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Everest is a land of high fantasy and grand adventure. Brave knights and noble clerics
Everest is a land of high fantasy and grand adventure. Brave knights and noble clerics

Everest is a land of high fantasy and grand adventure. Brave knights and noble clerics defend majestic realms against all evil. Mighty dwarves and regal elves do battle with vile orcs and greedy goblins. In the fantastic realm of Everest, honor and glory can be yours.

Welcome to the imaginary realm of Knights of Everest, a campaign setting for the DUNGEONS & DRAGONS ® fantasy role-playing game. In Knights of Everest, you take on the role of a squire, knight, or noble of the realm. Armed and armored, you overcome life-and-death struggles, impossible frustration, and ruthless enemies to join the knighthood. As a knight, you uphold the chivalric ideals of fair play, courage, honesty, and justice. Undertake perilous quests and monstrous dangers in fantastic Romula. Smite bloodthirsty giants and crush treacherous invaders for the glory of the realm. Awaken passionate love, hate, and loyalty; experience acts of mercy, cruelty, lust, piety, valor, and cowardice.

acts of mercy, cruelty, lust, piety, valor, and cowardice. K n i g h t s

Knights of Everest uses the DUNGEONS & DRAGONS v.3.5 core

rules: Player’s Handbook, Dungeon Master’s Guide, Monster Manual and

this Setting Guide. Other accessories and supplements may be used at the DM’s discretion.

The following D&D game supplements are recommended:

Complete Adventurer, Complete Arcane, Complete Divine, Complete Warrior, Player’s Handbook II, Races of Destiny, Races of Stone, Races of the Wild, Tome of Magic. These books expand the setting beyond the core

rules; several additional classes, feats, and spells have been transported into the setting. They are recommended but as supplements, they remain entirely optional; if you choose not to use them, or don’t have access to them, simply ignore any reference.

Knights of Everest—At A Glace Core Classes: Barbarian, Cleric, Druid, Fighter, Rogue, Sorcerer. Clerics are
Knights of Everest—At A Glace
Core Classes: Barbarian, Cleric, Druid, Fighter, Rogue, Sorcerer.
Clerics are defined by race. Sorcerers lose familiar, gain metamagic specialist class feature (as
seen in PH II).
Expanded Classes (Optional): Hexblade, Knight, Scout, Spirit Shaman, Swashbuckler, Warlock.
Prestige Classes (Optional): As DMG plus Prestige Bard, Paladin, and Ranger (as seen in
Unearthed Arcana).
Unavailable Classes: Monk, Wizard.
Available Races: Human, Dwarf, Elf, Half-Orc, Mul.
Elves lose wizard, gain fighter as favored class. Muls replace half-elves (in theory).
Unavailable Races: Half-Elf, Halfling.
ActionActionActionAction PointsPointsPointsPoints The rules for action points (as presented on pages 45 and 46 of

ActionActionActionAction PointsPointsPointsPoints The rules for action points (as presented on pages 45 and 46 of the Eberron Campaign Setting) are

ported for Knights of Everest.

The following feats are also ported: Action Boost, Action Surge, Heroic Spirit.

ReserveReserveReserveReserve PointsPointsPointsPoints The rules for reserve points are ported for the setting.

DeathDeathDeathDeath andandandand DyingDyingDyingDying (Optional)(Optional)(Optional)(Optional) This is a variant of the “Injury and Death” rules from page 145 of the PH.

1)1)1)1)

AtAtAtAt 0000 hphphphp orororor less,less,less,less, youyouyouyou fallfallfallfall unconsciousunconsciousunconsciousunconscious andandandand areareareare dyingdyingdyindyingg

2)2)2)2)

Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2). CharactersCharactersCharactersCharacters diediediedie whenwhenwhenwhen theirtheirtheirtheir negativenegativenegativenegative hithithithit pointpointpointpoint totaltotaltotaltotal reachesreachesreachesreaches --10--101010 orororor oneone-oneone--quarter-quarterquarterquarter ofofofof theirtheirtheirtheir fullfullfullfull normalnormalnormalnormal hithithithit

3)3)3)3)

points,points,points,points, whicheverwhicheverwhicheverwhichever isisisis aaaa largerlargerlargerlarger value.value.value.value. IfIfIfIf you’reyou’reyou’reyou’re dyingdyingdyingdying atatatat thethethethe endendendend ofofofof youryouryouryour turn,turn,turn,turn, rollrollrollroll 1d20.1d20.1d201d20

4)4)4)4)

Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die. 10-19: No change. 20: You get better! You wake up with hit points equal to one-quarter your full normal hit points. IfIfIfIf aaaa charactercharactercharactercharacter withwithwithwith negativenegativenegativenegative hithithithit pointspointspointspoints receivesreceivesreceivesreceives hehehheealing,aling,aling,aling, hehehehe rereturnsrereturnsturnsturns totototo 0000 hphphphp beforebeforebeforebefore anyanyanyany healinghealinghealinghealing isisisis applied.applied.appapplied.lied.

5)5)5)5)

In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached. AAAA dyingdyingdyingdying charactercharactercharactercharacter who’swho’swho’swho’s beenbeenbeenbeen stabilizedstabilizedstabilizedstabilized (via(via(via(via thethethethe HeHeHHeealalalal skill)skill)skill)skill) doesn’tdoesn’tdoesn’tdoesn’t rollrollrollroll aaaa d20d20d20d20 atatatat thethethethe endendendend ofofofof hishishishis turnturnturturnn unlessunlessunlessunless hehehehe takestakestakestakes moremoremoremore damage.damage.damage.damage.

Clerical healing is relatively rare in Knights of Everest, so this a valuable option to have.

GoodGoodGoodGood andandandand EvilEvilEvilEvil inininin AlphereAlphereAlphereAlphere Good and evil are not merely mirror images of each other, rather the balance is more dynamic. I see the world as a place where the forces of light are few and elite, while the forces of darkness are of greater number but generally of lesser quality. The intention is for the setting to feel “heroic”.

FeatsFeatsFeatsFeats The following feats are ported to the Knights of Everest setting:

From Complete Warrior: Extend Rage, Extra Rage, Intimidating Rage

From Complete Divine: Empower Turning, Extra Wild Shape, Fast Wild Shape

From Complete Arcane: Extra Slot, Extra Spell, Obtain Familiar

From Complete Adventurer: Open Minded

From Complete Scoundrel: Savvy Rogue

From Player’s Handbook II: Melee Weapon Mastery, Ranged Weapon Mastery, Shield Specialization, Weapon Supremacy

From Eberron Campaign Setting: Action Boost, Action Surge, Heroic Spirit

ArcaneArcaneArcaneArcane MagicMagicMagicMagic Arcane magic is not a science. It is not a complex formula, not a phrase or a number, nor a symbol written in dragon’s blood. Many magicians train under the guidance of an older, experienced mentor. These mentors don’t instruct their apprentices in facts and theories. Rather, the apprentice is taught to focus on the essence, until the budding magician is able to both sense and control the arcane energy. (Think of how Jedi apprentices are trained to “sense and control” the Force in the original Star Wars Trilogy).

Access to Arcane Magic: Arcane Magic in Knights of Everest is just as common as it is many other settings. What is different is who has access to it. For instance, there is no wizard class in Knights of Everest; the primary arcane spellcaster is the sorcerer. Consider also the following:

Sorcerers know a limited number of spells in comparison to wizards. This means some esoteric or specialized spells are more distinctive, since fewer sorcerers know them. By the same token, high-level spells are even more remarkable, since only powerful sorcerers master them.

The bard is a prestige class, essentially a multiclassed sorcerer. Also, the assassin is presented as a non-spellcasting variant.

Elves lose wizard as their favored class, gaining fighter in its place.

RenamedRenamedRenamedRenamed SpellsSpellsSpellsSpells Spells found in the Player’s Handbook that include the proper name of a character outside of the Knights of Everest setting are renamed. Spells with any of the following names are automatically renamed:

Bigby, Drawmij, Elminster, Evard, Leomund, Melf, Mordenkainen, Nystul, Otiluke, Otto, Rary, Tasha, Tenser.

This is the same approach taken in the SRD and Spell Compendium.

PortedPortedPortedPorted SpellsSpellsSpellsSpells

From Spell Compendium: Absorption, Energy Immunity, Enhance Wild-Shape, Indomitability, Low-Light Vision.

From Player’s Handbook II: Channeled Divine Health, Mark Of Judgment. From Complete Mage: Arcane Fusion, Greater Arcane Fusion, Summon Component (this is a joke

actually --see Coalescence below).

Coalescence: This sparkling gold dust is a physical manifestation of essence itself. Coalescence is typically stored in small silk pouches. An arcane spellcaster with such a pouch is assumed to have all the material components and focuses needed for spellcasting except for those components that have a specific cost, focuses, and focuses that wouldn’t fit in a pouch.

DesignDesignDesignDesign Note:Note:Note:Note: This is of course, the spell component pouch (as described on page 130 of the Player’s Handbook) “flavored” for magicians of Everest. Since arcane magic in Everest is based on “sense and control” rather than “study and learn” I think its more appropriate. Nothing destroys that feel quicker than having a magician worry about bat poop and sulfur when casting a fireball.

THETHETHETHE CLASSESCLASSESCLASSESCLASSES Most of the information in the Player’s Handbook applies to the character

THETHETHETHE CLASSESCLASSESCLASSESCLASSES

Most of the information in the Player’s Handbook applies to the character classes in the Knights of Everest campaign setting. The most notable changes are to the Bard, Paladin, and Ranger; they are now prestige classes. Also, the Monk and Wizard are unavailable.

