters.
The home port of Galadhur and its capital is the city of Freeport, a lively mix of natives and foreigners there to trade and learn. There is a strong independent streak in Galadhrians, and the city of Freeport in many ways considers itself independent of the whims of the nation. Still, overlooking the city from a tall promontory is the famous castle of Galadhursild, the name-sake of the nation and the royal seat.
Sandwiched between the Filgreen Coast and the central Tikmurn mountains lies a vast, dense jungle called the Edion Forest. Little is known about the Forest except that it is the domain of a collection of elvish druids. These powerful magicians practice their arts with an aim to keep the forest clear from human interference. Thus, few enter the forest and even fewer leave it. It is said that the elves can see through the eyes of woodland animals and that no one enters the woods without their knowledge. It is also rumoured that at the heart of the forest lies a major druidic city where the druids live in Shilara trees, the source, apparently, of their power.
Elara is elven homeland. Elves have dwelled here since before time began ... at least before recorded history began. And since elves have the longest records of any culture on Edion, that's a long time.
The elves live in the heights of massive Shilara trees, a hundred meters above the jungle floor. Although dangerous predators lurk on the surface, up in the understory of the forest that covers the country, it's relatively safe. Still, most Elarans go about their daily life with a knife at their belt. They also carry featherfall gems that give them one free trip down to the forest floor should they fall.
Elaran culture is civilized but the elves still live in close proximity with nature. They have mastered the art of magical gardening, and their gardeners can shape plants over long periods of time into houses, buildings, and even vine-like paths between the trees. Most Elarans live and work in domiciles that are actually living plants, slowly nurtured into their present shapes over dozens of years.
The lengthy elven lifespan dictates a calm pace of life in Elara. Most of the elves life to be five hundred years or more. Thus elves will not blink an eye at an endeavour of gardening of otherwise that takes decades to accomplish. The country is covered with ancient but still functioning works of magical architecture that have been built up over many millenia.
Since the jungle is so abundant with wildlife and fruit and vegetables, the elves need spend little of their time of the basics of life. This leaves most elves ample time to pursue their personal interests, whether this is in crafts, intellectual, or spiritual matters. Elarans are a highly educated and advanced people. Their cities are jewels of civilization. Most elves have spent at least a decade in school, and are free to pursue artistic or arcane arts.
Elara is made up of five major provinces. Each has a different character and flavour. The most mysterious is Ceylar, a hidden realm in the northwest of the country. The others admit foreigners with varying levels of welcome.
Of the three major cities, Arcos is by far the most international. It is the Elaran city of trade and here large populations of humans, halflings, roarians, and even Trians can be found living beside the elves. Next in welcoming outsiders is Sheliar, the capital city of Elara. Although it is near the coast, it is dominated by elves. Miriar is Elara's internal city, far up the Epian river and mostly closed to outsiders.
Easily the most xenophobic and secretive elves of Elara, Ceylarans are also the most distinctive due to their dark, almost black, skin. Still, they are rarely seen by other elves, as they sequester themselves in the mysterious province of Ceylar. By their own design, Ceylar has wrapped itself with a protective mantle of magical beasts, through which none may pass. Their permission is rarely -- if ever -- given.
Ceylar occupies a central position in the continent, abutting both the Doromore and Tikmurn ranges in the north-western corner of Elara. The land is high, and much of it is a cloud forest, misty almost all the time. There is a magical barrier that surrounds the territory, a zone in which a variety of dangerous monsters are held in order to prevent intruders from passing into the provice proper. These monsters are referred to as the "watchers". That they are magical beasts is indicated by reports of blue, glowing eyes from a few brave or foolhearty intruders who have survived to tell the tale.
As for what lies within the province, it is difficult to say. Many speculate that it is a vast trove of historical knowledge, as the Ceylaran life-span is rumored to be upwards of 2000 years. Bolstering this argument is the indisputable fact that Ceylaran elves periodically leave their homeland to involve themselves as advisors in the politics and international dealings of Elara. They usually provide indispensible perspective and advice.
Arcos is the most international city in Elara. It is a bustling port, full of foreigners meeting for trade, politics, or simply passing through. Some consider it the most important port in the Alimides, since it is more centrally located than Freeport.
Arcos is situated on the bank of the river Amaderian about 10 km from the coast. The city slopes gently up from the river bank. It sits at the end of a strip of open land that hugs the shoreline of the ocean for some distance to the east. Open land also continues north up the river for another 10 km before giving way to the jungle.