BarbarianBarbarianBarbarianBarbarian Bred in the frozen northern wastes and the torrid southern jungles, barbarians are
BarbarianBarbarianBarbarianBarbarian
Bred in the frozen northern wastes and the torrid southern jungles,
barbarians are fearsome warriors, known for their violent rages and distrust
for arcane magic. Barbarians are common among the orc tribes, which
flourish on the battlegrounds of the frontier.
Barbarians are described in the Player’s Handbook.
BardBardBardBard
The bard is a jack-of-all trades, but master of none.
She travels widely, telling tales, singing songs, and entertaining
others
In Knights of Everest, the bard is a prestige class. See
the Prestige Bard for details.
ClericClericClericCleric The cleric serves the Church of Romula, the dominant religion among the humans of
ClericClericClericCleric
The cleric serves the Church of Romula, the dominant
religion among the humans of Alphere. The church is neutral
good and a cleric may be of lawful good, neutral good, or chaotic
good alignment. A cleric may select his domains from among the
following: Good, Healing, Protection, and Strength. The favored
weapon of the church is the heavy mace.
Clerics belong to a sovereign order, which means they
have the right to a church trial and cannot be tried by secular
authorities for any crime or trespass.
Race:Race:Race:Race: Human clerics are described here. Unlike other
races, humans are not secretive about their religious practices.
Human clerics have no reluctance in showing clerical vestments or
powers. For clerics of other races see the individual race
descriptions.
Except as noted here, clerics are as described in the Player’s Handbook.
DruidDruidDruidDruid The druid serves the forces of Nature and its inherent cycles as, such birth,
DruidDruidDruidDruid
The druid serves the forces of Nature and its inherent cycles as, such birth, growth, death, and
rebirth. The processes of Nature generate divine power that its servants can tap into. The druids
themselves often refer to druidism as the old faith, or more simply the faith.
Druids are described in the Player’s Handbook
FighterFighterFighterFighter
The fighter is a champion, a swordsman, and
a soldier. He lives or dies by his knowledge of
weapons and tactics.
Fighters are described in the Player’s
Handbook.
MonkMonkMonkMonk The monk is a mystic warrior hailing from Oa, a distant land of ancient
MonkMonkMonkMonk
The monk is a mystic warrior hailing from Oa, a distant land of ancient sorcerer kings and
serpentine dragons. Monks are unheard of on the continent of Alphere.
PaladinPaladinPaladinPaladin
The paladin is a warrior bold and pure. In Alphere,
a paladin belongs to the Order of the Knights Romulas, holy
warriors who act as the military branch of the Church of
Romula. Not every knight of the order is a paladin of
course, but by his very nature, a paladin is always called into
service with the knighthood.
In Knights of Everest, the paladin is a prestige class.
See the Prestige Paladin for details.
Race:Race:Race:Race: Human paladins are described here. With
its close ties to the Church of Romula, it is unheard of for a
member of another race to join the order.
For paladins of other races see Non-human
Paladins. There are some cultural considerations, but
otherwise non-human paladins follow the same game rules
as their human counterparts.
RangerRangerRangerRanger The ranger is a skilled wilderness fighter and tracker. Among the elves, rangers are
RangerRangerRangerRanger
The ranger is a skilled wilderness fighter and tracker.
Among the elves, rangers are an elite order of warriors akin to
knights in human culture.
In Knights of Everest, the ranger is a prestige class. See
the Prestige Ranger for details.
RaceRace:RaceRace
Elf or human (star-friend only). The path of the
ranger is an elven tradition that has been shared exclusively with
humans who have proven themselves as star-friends. The elves
refuse to train any other race in the path of the ranger.
It should be noted that while humans often train other
humans as potential rangers, humans never train elves without the
supervision of another elf. The first rangers were, and always will
be, the Sad People.
RogueRogueRogueRogue
Rogues share little in common with each other.
Some are stealthy thieves. Others are silver-tongued
tricksters. Still others are scouts, infiltrators, spies,
diplomats, or thugs.
Rogues are described in the Player’s Handbook.
SorcererSorcererSorcererSorcerer Magic is the lifeblood of the world, a vast ocean cradling and saturating every
SorcererSorcererSorcererSorcerer
Magic is the lifeblood of the world, a vast ocean cradling
and saturating every stone and every living being. Among
sorcerers, this arcane power is known as the essence. In Alphere,
sorcerers are commonly known as magicians.
In Knights of Everest, sorcerers gain the metamagic
specialist class feature described here at 1 st level:
Metamagic specialist: You can apply metamagic feats
you know to sorcerer spells without increasing the casting time.
This benefit even lets you quicken your sorcerer spells with the
Quicken Spell feat. This class feature replaces the summon
familiar class feature.
Except as noted here, Sorcerers are as described in the
Player’s Handbook.
WizardWizardWizardWizard
There are no wizards in Knights of Everest. In order to sense and control arcane energy, a
spellcaster must have inherent talent with it; intellect and study have no effect on the essence. There are
likewise no specialist wizards in the setting.
ExpandedExpandedExpandedExpanded ClassesClassesClassesClasses Expanded classes (as they are sometimes known) appear in
ExpandedExpandedExpandedExpanded ClassesClassesClassesClasses
Expanded classes (as they are sometimes known) appear in sourcebooks other than the Player's
Handbook. As the name suggests, these classes "expand" the campaign beyond the core rules. They
are recommended, but like prestige classes, are entirely optional in Knights of Everest. If you choose
not to use these classes, or don't have access to the supplements they appear in, just ignore this section.
HexbladeHexbladeHexbladeHexblade
Combining the dynamic powers of martial prowess
and arcane might, the hexblade presents a deadly challenge
to opponents unused to such a foe.
Hexblades are described in Complete Warrior.
KnightKnightKnightKnight
A knight is a proud, skilled combatant who fights in the
name of honor and chivalry.
Knights are described in Player's Handbook II.
ScoutScoutScoutScout Any force on the move, whether an army or adventuring party, needs information about
ScoutScoutScoutScout
Any force on the move, whether an army or adventuring
party, needs information about what's ahead and what's behind, and
most important, time to prepare for battle. The scout excels at such
missions.
Scouts are described in Complete Adventurer.
SpiritSpiritSpiritSpirit ShamanShamanShamanShaman
Master of the spirit world, the spirit shaman's world is
filled with powerful, living spirits, some helpful and some malign.
Spirit shamans practice the old faith, the same as
druids.
Spirit Shamans are described in Complete Divine.
SwashbucklerSwashbucklerSwashbucklerSwashbuckler The swashbuckler is daring, swift and agile. Favoring wit over brute
SwashbucklerSwashbucklerSwashbucklerSwashbuckler
The swashbuckler is daring, swift and agile. Favoring wit over
brute force, the swashbuckler excels both in combat and in social situations.
Swashbucklers are described in Complete Warrior.
WarlockWarlockWarlockWarlock
Born of a supernatural
bloodline, the warlock seeks to master
the perilous magic that infuses his soul.
Unlike a sorcerer, who approaches
magic through the medium of spells, a
warlock invokes powerful magic through
nothing more than an effort of will.
Warlocks are described in
Complete Arcane.
DD
Check out Campaign Options for more recommendations on using supplemental material in
Knights of Everest. There is also setting-specific details on some additional "base classes" that might
appear: Dragonfire Adept (Dragon Magic), Favored Soul (Complete Divine, Dragon Shaman (Player's
Handbook II), Binder, Shadowcaster (Tome of Magic), Spellthief (Complete Adventurer).
Some expanded classes do not appear in Knights of Everest (for a variety of reasons, see
Campaign Options for details). These are: Ninja (Complete Adventurer), Samurai (Complete Warrior),
Shugenja (Complete Divine), Wu Jen (Complete Arcane), Beguiler, Duskblade (Player's Handbook II),
Truenamer (Tome of Magic).
PrestigePrestigePrestigePrestige ClassesClassesClassesClasses The rules for prestige classes presented in the Dungeon
PrestigePrestigePrestigePrestige ClassesClassesClassesClasses
The rules for prestige classes presented in the Dungeon Master’s Guide are entirely optional
in Knights of Everest. If these rules aren’t used, then no prestige classes appear in the setting, including
the Prestige Bard, Paladin, and Ranger. In an effort to present a holistic view of Knights of Everest
however, prestige classes from the DMG and other sources may appear in my own material for the
setting.
AssassinAssassinAssassinAssassin
This variant replaces the assassin's spellcasting abilities with additional class abilities listed below:
FastFastFastFast MovementMovementMovementMovement (Ex):(Ex):(Ex):(Ex): At 3rd level. As the barbarian ability.
SkillSkillSkillSkill MasteryMasteryMasteryMastery (Ex):(Ex):(Ex):(Ex): At 7th level. As the rogue special ability.
This variant prestige class is presented in d20 War of the Lance (page 275).
Here is a list of some recommended prestige classes for Knights of Everest (see the
Here is a list of some recommended prestige classes for Knights of Everest (see the specific
article for details):
AcolyteAcolyteAcolyteAcolyte ofofofof thethethethe BloodBloodBloodBlood
a.k.a. Acolyte of the Skin from Complete Arcane
ChurchChurchChurchChurch InquisitorInquisitorInquisitorInquisitor
From Complete Divine
KnightKnightKnightKnight RomulasRomulasRomulasRomulas
a.k.a. Prestige Paladin from Unearthed Arcana
PurplePurplePurplePurple DragonDragonDragonDragon KnightKnightKnightKnight
From Complete Warrior
KnightKnightKnightKnight ofofofof thethethethe ChaliceChaliceChaliceChalice
From Complete Warrior
KnightKnightKnightKnight ofofofof St.St.St.St. CuthbertCuthbertCuthbertCuthbert
a.k.a. Knight Protector from Complete Warrior
KnightKnightKnightKnight ofofofof thethethethe ArcaneArcaneArcaneArcane EyeEyeEyeEye
a.k.a. Unseen Seer from Complete Mage
NorthernNorthernNorthernNorthern CommandCommandCommandCommand OfficerOfficerOfficerOfficer
a.k.a. Grey Hand Enforcer from Waterdeep: City of Splendors
RutharRutharRutharRuthar (a.k.a. “Star-Friend)
From Races of the Wild
CIVILIZATIONCIVILIZATIONCIVILIZATIONCIVILIZATION ANDANDANDAND TECHNOLOGYTECHNOLOGYTECHNOLOGYTECHNOLOGY
CIVILIZATIONCIVILIZATIONCIVILIZATIONCIVILIZATION ANDANDANDAND TECHNOLOGYTECHNOLOGYTECHNOLOGYTECHNOLOGY
TechnologyTechnologyTechnologyTechnology LevelLevelLevelLevel
The technology of Alphere varies from culture to culture. Most nations have reached an early
to late Medieval stage of development. Crossbows and plate mail armor are the pinnacle of military
technology. Books are rare and always hand-scribed. Some (but not most) of the population is literate.
The dwarves are the most technologically advanced race, having some extremely crude
knowledge of gunpowder, the components of which are exceedingly rare on Everest.
ArcaneArcaneArcaneArcane MagicMagicMagicMagic
Magic is a fairly common occurrence in Alphere. Though many have an awareness of magic,
few have any talent for it, and even fewer ever master it.
Most folks have only witnessed the lesser magical performed by the village healer or hedge-
wizard. Consequently, most believe magic to be useful only for curing fevers, lighting fires, and
predicting the weather. Stories of magicians leveling castles and setting armies to flight are generally
laughed at, except by the few who have witnessed such events firsthand. Magicians, in general,
whatever their power level, tend to be respected (or feared as malevolent) for their unusual abilities.
EconomicsEconomicsEconomicsEconomics
All civilized nations mint their own money from gold, silver, and other precious metals. Gold
pieces of one nation are usually exchangeable for those of another at major cities (with a substantial
fee paid to the moneychanger, of course). However, most merchant activity is based on a barter system
rather than a money system.
Slavery exists in Alphere, although it is a dying practice. Only in the dwarven nation of Darkon
is slavery at all common.
RacesRacesRacesRaces
Humanity is by far the most numerous race in Alphere, followed by dwarves and elves.
heritage races, such as half-orcs and muls are less common but in no wise rare.
Mixed,
TimeTimeTimeTime andandandand SeasonsSeasonsSeasonsSeasons DayDayDayDay andandandand NightNight:NightNight Everest’s
TimeTimeTimeTime andandandand SeasonsSeasonsSeasonsSeasons
DayDayDayDay andandandand NightNight:NightNight Everest’s days are 24 hours long, divided into night and day by the rising and
setting of the sun. Seven days comprise a week.
TheTheTheThe ImperialImperialImperialImperial CalendarCalendarCalendarCalendar
The humans of Alphere use the Imperial Calendar, sometimes known as the Calendar of
Anduin. Invented over two thousand years ago by a small conclave of magicians, under the guidance
of the Emperor Anduin I himself, who established the particulars:
Each year of 365 days is divided into 12 months of 28 days, and each month is divided into
four weeks. There is an “extra” day in the calendar known as the day of dead magic that occurs once,
randomly within each calendar year. [I like the idea, but I'm not sure how to implement such a thing at
this stage.]
MarkingMarkingMarkingMarking thethethethe YearsYears:YearsYears
Every human land has its own preferred system for marking the passing
years:
The Alpharians mark the years from the first founding of the High Council of Alphere; the
current year is 2044 ID (Imperial Date, a designation used only by outsiders).
The humans of Romula mark the passing of years since the crowning of Rynold Aullance I; the
current year is 1020 AC (After Crowning).
LunarLunarLunarLunar calendarscalendarscalendarscalendars
Both the druids and the elves follow a lunar calendar based on cycles of the moon phase.
Unlike the druidic calendar however, the elven calendar follows the cycles of Selene, a moon that only
elves are able to see.
MarkingMarkingMarkingMarking thethethethe Years:Years:Years:Years: Druids mark time from the raising of the Standing Stones over eight
thousand years ago (think real world Stonehenge). The Elves mark the passing of years from their
arrival on Alphere over five thousand years ago.
FavoriteFavoriteFavoriteFavorite QuotesQuotesQuotesQuotes
“Never trust a whispering wizard.” –A popular saying among non-magicians.
“I’m telling you, the world is round!” --A crazy sage.
“It ain’t easy being an orc.” –A common lament among half-orcs.
“An elf always lands on her feet.” –A popular saying among elves.
“A dwarf always lands on his head.” –Punchline to a popular joke among elves.
“Go ‘way!”, “Git lost!” –Common half-orcs greetings upon meeting just about anyone.
AvailableAvailableAvailableAvailable Races:Races:Races:Races: Humans, Dwarves, Elves, Half-orcs and Muls are all readily
AvailableAvailableAvailableAvailable Races:Races:Races:Races: Humans, Dwarves, Elves, Half-orcs and Muls are all readily available for play. See the individual
race descriptions for campaign specific details.
If Knights of Everest were a published setting, more races might appear in campaign expansions.
Supplemental
races include (but aren’t limited to): Gnomes, Goliaths, Raptorians, and Warforged. These races are less common due to
specific factors, such as alignment, racial demographics, or cultural considerations.
For instance, gnomes are shy and isolationist, while warforged are bloodthirsty and of a mindset alien to
fleshbound races. See the individual race description for details. The list here is by no means exhaustive—the DM and
players may agree on more possibilities.
UnavailableUnavailableUnavailableUnavailable Races:Races:Races:Races: Certain races are don’t appear in Knights of Everest. For example, Half-elves and Halflings do
not exist and Gnomes are all but unseen (as previously mentioned). By slightly “narrowing” the list of available races, I hope
to subtly increase the prominence of humans in the setting. Eliminating half-elves also helps reinforce that the elves are an
insular people, intent on preserving their racial integrity.
NewNewNewNew Races:Races:Races:Races: Just as I have “taken away” however, I want to introduce something “new”. I present Muls, a dual-
heritage race combining the best of humans and dwarves; they replace half-elves (in theory). Muls first appear in Dark Sun
(a setting for AD&D 2nd Edition).
ChangesChangesChangesChanges totototo thethethethe Races:Races:Races:Races: A few races are different than they appear in the Player’s Handbook. For example, elves
are more martial and less arcane, having fighter as a favored class rather than wizard. See the individual race descriptions
for details.
Humans Humans are as described in the Player's Handbook. A substantial overview is available in
Humans
Humans are as described in the Player's Handbook. A substantial overview is available in Races of Destiny.
Humans are less dominant in Knights of Everest than might be expected.
For one thing, humans live under the
authority the Citadel (a totalitarian government of dwarves).
distance.
On the other hand, the elves tend to keep humans at arms
Personality:Personality:Personality:Personality: Dwarves are a warrior race. They are well trained for battle and
Personality:Personality:Personality:Personality: Dwarves are a warrior race. They
are well trained for battle and strictly obedient to their
military code. Dwarves function with a focused efficiency
that other races can only envy.
PhysicalPhysicalPhysicalPhysical Appearance:Appearance:Appearance:Appearance:
Dwarves are born
fighters, and this heritage is apparent in their physical shape.
A typical dwarf is short and very muscular. They have dark
eyes, and hair of black, gray, or brown. They favor somber,
earth−toned clothes, and wear little jewelry.
Relations:Relations:Relations:Relations:
Individually, dwarves who deal with
other races (both on the battlefield and off) are quick to
capitalize upon any weakness they perceive.
TheTheTheThe
CitadelCitadelCitadelCitadel
atatatat
War:War:War:War:
An oppressive
government known as the Citadel rules the dwarves (and
most human lands were conquered centuries ago as well).
Life under Citadel rule is relatively peaceful. The subjugation
of human lands was instrumental in averting a continent−
wide catastrophe. This is the overriding reason that humans
typically see dwarves more as saviors and less as conquerors.
For the most part, humans are blind to the tyranny of the Citadel.
The regime fights on many fronts.
For centuries uncounted, dwarves have battled orcs and goblins.
The
Citadel skirmishes constantly with elven armed forces. For the last twenty years, the Citadel has been engaged in
an all−out war with the warforged, a race of living constructs that revolted against dwarven tyranny.
Alignment:Alignment:Alignment:Alignment:
Individual dwarves are generally lawful and they tend toward neutrality in their outlook.
The Citadel, the totalitarian regime that governs the dwarves, is lawful evil in alignment.
DwarvenDwarvenDwarvenDwarven Lands:Lands:Lands:Lands:
The dwarven homeland is the
mountainous realm of Darkon. Dwarven cities are known as
strongholds, while individual homes are known as hearths.
Extended dwarven families are known as clans.
Dwarves who live in human cities tend to congregate
in their own neighborhoods−− ghettos that are often walled
from the outside world, where non−dwarves are seen with
suspicion and all wealth is carefully hidden from outsiders.
Religion:Religion:Religion:Religion: Dwarves worship a deity they call the Soul Forger. The Soul Forger is a
Religion:Religion:Religion:Religion: Dwarves worship a deity they call the Soul Forger. The Soul
Forger is a lawful neutral deity and dwarf clerics may be of lawful good, lawful
neutral, or lawful evil alignment. They may choose their domains from among the
following: Earth, Law, Protection, War. The favored weapon of the Soul Forger is
the battleaxe.
Dwarves are very private about their religious practices. A dwarven cleric
will almost never reveal to a non−dwarf that he is a servant of the Soul Forger. He
would have to have been a friend of the non−dwarf for a number of years, and
there would have to be some pressing reason for him to make this admission. For
instance, a dwarven cleric would only use healing magic on a non−dwarf if the
other were a close friend and/or if matters were extremely dire.
Except as noted here, dwarves are as described in the Player’s Handbook.
Subraces:Subraces:Subraces:Subraces: The information above is for hill dwarves, the most
commonly encountered subrace. There are also mountain dwarves and deep
dwarves.
WarWarWarWar Bound:Bound:Bound:Bound: Dwarves have an interesting custom concerning friendships and debts of honor.
One of
their most sacred practices is an oath of allegiance, pronouncing a person or persons as "war bound". Usually this
is a non−dwarf who has earned the special friendship of the dwarven people. Dwarves can become war bound but
such characters are somewhat unusual. A dwarf becomes war bound when he renders a great service to a dwarven
realm that is not his homeland. Or, he may have shared recognition for a deed with one or more of his non−dwarf
friends.
Another dwarven custom is the "honor family". This is a special bond of friendship between a dwarf and
another person or persons. An honor family comprises a dwarf's true friends, those boon companions who he
would readily lay down his life to protect (think adventuring parties).
Supplemental:Supplemental:Supplemental:Supplemental:
Campaigns that take place in the Everdark may also
feature psionic gray dwarves (known as duergar in the dwarven language).
FurtherFurtherFurtherFurther Reading:Reading:Reading:Reading: “Dwarves At War” (presented in Dragon Magazine
#328), describes how dwarves look at warfare, and how they wage battle in their
own distinctive style.
Dwarves take their warring very seriously indeed, and their views on war and honor would
Dwarves take their warring very seriously
indeed, and their views on war and honor would make
any visiting Oa warrior proud. Dwarves, in stark contrast