The city proper is encircled by a town wall that dates from the Alimidean war many years ago. Inside the wall the major landmarks include the provincial palace, the opera house, the international market, and the Tree.
Arcos is an ancient and beautiful city. Many of the structure are thousands of years old. The Arcosian style is sleek. The quality of materials is very important to the city's architects and artists.
The resident community of elves tend to live in the elven quarter which is separately walled although access is freely given to anyone and there are many gates. The quarter is distinguished by a veritable garden of flora hanging from roofs, growing out of pots, and clinging to walls. Many of the buildings here are very tall, and made from living rock or live trees.
The international quarter is the home to many of the foreigners living in the city. The international market lies on the edge of this quarter, near the center of town, and during the daylight is always busy with people. Parts of the international quarter, like the Galadhrian district, are neat and ordered, while others, like the Trian district, are maze-like hives that upright citizens avoid at night. Most of the international quarter is walled and at night the gates are staffed by guards.
The royal quarter surrounds the provincial palace and is home to a variety of people of various races, and many institutes, schools, and temples.
The docklands along the river is full of warehouses, merchants, and sailors from all over the world. It is well patrolled by the city guard.
The Tree is a massive tree-shaped structure of living rock. Hundreds of dwellings are perched on the branches or formed out of the rock. It is covered in live plants so that it looks from a distance like a huge living tree. The Tree houses a hodgepodge community of elves and foreigners who are bohemians, nonconformists, or lead slightly shady lifestyles. The Arcos guard doesn't enter the Tree, but the inhabitants have a live and let live code that doesn't suffer violence.
Traveling about the Tree is a matter best left in the hands of a guide. Its ways and byways are confusing and three-dimensional. Most inhabitants carry feather-fall gems for safety.
At the base of the Tree is a preserve that is left in a state of native jungle. Except for the path that leads to the stairs and skywalk up to the branches, the area that falls in the shadow of the tree is dangerous at night due to predators.
The preserve is surrounded by a high wall and there are only two entrances to the Tree from ground level, one to the stair and the other to the skywalk. The gates are guarded at all times by the Arcos city guard.
Sheliar is the capital city of Elara. It is a busy city, with a thriving dock trade that takes care of shipping towards the east with Roaria and the Trian empire. Merchants from Freeport, the Alimides, Roaria, and Tria gather at the dockyards to trade elven crafts, spices and herbs, and rare animals. As the national capital, the city also hosts several of the most majestic buildings in Elara.
The Elaran Royal Palace dominates even the spires of the Bishic temples. The palace is walled with white stone that extends around the entire citadel. The walls, spires, indeed the entire palace is made from the same white stone, seemingly from a single rock, as there are no seams or cracks to be found in the entire structure. Spires, carved delicately to resemble natural plants and trees, rise hundreds of metres from the complex, and sprout delicate stone carved branches which shimmer in the daylight with the reflections from thousands of golden leaves. Inside the palace walls, surrounding the citadel is a garden of elaran delights: tropical flowers and fruit-bearing trees.
The elves of Sheliar are widely concerned with the affairs of world trade, governance and conflict. They welcome the presence of humans and other races in their midst, since the traders and visitors bring with them a wealth of news of foreign affairs. Despite their interest in the visitors, however, Sheriarites tend to avoid close relations with other races, since they (rightly by comparison, most of the time) regard them as short-lived, emotional, and violent. However there is a deep-rooted ambivalence to this attitude in the city, and a thriving population of elves who mix, marry, and live freely with non-elves.
Miriar is the traditional heart of Elara. It is the Elaran city that most closely mirrors the standard elven way of life: peaceful, slow-paced, and creative.
The population of Miriar is almost entirely elves. For other races, the interests and endeavours of rural elves proceed at a level of detail that can seem beyond belief. The attention span of an elf can last for days, months, even years, on a single aspect of a project or a single conversation.
Miriar is a forest city. Like most Elaran towns and villages, it is found off the ground, up in the branches of the huge trees that make up the Elaran jungle. Most structures here are grown and tended by arcane gardeners, so they are living buildings. They are connected by vine-like pathways and roads and range from just a few dozen metres off the forest floor, to high up in the attic just below the canopy.