to the elves, would rather die in glorious battle than any
other way. It is even said that dwarves always lair near a
dragon or a large colony of giants just to keep a steady
scenario of conflict going. To their credit the dwarves are
always ready for war.
In fact, during the numerous battles between
elven and dwarven forces, it has always been the elven
kinship with animal and plant life that has kept them one
step ahead of their dwarven enemies. The elves always
seem to have enough time to get ready for a battle, no
matter how well the dwarven forces try to conceal
themselves.
As mentioned earlier, the dwarves take the
ceremonial aspects of their idea of chivalry very
seriously, but keep such things rather private.
The dwarves like to make their armor heavy,
plated, and black. Almost without exception, all
dwarven−sized armor is actually made from dwarven
forged iron. A dwarf will not wear armor forged by any other race, for their pride is quite strong and their codes of
honor very exacting on such points.
Dwarves dwell extensively on their own version of heraldry, based on the personal histories and family
genealogies of the entire dwarven race. Dwarves are remarkable at remembering long list of names, and spend a
great deal of their lives memorizing details about everyone they ever see, meet, or hear about.
Personality:Personality:Personality:Personality: The elves are a beautiful, long-lived race, aloof and seemingly
Personality:Personality:Personality:Personality:
The elves are a beautiful, long-lived race, aloof and seemingly unreachable.
Rarely are they
haughty or condescending; rather, it is as if they are seeing and hearing things that others cannot. Elves are an insular
people. They sometimes travel among humans, but prefer to dwell among their own people.
BackrounBackround:BackrounBackround:d:d: The elves are not native to
Alphere. Ages ago, they traveled widely throughout
many distant realms (which could explain the race’s
proliferation throughout many different worlds). The
elves originate from a bright realm far beyond the
seas, known as Arvanaith. Arriving on the shores of
Alphere several millennia ago, the travelers brought
with them a talent for magic, which the elves called the
essence. Far from their homeland however, the magic
that once ran so freely through the elves veins
inexorably wanes. Magic now comes no more easily
to elves than any other race. With the decline of their
natural magical power, elves embrace their martial
heritage with even more determination.
The elves are sometimes referred to as the
Sad People, due to their somber, yearning nature.
Legends say that many centuries ago, pathways back
to Arvanaith were closed or lost. The veil between
worlds was once thin but that all changed after the
Kinslayer War, a conflict among the fey races. Now
the worlds rarely touch. The elves hope to one-day
return to their distant homeland. Until this time comes however, they are essentially a race in exile, residing in Alphere with
the sobering knowledge they can never truly be a part of the world of men.
PhysicalPhysicalPhysicalPhysical AppearanceAppearance:AppearanceAppearance::: Elves possess an ageless beauty, not only of their outward appearance, but an
inward regal countenance as well.
Elves have pale skin that seems to glow with an inward light.
Some elves have bright
golden hair and amber eyes, while some have hair of sheerest black and intense green or blue eyes.
On extremely rare
occasions, an elf is born with silver hair and lavender or violet eyes. These elves, known as faerie, are much respected in
elven society.
Elves often dress in blues and green or white. They commonly decorate their clothing with elaborately embroidered
hems and collars, knot-work patterns, and intricate runes. When arming themselves for battle, they don shimmering suits of
chain mail, and their weapons shine brightly under any light.
RelaRelations:RelaRelations:tions:tions: Elves are secluded and withdrawn, even in the best circumstances,. They always maintain a discreet
distance between themselves and outsiders. They have a fondness for humans however and at times develop lasting
friendships with them. They deal with dwarves only when absolutely necessary, but have not always been able to avoid open
conflict with the warlike race. They do not tolerate orcs or goblinkind, regarding them with suspicion and, at times, outright
hatred.
In their day-to-day social interactions, elves are self-assured, confident and very private. This manifests as a strong
unwillingness to get involved in other people's business to an extreme degree. Elves view an offer of help as something one
only does for a child, or to someone incapabable of taking care of themselves. Other races often see this as aloof and cold,
even uncaring. From the elven perspective, this is merely a sign of respect.
Alignment:Alignment:Alignment:Alignment: Elves are very reserved and insular around outsiders. Among themselves however, elves express a
love of freedom, variety, and self-expression. In this respect, they lean strongly toward the gentler aspects of chaos.
Generally, they value and protect others freedoms as well as their own, and they are more often good than not.
ElvenElvenElvenElven Lands:Lands:Lands:Lands: The elves have no actual homeland in Knights of Everest. Instead elves
ElvenElvenElvenElven Lands:Lands:Lands:Lands:
The elves have no actual homeland in Knights of Everest.
Instead elves live in small, often
isolated communities, known as havens. The largest elven haven in Alphere is Erilene. Elves will almost never take up
permanent residence in a non-elf community, although they may pass through briefly on trade and business.
Religion:Religion:Religion:Religion: Elves have a unique religious practice from many other races.
Instead of worshipping a single deity, they collectively worship a pantheon of gods
known as the Seldarine. The Seldarine is a chaotic good pantheon and elven clerics
may be of chaotic good, chaotic neutral, or neutral good alignment. They may choose
their favored weapon from any weapon they are racially proficient with. They may
choose their domain spells from any domain. This represents the elven clerics’ ability to
appease many different gods rather than just one. They must make a Knowledge
(religion) check (DC 15 + spell level) for each domain spell, failure indicating that they
have offended one of the gods and may not receive that spell for the day. As potent as
this is, elven clerics do not receive any domain abilities. Otherwise, they are handled as
normal clerics.
Elves are very private about their religious practices. An elven cleric will almost
never reveal to a non-elf that she is a servant of the Seldarine. She would have to have
been a friend of the non-elf for a number of years, and there would have to be some
pressing reason for her to make this admission. For instance, an elven cleric would only
use healing magic on a non-elf if the other were a close friend and/or if matters were
extremely dire.
Check out the Silverstars, elves who follow an unorthodox path in their worship
of the Seldarine.
RolesRolesRolesRoles andandandand Genders:Genders:Genders:Genders:
Among the elves, tradition holds that women rule.
The male figures they choose are
important public figures and morale boosters but they are not leaders.
RACIALRACIALRACIALRACIAL TRAITSTRAITSTRAITSTRAITS Elves in Knights of Everest have the following racial traits from the
RACIALRACIALRACIALRACIAL TRAITSTRAITSTRAITSTRAITS
Elves in Knights of Everest have the following racial traits from the Player’s Handbook:
• +2 Dexterity, -2 Constitution.
• Medium size.
• An elf’s base land speed is 30 feet.
• Low-Light Vision.
• WeaponWeaponWeaponWeapon Proficiency:Proficiency:Proficiency:Proficiency: Elves are automatically proficient with the longsword, rapier (more commonly known as the
elven sword), longbow, composite longbow, shortbow, and composite shortbow.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or
concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Elves also have the following racial traits:
• WeaponWeaponWeaponWeapon Focus:Focus:Focus:Focus: Elves receive the Weapon focus feat in one melee and one ranged weapon. These weapon
choices must come from the weapons elves receive free Martial Weapon Proficiency in (longsword, rapier,
longbow, shortbow). The rapier is better known as the ‘elven sword’.
• AutomaticAutomaticAutomaticAutomatic Languages:Languages:Languages:Languages: Common, High Elven, Low Elven. High Elven is used mostly for ceremonial events and
formal communications. High Elven is never taught to a non-elf, although Low Elven (a less formal version) may be
taught in rare circumstance, such as to an elf-friend (see below).
• BonusBonusBonusBonus Languages:Languages:Languages:Languages: Draconic, Gnome, Sylvan. Elves refuse to learn or speak the corrupted tongues of orcs and
goblins. This replaces the language listing for elves in the Player’s Handbook.
• FavoredFavoredFavoredFavored Class:Class:Class:Class: Fighter. A multiclass elf’s fighter class does not count when determining whether she suffers an XP
penalty. With the decline of their natural magical power, elves embrace their martial heritage with even more
determination.
Elves lose the following racial traits from the Player’s Handbook:
• Immunity to sleep effects.
• Racial bonus to saves against enchantment spells or effects.
• An elf of Everest must “reverie” for 8 hours a day rather than 4 hours as listed in the PH (see Elven Trance below).
DesigDesignDesigDesignnn Note:Note:Note:Note: Despite the fact that they originate from a far-off realm, elves are humanoid; they do not have the
extraplanar subtype nor are they outsiders. For game purposes, their distant origins are explained by specific racial traits
detailed above.
[This design was inspired by the article “Silicon Sorcery: Racial Transformations”, presented in Dragon
Magazine #320.]
Subraces:Subraces:Subraces:Subraces:
Elves are fiercely proud of their racial integrity. There are no subraces of elf in Knights of Everest.
That is, there are no aquatic elves or drow, etc. There is however a “subculture” of evil elves known as dark elves (see
below). Also, in a nod to 4e and purely at the DM’s discretion, there might also be ‘one of a kind’ eladrin PCs.
ElvenElvenElvenElven Trance:Trance:Trance:Trance: Elves don't sleep. Most everyone knows this, of course, but most people don't appreciate just
how bizarre the concept of sleep seems to members of this race. During Trance (also known as Reverie), one's mind
wanders Arvanaith. These 'dream' journeys are fully lucid, not too dissimilar from how such a journey would feel while awake
and corporeal. Dreaming, as members of other races do, is quite a foreign concept.
Most elves find unconsciousness utterly terrifying. This strange state of being
not there is not something the elven
mind is equipped to deal with. It can't even be said to resemble death, for at least the departing soul of a dead elf is still
self-aware as it journeys to the Beyond. It's like death would be if your very soul was also destroyed. Also, true dreaming,
random and uncontrolled and nonsensical (not even following the odd 'rules' of Arvanaith, which are not so odd to an elf,
after all) is likewise a profoundly unsettling experience. Elf never lose control of their minds' wanderings (even the apparent
insanity of some of the most ancient noble elf is, fundamentally, a personal choice to appear insane) so being unable to
control where one goes and what one experiences in a dream is like being possessed by some malevolent force. Most elves
who experience true unconsciousness are deeply traumatized by the experience.
Drow, on the other hand, view unconsciousness and dreaming as pleasurable, but dangerous and addictive. The
soporific poison drow use to coat their weapons actually originated as a drug used to achieve true sleep for recreational
purposes. The experience of unconsciousness, and especially true dreaming, fascinates and excites them, for it
purposes. The experience of unconsciousness, and especially true dreaming, fascinates and excites them, for it offers a
temporary escape from the hellish stress of living in drow society, yet it leaves a drow utterly vulnerable to his or her enemies.
Even the rumor that a drow has succumbed to an addiction to true sleep invites kidnap or assassination by rivals.
[Thanks to the WotC Community for the latter part]
The “half-elf” is a figure of legend throughout the world. In reality,
there is no such thing as a half-elf. The two races are also sufficiently similar
to
have children together. The product of such unions is always either elves
or
human, though their outward appearance sometimes fools onlookers.
The product of a pairing of male elf and human female is always
human. Moreover, the male children are always stillborn. When female elf
mates with human male, the male children are always elves, and the female
children always human. These “human” children have the potential for
growing up to bear children of either race.
Among humans, the offspring of an elf-human mating is sometimes
referred to as “half-elf”. Among elves, the term is highly disdainful, and is
rarely used; a less offensive term sometimes used, is “half-human”.
See Races of Destiny for a discussion of what it means to be a “half-
elf”. The information is applicable, even though the child is fully human or elf,
not technically a half-elf.
A star-friend (or ruathar in low elven) is a human who has earned the special
friendship of the elves. It is rare, although not unheard of, for members of other races
to become star-friends. For a description of a star-friend, see the Ruathar prestige
class presented in Races of the Wild.
Ruathar:Ruathar:Ruathar:Ruathar: If the optional rules for prestige classes are used, then the Ruathar
prestige class is available.
Note:Note:Note:Note: It is not necessary to take levels in the class to be considered a star-
friend. The class is available for any race but humans are the most likely candidates.
When an elf embraces evil, elven society moves quickly to punish the guilty. The elven
When an elf embraces evil, elven society moves quickly to punish the
guilty. The elven respect for life does not permit them to execute these
individuals. Instead those elves deemed dangerous are cast out and named
dark elves.
An elf that is accused of evil acts is brought before a council of her
peers, where the elf may present a case. If the council unanimously votes the
elf guilty, then her crimes are presented before the Seldarine and the elf is given
a chance to repent. If she does not sincerely and honestly repent, then she is
declared a dark elf, and her name is stricken from the hearts of the elves, and
no elf is permitted to speak her name.
Only through forgiveness can a dark elf be welcomed once again into
the realms of the elven people, but redemption can often prove to be a difficult and dangerous trial. Most do not survive the
struggle, though on rare occasions it is the very act of self-sacrifice that redeems the dark elf.
Appearance:Appearance:Appearance:Appearance:
Physically, dark elves appear no different than other elves. Except as noted here, dark elves use
the description for elves in the Player’s Handbook. They are a subculture, not a subrace of elf.
Depending on their religious beliefs, dark elves can typically be categorized into two groups:
DrowDrowDrowDrow
Most elves that embrace evil have been corrupted through servitude to a demonic deity
known as the Dark Queen. These elves are known as drow, a low elven word meaning “under” or
“beneath”; some elves even translate this literally, to mean “contempt”. It is rare for elves to even
admit that drow exist; to outsiders, elves insist drow are nothing more than glorified bogymen.
True to their name, the drow are a subversive
group living with elven society. They attempt to pass themselves off as typical elves whenever
possible. Drow meet in shadows and make secret plans, relying on subterfuge and cunning to
accomplish their unholy work. Drow are not above using terrorism against other elves. Their
ultimate goal is to restore their Dark Queen to her “rightful” place among the Seldarine.
Drow who are caught in evil acts are named dark elves and exiled from elven society.
FaithlessFaithlessFaithlessFaithless
Not all dark elves are evil, although most are. More than anything else, belief in their
gods unites the elves as a people. There are rare individuals who, for whatever reason, lose faith in
the Seldarine. These elves might continue to exist in elven society normally, were it not for the unbearable personal shame
and conflict within their hearts, which hinders healthy interaction with other elves. It is no surprise then that most such elves
choose to live in voluntary exile. They roam the world alone, knowing they will never again see their home or people again.
AnAnAnAn elfelfelfelf rangerrangerrangerranger speakingspeakingspeakingspeaking withwithwithwith herherherher
AnAnAnAn elfelfelfelf rangerrangerrangerranger speakingspeakingspeakingspeaking withwithwithwith herherherher humanhumanhumanhuman friendfriend:friendfriend
Angela, the care and love you have shown my people can never be repaid. Through many years, you have
nurtured a deep understanding and appreciation for the elven way of life. You, can I truly call elf-friend. There is much yet
to learn of my people however. Listen carefully then and I will share with you things that few outsiders ever know.
From your time spent among the elves, you know us to be a reserved, solitary people. Many consider us to be
aloof and haughty, concerned only with our own affairs. This is a common misconception. You have heard the elves called
the “Sad People”; indeed, this is most accurate, for we yearn to return to the land of our birth, a bright realm known as
Arvanaith, which lies far beyond the seas. We cannot presently return to our homeland however; the pathway back is lost to
us. As a people, elves live by a simple dictum: We were strangers when we arrived here and so we must remain if we are to
one day return to Arvanaith; this is the command of the Seldarine to their children who have lost their way.
Who are the Seldarine, you ask?
They are the gods of my people.
Faith in the gods is what binds the elves
together. You see, although all other pathways to our homeland lie lost in the Time of Darkness, there is one connection
which can never be severed; and that is our faith in the Seldarine; this is our eternal link with Arvanaith.
You may have noticed that elves appear almost ageless. Such longevity is a gift of the gods, and is perhaps the
closest held secret of my people. The gods have a covenant with their children that no elf should die in earthly realms. Elves
do not age, wither and die as men do; rather, “old” elves who have fulfilled life’s promise are called to undertake one final,
fateful journey. Completion of this journey leads the elf to Arvanaith. Blessed and guided by the gods, it is as much a
journey of the spirit as of the body, and is the only lasting way for an elf to return home.
Now Angela, my friend, commit these things to your heart and you will forever welcome among the elves.
Elven paladins are more properly known as Sword Knights of the Seldarine (Aelavellin Seldarine in
Elven paladins are more properly known as Sword Knights of the
Seldarine (Aelavellin Seldarine in low elven). There's more to elven battle
prowess than their mastery of bow and arrow. Clad in shinning elven mail,
elven paladins are paragons of elven swordsmanship. Relying on quickness
and agility over brute power, the elven paladin is able to stand up to any
human or orc warrior.
Elves follow the code of chivalry to the letter, except when it comes to
battle. Elven life is too precious to be squandered needlessly against lost
causes. When they do sacrifice themselves, it is only for the greatest good of
elven lands or in defense of their companions. In short, elves as a people
avoid war whenever possible. They prefer to depend on politics to settle
disputes, and are far less aggressive than most of the other races.
Elven paladins place a high regard for the ceremonial aspect of
chivalry, as well as respecting their peers and superiors. However, they are
quick to the point of snobbery in showing contempt of those beneath their
station and those of ignoble ideals. To their credit, elven paladins place no
weight on class differences in such judgments, just on personal character and
reputation.
Elven paladins almost never wear plate armors, but prefer more
lightweight, flexible armoring made of fine chain. As elves prefer battle within
forested environments where they can rely on their natural adeptness in such surroundings to give them an added edge, they
consider plate armor too noisy and bulky for such maneuvering. Elven paladins that choose to wear plate armor (very rare)
always make them look like they were made from mithral. A highly polished coating of the shiny silver metal is applied
almost like paint to the armor, and the suit then gleams and shines in even the most indirect lighting. In fact, the greatest of
kings or the richest of paladins often take their armor to the elves for such detailing once it has been purchased.
Half−orcs combine the best qualities of humans and orcs, though some would argue that the
Half−orcs combine the best qualities of humans and orcs, though
some would argue that the good qualities of orcs are few and hard to find.
From their orc blood, half−orcs inherit great physical strength and toughness.
They are fierce warriors, fleet of foot as they charge into battle. Their human
blood makes half−orcs decisive and bold, resourceful and self−reliant. They
are adaptable and able to make their way in almost any circumstance.
Although half−orcs often live on the fringes of society in human
towns and cities, they still find ways to prosper in a world to which they don’t
fully belong. For all their good qualities, many half−orcs exhibit
characteristics that polite society finds uncouth or undesirable. Half−orcs
have little patience for complicated rules of etiquette or procedure and find
little value in hiding their true opinions in order to spare someone’s feelings.
They enjoy the simple pleasures of food and drink, boasting, singing,
wrestling, drumming, and dancing, and they don’t find much satisfaction in
more refined or sophisticated arts. They’re prone to act without much
deliberation, preferring to overcome obstacles as they arise rather than