What business is done in the city centers around fine crafts. Raw materials and finished goods trade hands here and pass in and out of the great craft schools where the lore of making jewelry, arcane gardening, weapon-making, wood-carving, gem-cutting, weaving, etc. are concentrated. Most elves practise crafts for interest rather than profit, but there is still a substantial trade due to the volume of output. In addition, the elves need foreign materials to practise certain attractive hobbies (like gem-cutting).
A few thousand kilometers north-east from Edion lies the south-western shore of Tria, ruler-nation of the Trian Empire, a vast domain that spreads east and north across the lands of a much larger continent. Thiria and Ilia are just some of the nations suborned by the Empire.
The empire of Tria is a mighty one, spanning a vast portion of the continent that lies to the East of Edion, past the island nations of Roaria and Trilodan. It is also a relatively new empire. It has spawned over the last thousand years, absorbing neighbouring countries such as Eila with powerful military strength.
For game purposes, there are no deities in Edion. Some of the cultures of Edion believe in the existance of gods but these conceptual deities do not grant any powers, spells, or guidance. They only exist in the minds of their worshippers.
The descriptions here are of what the worshippers believe to be true of the dieties.
Due to the lack of deities for game purposes, there is no divine magic either. Note that healing magic is present in an arcane magical form available to sorcerors.
The elves of Elara are atheists. The concept of gods rarely occurs to them as something serious to consider. The closest thing to a god for Elarans is the semi-mystical figure Bish, who appeared seven thousand years ago and founded the first monastic orders.
There is a small degree of mysticism in Elara culture directed towards nature. Elaran magic is also seen in some sense as drawing strength from the earth.
Roaria has two dominant religions. Sédan is a more conventional religion in the lowlands of Roaria, while mountain Roarians follow a mystical religion known as Danbulé.
The lowland religion Sédan consists of a pantheon of gods representing natural features such as the sea, the forest, and the sky. The most important deities are Judon, god of jungle predators, and Vumjaa, goddess of Rain.
Danbulé is a polytheistic religion with an uncounted number of deities. Virtually each shaman has a unique god that they follow. All of the gods of Danbulé, however, are seen as manifestations of the spiritual power that surrounds all things. Danbulé practices animal sacrifice and the shamans enter trances influenced by powerful herbal mixtures where they can speak to the gods and channel their powers.
The recorded history of Edion begins ten thousand years in the past in Elara with the stories of Bish, a semi-mythical figure who founded the first monasteries in the countryside. Bish is also said to have introduced writing to the elves. Bish himself, is said to have been an elf who lived a long time, perhaps a thousand years. Eventually he travelled into Ceylar, which even in those days was a remote and xenophobic country. The circumstances of his death are unknown, and some speculate that he lives on to this day.
It was many more thousands of years more before the elves of Eastern Edion joined together into a single nation. This occurred seven millenia ago, in the year counted today as -2242 BF. In that year, the individual nations of elves joined together and appointed a Council of Elders to govern their joint affairs. The individual nations became provinces of Elara.
Around this time, two thousand years before the founding of Galadhur, the people of that nation were still in a relatively primitive state. There were three cultures living around the edges of the Filgreen Coast of Western Edion: the Wolds, Firs, and Läns. These people were engaged in constant struggles of control over the fertile lands around the bay.
In part the unification of the elves was a response to attacks on their territories by the Läns, first, and then the Wolds. About one elf's lifetime after the nation was founded (-1767 BF), the people of the Filgreen Coast, united under the Wolds, led an ill-fated invasion of Elara. They were easily repelled but the elves abhorred the incessent violence and decided to take matters into their own hands. They slaughtered half of the population of the Coast and mixed their blood with the Coasters in equal numbers. It was not long before virtually every human living on Edion had half-elven parentage. After a few hundred years (in the -1400s BF) the elves withdrew.
The elven blood had a fairly dramatic effect on the proto-Galadhrians. Despite being a subjugated people, they quickly developed a mastery of the arcane arts that is a benefit of elven ancestry. They also were pacified and ceased warring amongst themselves and on their neighbours.
Instead the people of the Filgreen Coast turned to exploration as an outlet for their great creativity and outgoing natures. They developed impressive sailing vessels and soon had founded a strong economy on the basis of trade with the races and cultures they met in the surrounding sea region. After some time they grew to provide the elves (who had no love for the sea) with many products and services not otherwise available to them. Over time, a great friendship grew up between the two peoples.