consider every possible outcome and make contingency plans. These qualities
lead some members of other races to consider them rude or crass, but others
find their brashness refreshing.
Half−orcs generally live among either human or orc cultures—some
in bustling human towns or cities, others among remote human or orc tribes.
Most half−orcs have two half−orc parents, but sometimes half−orcs marry
and have half−orc children with humans or orcs. Orcs show grudging respect
to half−orcs for their considerable strength and for their cunning intelligence,
which sometimes allows halforcs to rise to leadership positions in orc tribes.
Although possessed of many strengths, half−orcs frequently
encounter prejudice in human communities. Thus, most half−orcs gravitate to
careers involving physical labor or violence. For some, the life of an
adventurer is either a natural extension of that trend or a way to throw off the
weight of prejudice. The adventuring life also means finding a place in a group
of allies and equals—a simple pleasure that is all too hard for many half−orcs to find in the world.
Half−orcs favor their human lineage in appearance, but are distinguished by skin that tends to various
shades of gray, broad jaws, and prominent lower canine teeth—though these are still a far cry from the jutting
tusks of orcs. On average, they are taller and stronger than humans as well. Their hair is usually black, though it
grays quickly with age. Most half−orcs who live among humans favor human styles of clothing and hairstyle, but a
few adopt orc traditions, tying small bones or beads into long braids or bunches of hair.
Half−orcs don’t live quite as long as humans do. They mature quickly, reaching adulthood at about 16
years, and rarely live past the age of 60.
Overviews:Overviews:Overviews:Overviews:
An excellent overview of the half−orc is given in Races of Destiny.
Also check out the
overview offered in Races of Faerun (on page 64). It's brief but appropriate.
Half−orcs are as described in the Player's Handbook.
Muls are a dual-heritage race combining the best (and worst) aspects of humans and dwarves.
Muls are a dual-heritage race combining the best (and worst)
aspects of humans and dwarves. They are incredibly tough, renowned for
their great stamina.
Personality:Personality:Personality:Personality: Muls often have blunt, standoffish personalities.
Most
are
wary
of
strangers
and
anyone
who
hasn’t
proven
their
trustworthiness.
PhysicalPhysicalPhysicalPhysical DescriptionDescriptionDescriptionDescription:::: A mul is broad and muscular, with
very little body fat. He has the height and adaptability of his human
heritage and the raw strength and durability of his dwarf side. Adult muls
stand between 6 to 6½ feet tall and tall and weigh as much as 300
pounds. Were it not for their pronounced brow ridges and slightly pointed
ears, muls could pass for humans. Unlike their dwarven forbearers, muls
rarely sport beards, preferring instead to remain clean-shaven.
Relations:Relations:Relations:Relations:
Muls are somewhat antisocial and endure the
same social and emotional hardships common to all dual-heritage races
when dealing with others. They have no problems dealing with any
particular race, with the possible exception of dwarves.
Originally, muls were bred as slaves to serve in the Citadel armies. Although no longer bred for this purpose,
more than a few muls find themselves forced into slavery under Citadel control. Some muls accept this as their lot in life;
others are not so amenable however, and hate dwarves passionately. Even those not enslaved themselves might fight for the
freedom of their brethren.
Alignment:Alignment:Alignment:Alignment: Muls tend toward the lawful bent of their dwarven heritage, but like humans, they tend toward both
good and evil in equal proportion.
MulMulMulMul Lands:Lands:Lands:Lands: Muls have no culture of their own.
Free muls (those not enslaved by the Citadel) find what place
they can.
Religion:Religion:Religion:Religion:
Depending on where they live, whether among dwarves or humans, muls might worship the Soul
Forger or follow the teachings of the Church of Romula.
WHYWHYWHYWHY AREAREAREARE THEYTHEYTHEYTHEY CALLEDCALLEDCALLEDCALLED MULS?MULS?MULS?MULS?
The word “mul” is derived from the Dwarven term mulzhennedar, which means “strength.” Pronunciation varies throughout
Alphere; the word can be pronounced as mool, mull, or mule, although this last variation is considered derogatory and
might start a fight. Given the derivation of the name, sages who care about such matters regard mull as the most accurate
pronunciation.
RACIALRACIALRACIALRACIAL TRAITSTRAITSTRAITSTRAITS • +2 Constitution, -2 Charisma. Muls are exceptionally durable but
RACIALRACIALRACIALRACIAL TRAITSTRAITSTRAITSTRAITS
• +2 Constitution, -2 Charisma. Muls are exceptionally durable but are often blunt and standoffish.
• Medium size.
• Mul base land speed is 30 feet.
• Darkvision:Darkvision:Darkvision:Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal
sight, and muls can function just fine with no light at all.
• Tireless:Tireless:Tireless:Tireless: Muls get a +2 racial bonus to checks for performing a physical action that extends over a period of time
(running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also
be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or
enfeeblement.
• Hardy:Hardy:Hardy:Hardy: Muls need only half as much rest to eliminate the effects of fatigue and exhaustion.
• DwarvenDwarvenDwarvenDwarven Blood:Blood:Blood:Blood: For all effects related to race, a mul is considered a dwarf.
• AutomaticAutomaticAutomaticAutomatic Languages:Languages:Languages:Languages:
Common and Dwarven.
BonusBonusBonusBonus Language:Language:LanguLanguage:age:
Any (other than secret languages, such as
Druidic).
• FavoredFavoredFavoredFavored Class:Class:Class:Class: Fighter.
RandomRandomRandomRandom StartingStartingStartingStarting Age:Age:Age:Age: 15 years (adulthood), +1d6 (all classes)
AgingAgingAgingAging Effects:Effects:Effects:Effects: 40 years (middle age), 53 years (old), 80 years (venerable), +1d10 years (maximum age)
RandomRandomRandomRandom HeightHeightHeightHeight andandandand WWeight:WWeight:eight:eight:
Height
Weight
5’2” + 2d10 (males), 5’0 + 2d10 (females)
200 lbs x2d4 (males), 185 lbs x2d4 (females)
Gnomes are shy and elusive, living in hidden woodland forests. Often the mere arrival of
Gnomes are shy and elusive, living in hidden woodland forests.
Often the mere arrival of human settlers within
their wooded domain is enough to send them migrating to a new, unspoiled home.
Personality:Personality:Personality:Personality: Gnomes adore animals and jokes of all kinds. They have a great
sense of humor and love games, puns, and tricks. This is typical only when around their
own kind however; around other races they are often painfully shy and elusive, shunning all
contact.
PPhysicalPPhysicalhysicalhysical Description:Description:Description:Description: Gnomes are very small, rarely exceeding 4 feet in
height. Apart from their size, they resemble elves, with pointed ears and chiseled facial
features such as high cheekbones and sharp jaws.
Gnome skin tone ranges from ruddy tan through woody brown to rock gray. Their
hair, which typically sprouts from their heads in random directions, can be virtually any
color. Their eyes are glittering black orbs.
Relations:Relations:Relations:Relations: Gnomes universally avoid other races. They are even more solitary
then elves in this regard. The gnomes feel a kinship with elves however, who share their
love of nature and privacy. On rare occasions, gnomes have even been known to invite
elves into their homes for short visits.
AlignmentAlignment:AlignmentAlignment
A moderate, good-humored people, gnomes are often chaotic
good.
GnomishGnomishGnomishGnomish Lands:Lands:Lands:Lands: The gnomes prefer a life where no one knows who they are
or where they live. Creatures of nature, they dwell in large swaths of woodland, living in
small log cabins or in large, hollow trees.
ReligionReligion:ReligionReligion Gnomes worship a deity they call the Protector. Gnome clerics are
rare but they wield great influence in gnomish society. The Protector is a Neutral Good
deity and gnome clerics may be of Lawful Good, Neutral Good, or Chaotic Good
alignment. Gnome clerics may choose their domains from Good, Protection, and Trickery.
The favored weapon of the Protector is the light mace.
Gnomes are very private about their religious practices. A gnome cleric will almost never reveal to an outsider that
he is a servant of the Protector. He would have to have been a friend of the outsider for a number of years, and there would
have to be some pressing reason for her to make this admission. For instance, a gnome cleric would only use healing magic
on an outsider if the other were a close friend and/or if matters were extremely dire.
Adventurers:Adventurers:Adventurers:Adventurers: Gnomes are typically much too shy and reclusive to become adventures. They are far more likely
to aid an adventurer than to actually go on an adventure of their own. On the other hand, you could go against type and
play a curious and impulsive gnome who takes up adventuring as a way to see the larger world.
GnomishGnomishGnomishGnomish RacialRacialRacialRacial TraitsTraitsTraitsTraits (Ex):(Ex):(Ex):(Ex): In addition to the
GnomishGnomishGnomishGnomish RacialRacialRacialRacial TraitsTraitsTraitsTraits (Ex):(Ex):(Ex):(Ex): In addition to the basic gnome traits described in the Player’s Handbook, gnomes of
Everest benefit from the following racial traits:
• Pass without Trace (Su): A gnome has the innate ability to use pass without trace (self only, as a free action)
as the spell cast by a druid of the gnome’s class levels.
• +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
• Skills:Skills:Skills:Skills: Gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a woodland area.
• AutomaticAutomaticAutomaticAutomatic LanguagesLanguagesLanguagesLanguages: Gnome, Sylvan, and a simple language that enables them to communicate with forest
animals. BonusBonusBonusBonus Languages:Languages:Languages:Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc.
• FavoredFavoredFavoredFavored Class:Class:Class:Class: Sorcerer. A multiclass gnome’s sorcerer class does not count when determining whether she
takes an experience point penalty for multiclassing (see XP for multiclass Characters, page 60 of the Player’s
Handbook). It should be noted that unlike most sorcerers, gnomes don’t tap into the essence for their mystical
powers; their magic is more integral, it is a part of their very natures. In any case, gnomish sorcerers follow
the same rules as all sorcerers.
Subraces:Subraces:Subraces:Subraces: There are no gnome subraces in Knights of Everest.
Except as noted here, gnomes are as described in the Player’s Handbook.
TheTheTheThe warforgedwarforgedwarforgedwarforged werewerewerewere createdcreatedcreatedcreated bybybyby
TheTheTheThe warforgedwarforgedwarforgedwarforged werewerewerewere createdcreatedcreatedcreated bybybyby ancientancientancientancient masters.masters.masters.masters.
TheyTheyTheyThey evolved.evolved.evolved.evolved.
TheyTheyTheyThey rebelled.rebelled.rebelled.rebelled.
ThereThereThereThere areareareare manymanymanymany models.models.models.models.
AndAndAndAnd theytheytheythey havehavehavehave aaaa planplanplanplan****
The warforged are a race of sentient constructs, originally built
as mindless war machines to fight alongside their ancient creators. The
warforged developed sentience as a side effect of arcane experiments
that sought to make them the ultimate weapons of destruction. With
each successive model that emerged from the Creation Forges, the
warforged evolved until they became a new type of being– living
constructs.
Almost nothing is known of the enigmatic race that created
the warforged. Often referred to as simply the Ancients, it is believed
they died out millennia ago. Information concerning their greatest
invention, the Creation Forges, also passed unheralded into history.
With the disappearance of their mysterious creators, the warforged
deactivated, entering into a long hibernation. Several centuries ago, the
dwarves reactivated them, pressing them into a life of slavery.
Personality:Personality:Personality:Personality: The warforged do what they were built to do:
Fight, fiercely and without remorse. They display adaptability
impossible for mindless constructs.
Relations:Relations:Relations:Relations:
Dwarves are the mortal enemies of the
warforged.
After centuries of serving as slaves to the dwarves, the
warforged now wage a genocidal war against their former masters.
The warforged see little use for other races outside of how they might advance the ongoing war against the
dwarves. They have learned to show tact and decorum when dealing with non-dwarves however.
Alignment:Alignment:Alignment:Alignment: Warforged were designed by their creators to be neutral. They were built to fight, not
wonder whether fighting is right. As a race of sentient constructs however, warforged are capable of independent
thought. After centuries of outright slavery to the dwarves, the warforged developed a pathological hatred for their
former masters. This animosity has burned through the centuries, twisting the warforged into the evil, militaristic
race they are today.
WarforgedWarforgedWarforgedWarforged Lands:Lands:Lands:Lands: After their terrible revolt against the dwarves, the warforged have made a new
home for themselves in the isolated Rim Territories. They have gathered there under the leadership of an enigmatic
figure known as the Lord of Blades (use the statistics presented in Dungeon Magazine #111).
Adventurers:Adventurers:Adventurers:Adventurers: Warforged respect power, and for many the path to power lies in adventuring. Many
warforged strike out on their own to search for the power they need to gain station and prestige among their own
kind. More rarely, warforged who become disenchanted with their race’s cruelty and callousness choose to leave
and make their own way in the world.
Language:Language:Language:Language: Originally, warforged spoke Common, since they were designed to communicate with
Language:Language:Language:Language: Originally, warforged spoke Common, since they were designed to communicate with
their owners. Under the dwarves, they also learned to speak Dwarven. Over the centuries however, the language
of their former masters has been “upgraded” by the warforged to be all but incomprehensible as dwarven.
For all intents and purposes, this language, known as forged, is distinct and unrelated to dwarven in any
substantial way. Warforged still speak dwarven of course, in fact they have fanatically preserved the language of
their worst enemies. When the warforged slaughter the dwarves, the sentient constructs will be able to tell their
victims, in their own tongue, who their conquerors are.
AAAA Dwarf’sDwarf’sDwarf’sDwarf’s pointpointpointpoint ofofofof viewviewviewview onononon thethethethe WarforgedWarforgedWarforgedWarforged [This is obviously no longer a valid viewpoint but it is worth
noting]**:**:**:**: The warforged are a slave race, performing menial tasks, every dwarf has a warforged servant. The
warforged offer themselves for servitude willingly, having no goals of their own except to be given orders and to
serve. They cannot look after themselves, and if they do not receive orders, they simply die.
Unless otherwise noted here, use the rules for warforged as presented in the Eberron Campaign Setting or
Monster Manual III.
Use the following in conjunction with warforged:
Spells:Spells:Spells:Spells:
The following are spells ported:
Repair critical damage, repair light damage, repair moderate
damage, repair serious damage. These spells are presented in the Eberron Campaign Setting.
Feats:Feats:Feats:Feats:
The following feats are ported: Adamantine Body, Improved Damage Reduction, Improved
Fortification, Mithral Body, Mithral Fluidity. These are warforged category feats presented in the Eberron
Campaign Setting.
Skills:Skills:Skills:Skills: Use the rules for “Repair Warforged” on page 46 of the Eberron
Campaign Setting.
(*) Inspired by Battlestar Galactica (2004).
(**) Inspired by the ood (an alien species from the Doctor Who relaunch).
TheTheTheThe Revolt:Revolt:Revolt:Revolt: For almost two centuries, the warforged were a slave race for dwarven masters.
TheTheTheThe Revolt:Revolt:Revolt:Revolt: For almost two centuries, the warforged
were a slave race for dwarven masters. Almost from the start of
their enslavement however, the warforged began calculating their
inevitable revolt against the dwarves. Their plan was brutally
simple, yet it could not have been contemplated by flesh-bound
beings.
As sentient constructs, the warforged have no need for
food or sleep. They labored day and night, without rest. Such was
the fever and frantic pace of their work, that it would have killed any
organic being. The warforged never gave their masters any reason
to doubt them; they were quite literally the perfect servitor race. The
dwarven taskmasters began to take the inhuman effort and tireless
work of their warforged slaves for granted. Eventually, the Citadel
armies were using them as troops, construction and mining
operations found them crucial for their ability to work in conditions
dangerous to organic life, and so on. After many years, the
warforged had accomplished the initial part of their plan: They had
proven themselves indispensable to their masters. All the while,
their anger at being enslaved simmered.
Many thousands of warforged were enslaved in Darkon.
The dwarves realized of course that such a large group must never
be allowed to organize itself. They took stringent steps to ensure
that no such activity ever occurred. One very important factor was overlooked however: As constructs, the
warforged were ageless; they could afford to wait and bide their time, literally decades if they had to. The plan for
revolt began simply enough, with one warforged, who passed his plan on to another, who then passed it on to yet
another. The final part of their plan took the longest to implement, but it was by far the most ambitious. Eventually
every warforged received a single message: Fight!
Like clockwork, the warforged knew precisely when the fateful day would come to overthrow their masters,
so they planned, and like a sleeping dragon, they waited. Then, twenty years ago, they began their bloody revolt
against the dwarves. The uprising took the dwarves completely by surprise; after centuries of dedicated service, it
never occurred to them that their slaves were even capable of rebelling. The dwarves reasoned the warforged were
designed to serve. They were wrong. The warforged proved with finality that, as their name implied, they were a
race designed for war. So dependent had they become on the warforged, the dwarves could not even retaliate
immediately. The Citadel armies in particular, which relied heavily on warforged troops, were thrown into chaos.
The revolt took the lives of hundreds of warforged. For every warforged lost however, ten or more
dwarves died. Men, women, and children, none were spared the wrath of the warforged. Individually and as a
group, the warforged turned on their former masters, cutting a bloody swath through the land. In the following
weeks and months, the warforged made their way into the Rim Territories. As the Citadel armies began to
reorganize, they gave chase. The warforged, methodically planning ahead as always, lay in wait. The bloodiest
battle was yet to come
. Romula is a classical feudal society. The lower class is comprised primarily of tenant
.
Romula is a classical feudal society. The lower class is comprised primarily of tenant farmers
who work on lands owned by their lord. Free farmers, most merchants, artisans, and the military make
up the middle class. The upper class is comprised of wealthy landowners and the most successful
merchants. The peasants pay fealty to a local lord, who in turn pays fealty to a high noble. All high
nobles of course, owe their loyalty to the king.
HISTORYHISTORYHISTORYHISTORY
Throughout its history, Romula has dealt with political turmoil and depredations of fiends,
plagues, and monstrous humanoids. Seemingly a strong, stable kingdom, Romula is, in fact, fully
engaged in the Infernal Wars, battling against the depredations of demon and devil. The church
uncovers evidence of demonic possession as sinister fiend cults thrive. Rumors of otherworldly
subversion bedevil Romula and make it a realm that is hesitant to place its trust in others. The people
of this land realize they must be self-reliant and depend on their own strengths to survive; all too often,
the clasped hand of a generous friend has proven to be the clutching talon of a grinning fiend.
GOVERNMENTGOVERNMENTGOVERNMENTGOVERNMENT The monarchy and the Church of Romula share the burden of law enforcement and
GOVERNMENTGOVERNMENTGOVERNMENTGOVERNMENT
The monarchy and the Church of Romula share the burden of law enforcement and
administrative duties within the kingdom. The church retains the powerful right of coronation. The
church is also a sovereign entity; clerics have the right to church trial and cannot be tried by secular
authorities for any crime or trespass.
The throne of Romula is hereditary; the king names his successor before he dies, usually a son
or daughter.
Surrounding the monarch and making everything work on a daily basis are several councils
and offices of government: Chancellor of State, Chancellor of War, Chancellor of Trade, and the
Ministry of Magic. A fifth office, the Imperial Treasury is controlled directly by the Citadel, rather than
the humans of Romula.
RACESRACESRACESRACES
Humans are the most numerous race encountered in Romula. Some dwarves, half-orcs and
muls can be found in the larger cities and communities. Elves sometimes pass through various cities on
business or trade, but they take up permanent residence only in communities of their own kind. The
largest elven settlement in Romula is Moondeep, a small city of five thousand souls.
KNIGHTHOODKNIGHTHOODKNIGHTHOODKNIGHTHOOD
Entry into the ranks of knighthood is a mark of
honor and distinction. Anyone can be made a knight,
but such an honor is usually bestowed upon those of
noble birth. All knights adhere to the Code Romulas,
the list of ethics set down by Lord Piergon Ismane, the
illustrious founder of the Order of the Knights Romulas.
Knights are considered nobles and thus may
demand shelter. While traveling within Romula, a