At last, a new nation of Galadhur was founded, starting a new era (0 FC). The Founder's Count of years begins in this year, when the foundation stone of Galadhur-sild (the great castle of Freeport) was laid. The Galadhrians had spread the science of writing, originally learned from the elves, throughout the Alimides and had considerable influence on their neighbouring nations. It is for this reason that their years are used as the standard throughout Edion and the Alimides.
The next thousand years were a time of peach and prosperity for the two Edionic nations. Traffic between them grew strong both along the coastal waters and roads that passed south of and even through the Tikmurn mountain range. With the assistance of the dwarves, a tunnel was built through the mountains as a shortcut for travellers.
The opening of trade with Galadhur also greatly facilitated the trade of gems with the dwarves who lived to the north of Galadhur in the Doromore mountains. Although the Tikmurn dwarves were fine miners, their time ended not long after when they were driven out by orcs (822 FC). The Doromore dwarves remain steadfast suppliers of gems to the magicians of Elara.
The end of this first Galadhrian millenia saw the descent of orcs from the center of the continent down the Tikmurn mountains to the sea, threatening both Elara and Galadhur. The orcs were easily held off by the elven mages and the dense Elaran jungle, but the Galadhrians fared less well in the western foothills.
After a time (1077 FC) a Galadhrian general arose to drive back the orcs. His name was Starc, and a city was named in his honour. Sad to say, it did not outlast his own life, as he died fighting a redoubled strength of orcs who overran the city only eighty years later. Since then, the humans have withdrawn and orcs have held a narrow stretch of land between Galadhur and Elara. Most traffic now passes by sea, and so elves rarely visit Galadhur.
There was a brief war between orcs and Galadhrians around the time of Queen Stefine (1833 FC). A group of orcs united under a powerful chieftain gained the upper hand in a series of skirmishes and over the next fifty years, the eastern frontier of Galadhur was pushed back to the banks of the river Ingrid. It seemed as though a new kind of orc had appeared from the mountains to lead their lesser cousins who lived in the lowlands. A bold attack by the Galadhrians crushed the chieftains, and the two sides settled into an uneasy truce. Castles and garrisons are still manned along the river by Galadhur against the occasional raid or assault.
Through the ebb and flow of time, the borders have changed little since then. For thousands of years Edion and the Alimides have been at peace, punctuated only by a brief assault on Elara by the Cardanites (3362 FC) that was swiftly broken.
More recently, in the last five hundred years (4000s FC) a new power has slowly arisen in the far East and begun to influence events in Edion. This is the empire of Tria, a vast power in a distant land that has begun to show an interest recently in Elaran affairs.
The Adventurer's Guild is a powerful organization based in Freeport that promotes and protects adventurers worldwide.
The Guild is founded on the principles of adventuring as idealized in Galadhur. Adventurers are people who embark on risky ventures to explore, to meet new people, to fight evil, and to find hidden treasure. Adventurers boldly go where no one else will dare, take on any task, risk their lives, and return to tell the tale.
Membership is available to anyone who travels to the Guildhall in Freeport. There they must pass a test of their abilities and sign the guild agreement against evil.
There are many benefits to membership in the Adventurer's Guild:
Guildhalls: Guildhalls exist in many major cities across the Alimides. The guildhalls are a place to meet other adventurers and learn about leads and opportunities.
Adventuring: Guild members receive special legal status in member countries. They may adventure and carry arms, among other privileges.
Guild Bank: The guild bank accepts deposits and issues credit notes redeemable at any guildhall. The bank also has vaults where members can store valuables safely, securely, and privately.
Legal Aid: The guild offers legal aid and protection for its members.
The guild maintains guildhalls in many countries, including Galadhur, Elara, Roaria, and other nations in the Alimides. The guild headquarters are in Freeport.
The Adventurer's Guild headquarters is a fortified house, now virtually a castle, in the port of Freeport.
Due to a long-ago agreement with Galadhur, the Adventurer's Guildhall in Freeport is an independent sovereign nation with its own laws and ruler (the guildmaster).
Natural Healing: You heal a number of hit points per day equal to 1/10 of your maximum hit points per day of rest. Thus, normally characters of any level will heal fully, within 10 days.
If you undergo complete bed rest (doing nothing else for that day) you recover as many hit points as you do normally, plus half again as many hit points per day.
If your maximum hit points is less than 15, you heal 1 hp a day when resting and 2 hp for each day of bed rest.
The DM may tell you your wound condition instead of telling you the number of hit points your character has. In that case, refer to the following chart (normalized for a character with 20 hp).
Table 19. Wound Conditions
Hit points (percent) | Hit points (out of 20) | Wound Condition |
---|---|---|
100% | 20 hp | Uninjured |
95% | 19 hp | Barely Hurt |
85% | 17 hp | Stung |
65% | 13 hp | Hurt |
50% | 10 hp | Injured |
35% | 7 hp | Wounded |
20% | 4 hp | Traumatized |
5% | 1 hp | Last Gasp |
0% | 0 hp | Disabled |
-1 to -9 | Dying (lose 1 hp/round until stabilized) | |
-10 hp | Dead |
This campaign may use metric measures for mapping, ranges, areas of effect, and so on.
Meters: In general, you may assume that:
1 meter = 1 yard = 3 ft.
Optionally you may use the following distances already converted for you:
Table 20. Meters vs. Feet
Metric | Imperial |
---|---|
1m | 3 ft. |
3 m | 10 ft. |
5 m | 15 ft. |
7 m | 20 ft. |
10 m | 30 ft. |
15 m | 45 ft. |
20 m | 60 ft. |
30 m | 90 ft. |
40 m | 120 ft. |
70 m | 240 ft. |
100 m | 330 ft. |
110 m | 360 ft. |
Kilometers: In general you may assume that:
1.6 kilometers = 1 mile
Optionally you may use the following distances already converted for you:
Table 21. Kilometers vs. Miles
Metric | Imperial |
---|---|
1km | 0.6 miles |
1.5 km | 1 mile |
3 km | 2 miles |
5 km | 3 miles |
8 km | 5 miles |
10 km | 6 miles |
15 km | 10 miles |
20 km | 12 miles |
30 km | 20 miles |
50 km | 30 miles |
100 km | 60 miles |
One of the players should keep a log of game activity. This record should give an overview of what happened, in at least point-form notes.
The DM may use phrases like "seems," "at this time," and "as far as you can tell," in order to make it more difficult for the players (as opposed to the characters) to tell whether what they perceive is real or merely appears that way.
Experience is awarded based on the Challenge Rating of monsters slain, and based on the Encounter Level of other types of encounters (for example, traps).
More generally, experience is awarded for overcoming a situation that involves risk. It is undertaking risk, and surviving it, that leads to experience awards. Thus not only facing foes in combat, but other situations also result in experience points awards.
Success in risky situations may result in experience awards, including the following:
- Using roleplaying or non-combat skills to resolve an encounter where risk is involved, may result in a partial or full XP reward.
- Neutralizing a foe, without killing them, may result in a partial or full XP reward.
- Preventing a foe from accomplishing their immediate goal (even if they escape) may result in a partial XP reward (never full).
- Exceptional role-playing, especially when risk is involved, or a player has knowledge that a character does not.
After each session, please email the Dungeon Master and answer the following questions:
- What were your PC's high points in the session?
- What were your PC's low points in the session?
- Who was the best PC for the session?
Awards will be adjudicated in part according to the answer to these questions.
Tree hoppers are beasts of burden able to carry riders up trees, and along branches, elven paths and roads. They have a long, muscular prehensile tails that they use when climbing trees, hanging onto branches, and as a brake when running down trees. They have claws and pads for moving on trees, and walk flat-footed on the ground. They are omnivores that eat mostly fruit but also hunt small animals.
A tree hopper saddle includes straps to hold the rider onto the animal. At night they are sometimes tethered on a long line to allow hunting.
Tree Hopper, Light | |
---|---|
Large Animal | |
Hit Dice: | 3d8+6 (19 hp) |
Initiative: | +4 (Dex) |
Speed: | 40 ft., climb 20 ft., swim 20 ft. |
AC: | 14 (-1 size, +4 Dex, +1 natural) |
Attacks: | 2 claws -2 melee; bite +2 melee |
Damage: | Claw 1d2+1; bite 1d4+1 |
Face/Reach: | 5 ft by 10 ft./5 ft. |
Special Qualities: | Scent |
Saves: | Fort +5, Ref +7, Will +2 |
Abilities: | Str 13, Dex 19, Con 15, |
Int 2, Wis 12, Cha 6 | |
Skills: | Balance +12, Climb +11, Listen +6, Spot +6, Swim +6 |
Climate/Terrain: | Warm forest and plains |
Organization: | Domesticated |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | - |
The statistics presented here describe smaller breeds of working tree hoppers. These animals are usually ready for useful work by age two. A light tree hopper cannot fight while carrying a rider.
Carrying Capacity: A light load for a light tree hopper is up to 150 pounds; a medium load, 151-300 pounds; a heavy load, 301-450 pounds. A light tree-hopper can drag 2,250 pounds.
Tree Hopper, Light War | |
---|---|
Large Animal | |
Hit Dice: | 3d8+9 (19 hp) |
Initiative: | +4 (Dex) |
Speed: | 40 ft., climb 20 ft., swim 20 ft. |
AC: | 15 (-1 size, +4 Dex, +2 natural) |
Attacks: | 2 claws +0 melee; bite +4 melee |
Damage: | Claw 1d2+3; bite 1d4+3 |
Face/Reach: | 5 ft by 10 ft./5 ft. |
Special Qualities: | Scent |
Saves: | Fort +6, Ref +7, Will +2 |
Abilities: | Str 16, Dex 19, Con 17, |
Int 2, Wis 13, Cha 6 | |
Skills: | Balance +13, Climb +12, Listen +7, Spot +7, Swim +7 |
Climate/Terrain: | Warm forest and plains |
Organization: | Domesticated |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | - |
These animals are similar to light tree hoppers but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light war tree hopper can fight while carrying a rider, but the rider cannot also attack unless they succeed at a Ride check (DC 10).
Carrying Capacity: A light load for a light war tree hopper is up to 230 pounds; a medium load, 231-460 pounds; a heavy load, 461-690 pounds. A light war tree-hopper can drag 3,450 pounds.
Tree Hopper, Heavy | |
---|---|
Large Animal | |
Hit Dice: | 3d8+6 (19 hp) |
Initiative: | +4 (Dex) |
Speed: | 30 ft., climb 20 ft., swim 20 ft. |
AC: | 14 (-1 size, +4 Dex, +1 natural) |
Attacks: | 2 claws -1 melee; bite +3 melee |
Damage: | Claw 1d4+2; bite 1d6+2 |
Face/Reach: | 5 ft by 10 ft./5 ft. |
Special Qualities: | Scent |
Saves: | Fort +5, Ref +7, Will +2 |
Abilities: | Str 15, Dex 19, Con 15, |
Int 2, Wis 12, Cha 6 | |
Skills: | Balance +12, Climb +11, Listen +6, Spot +6, Swim +6 |
Climate/Terrain: | Warm forest and plains |
Organization: | Domesticated |
Challenge Rating: | 1 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | - |
The statistics presented here describe large breeds of working tree hoppers. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carry a rider.
Carrying Capacity: A light load for a heavy tree hopper is up to 200 pounds; a medium load, 201-400 pounds; a heavy load, 401-600 pounds. A heavy tree-hopper can drag 3,000 pounds.
Tree Hopper, Heavy War | |
---|---|
Large Animal | |
Hit Dice: | 4d8+12 (30 hp) |
Initiative: | +4 (Dex) |
Speed: | 30 ft., climb 20 ft., swim 20 ft. |
AC: | 15 (-1 size, +4 Dex, +2 natural) |
Attacks: | 2 claws +2 melee; bite +6 melee |
Damage: | Claw 1d4+4; bite 1d6+4 |
Face/Reach: | 5 ft by 10 ft./5 ft. |
Special Qualities: | Scent |
Saves: | Fort +7, Ref +8, Will +2 |
Abilities: | Str 18, Dex 19, Con 17, |
Int 2, Wis 13, Cha 6 | |
Skills: | Balance +13, Climb +12, Listen +7, Spot +7, Swim +7 |
Climate/Terrain: | Warm forest and plains |
Organization: | Domesticated |
Challenge Rating: | 2 |
Treasure: | None |
Alignment: | Always Neutral |
Advancement: | - |
These animals are similar to heavy tree hoppers but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot attack unless they succeed at a Ride check (DC 10).
Carrying Capacity: A light load for a heavy war tree hopper is up to 300 pounds; a medium load, 301-600 pounds; a heavy load, 601-900 pounds. A heavy war tree-hopper can drag 4,500 pounds.