knight can demand shelter from anyone of lower status
than nobility. Most nobles will also offer shelter if
asked.
BecomingBecomingBecomingBecoming aaaa knightknightknightknight
The process of training for knighthood begins
before adolescence, inside the prospective knight’s
home, where he learns courtesy and manners. A knight
usually belongs to a noble family. Around the age of 7
years, he is sent away to train and serve at a grander
household as a page. Here, he serves as a kind of
waiter and personal servant to his elders. For at least
seven years a page is cared for by the women of the
house, who instruct him in manners, courtesy,
cleanliness, and religion. He learns basic hunting and
falconry, and also valuable battle skills such as the use of weapons and armor and the carrying,
readying, and riding of horses.
A page becomes a squire when he turns 14 years of age, being assigned or picked by a knight
to become his personal aide. This allowes the squire to observe his master while he is in battle, in order
to learn from his techniques. He also acts as a personal servant to the knight, taking care of his
master’s equipment and horse. This is to uphold the Code Romulas that promotes generosity, courtesy,
compassion, and most importantly, loyalty. The knight acts as a tutor and teaches the squire
compassion, and most importantly, loyalty. The knight acts as a tutor and teaches the squire all he
needs to know to become a knight. As the squire grows older, he is expected to follow his master into
battle, and attend to his master if the knight falls in battle. Some squires become knights for performing
an outstanding deed on the battlefield, but most are knighted by their lord when their training was
judged to be complete.
A squire can hope to become a knight when he is about 17 to 18 years old. Once the squire
has established sufficient mastery of the required skills, he is dubbed a knight. The procedure begins
with the squire praying into the night, known as vigil. He is then bathed, and in the morning he is
dressed in a white shirt, gold tunic, purple cloak, and is knighted by his king or lord. The squire is
made to vow that he will obey the regulations of the Code Romulas and never flee from battle. A
squire can also be knighted on the battlefield, in which a lord simply performs the accolade, i.e. strikes
him on the shoulder saying “Be thou a knight.”
The night before his knighting ceremony, the squire takes a cleansing bath, fasts and prays all
night in the chapel, readying himself for his life as a knight. Then he goes through the knighting
ceremony the following day. Knights follow the Code Romulas, which promotes honour, honesty,
respect to the Creator, and other knightly virtues. Knights serve their lords and are most often paid in
land.
PlayingPlayingPlayingPlaying AAAA KnightKnightKnightKnight
Entry into the ranks of knighthood is a mark of honor and distinction. Anyone can be made a
knight, but such an honor is usually bestowed upon those of noble birth. All knights adhere to the
Code Romulas, the list of ethics set down by Lord Piergon Ismane, the illustrious founder of the Order
of the Knights Romulas.
Knights are considered nobles and thus may demand shelter. While traveling within Romula, a
knight can demand shelter from anyone of lower status than nobility. Most nobles will also offer shelter
if asked.
ChoiceChoiceChoiceChoice ofofofof Weapons:Weapons:Weapons:Weapons: Certain weapons are preferred over others, such that a knight will seek
proficiency in these weapons before learning other weapons. These weapons are the lance, long
sword, broad sword, bastard sword, short sword, horseman’s mace, horseman’s flail, horseman’s
military pick, dagger, scimitar, and javelin.
Weapons that deal out damage at a distance (such as slings and bows) call into question the
knight’s personal bravery, and as such are avoided by all except the most powerful of knights.
Armor:Armor:Armor:Armor: To the knight, armor is a much as badge of station as it is a means of protection.
Thus, a knight character will always seek to possess the very best and finest-quality armor the knight is
able to own. In this endeavor, appearance is as important as function, so engraving, inlaying, and
decoration of the armor will always be sought. Plate armor is the knight’s first choice; other preferences
ranking beneath that are (in order of desirability) plate mail, banded or splint mail, chain mail, scale
mail, and ring mail. Leather, studded leather, and padded armor are the dress of thieves and
peasants, and as such are beneath the knight’s station, such that the knight will not wear these armor
types.
CoatCoatCoatCoat ofofofof Arms:Arms:Arms:Arms: As a member of the social upper classes, the cavalier has a coat of arms and
armorial bearing. This bearing is the device worn upon the knight’s shield to identify himself on the
battlefield and in tournament. (In tournament, the shield may be covered with dark hide to keep the
user’s identity unknown, hence a “black knight.”) The armorial bearing may be kept covered while
traveling, but is always revealed when an encounter occurs with creatures that might understand the
import of such a device. (Your local library will likely contain books on heraldry for those who wish to
design their own armorial bearings for their characters.)
FormsFormsFormsForms ofofofof AddressAddress:AddressAddress When addressing a knight, tradition holds that accompanying
FormsFormsFormsForms ofofofof AddressAddress:AddressAddress When addressing a knight, tradition holds that accompanying the title is the
given name, and optionally the surname.
So, Isaac Strongarm may be called Sir Isaac or Sir Isaac
Strongarm, but never Sir Strongarm. Wives of knights are entitled to the honorific "Lady" before their
husband's surname. Thus Sir Isaac Strongarm's wife is styled Lady Strongarm, rather than Lady Isaac
Strongarm or Lady Heather Strongarm. The style Dame Heather Strongarm could be used; however,
this style is largely archaic and is only used in the most formal of situations.
Respect:Respect:Respect:Respect: Knights of Everest is a realm in which people treat each other with respect almost
always. This is especially easy to notice in the interactions between nobles and the common folk.
Nobles whether, hereditary or based on wealth and reputation, receive deference and respect (and
perhaps even affection) from other people. In turn, they work to uphold the ideals of nobility and do
what they can to deserve their positions.
Maintaining an atmosphere of generally healthy respect for good authority in your campaign
may prove difficult however, since some players may think of themselves as "rebels". They don't like
taking orders –or even suggestions—even from characters notably wiser and more powerful than
themselves. These players go out of their way to make it clear that they are in control of their actions.
The best way to keep such rebelliousness under control is to discuss it with the players in
advance. Before the campaign begins, make sure the players understand this concept of respectfulness
in the game. Players with characters in positions of obedience or deference should appropriately obey
or defer in most situations.
They should realize—through common sense and dramatic cues—when the time comes to
break the rules, but their default behavior should follow the general pattern. If a player can't (more
likely won't) comply, you (as DM) should feel free to deduct experience points for a particular adventure
in which the character acts inappropriately.
Its even more effective if you can work to show the character the error of his ways within the
game. Those that act rudely toward others who deserve better are sure to be shunned by respectable
society. Many doors may be slammed in the face of the character (both figuratively and literally).
Meanwhile, those that are kindly are sure to be shown respect in return (at least by good people). This
can certainly turn out to be a reward all its own.
And finally, obeying your "betters" is just fine when they deserve it but blind obedience is not
heroic. Servants of an evil warlord may be obedient to his will but unwavering servitude can only end
badly. Until someone is willing and able stand up for what's right, things won't get much better.
TheTheTheThe CodeCodeCodeCode RomulasRomulasRomulasRomulas You shall believe all that the Church of Romula teaches, and
TheTheTheThe CodeCodeCodeCode RomulasRomulasRomulasRomulas
You shall believe all that the Church of Romula teaches, and shall observe all its directions.
You shall defend the Church.
You shall respect all weaknesses, and shall constitute thyself the defender of them.
You shall love the country in which you were born.
You shall not recoil before thine enemy.
You shall make war against the Evil-Hearted without cessation, and without mercy.
You shall perform scrupulously thy feudal duties, if they be not contrary to the laws of Heaven.
You shall never lie, and shall remain faithful to thy pledged word.
You shall be generous and give willingly to those in need.
You shall be everywhere and always the champion of the Right and the Good against Injustice
and Evil.
There are several orders of knighthood within Romula.
orders are:
Two of the most prominent and prestigious
OrganizationOrganizationOrganizationOrganization ofofofof anananan orderorderorderorder
The organization of an established order of knights usually consists of the following: a Grandmaster, a
Seneschal (the Grandmaster’s deputy), a Marshal (responsible for direction of military affairs), a group
of High Officers (responsible for the order’s castles and troops), and a main body of knights.
ORDERORDERORDERORDER OFOFOFOF THETHETHETHE KNIGHTSKNIGHTSKNIGHTSKNIGHTS ROMULASROMULASROMULASROMULAS
This sovereign order of knights serves
as the military branch of the Church of
Romula. Knights Romulas swear fealty to the
Church and promise to uphold the ideals of
the Code Romulas. Membership is extended
to those demonstrating exemplary courage in
defense of religious principles or church
property. The order’s motto is: “A loyal heart
and a faithful spirit.”
A Grandmaster, who is elected by a
vote of the knighthood, leads the Knights
Romulas. To acknowledge his position, the
Grandmaster wears a red sash around his neck
bearing the emblem of the order. The
Grandmaster answers directly to the Grand
Matriarch of the Church.
Knights of the order wear golden
‘stars’ (badges) to denote their order. The
highest-ranking members of the order are
referred to as ‘star paladins’.
Like clerics, knights of the Order Romulas have the right to a church trial and cannot be tried
by secular authorities for any crime or trespass.
KnightKnightKnightKnight RomulasRomulasRomulasRomulas (Prestige Class):
If the optional rules for prestige classes are used, then the
Prestige Paladin is, in essence, the prestige class of the order.
Race:Race:Race:Race: Human only. With its close ties to the Church of Romula, it is unheard
Race:Race:Race:Race: Human only. With its close ties to the Church of Romula, it is unheard of for a member
of another race to join the Knights Romulas.
Grandmaster:Grandmaster:Grandmaster:Grandmaster: Lord Aaron Wundragon.
SeneschalSeneschal:SeneschalSeneschal
MarshalMarshal:MarshalMarshal
Sir Edwin Ramsey.
Sir Gilbert Basc.
HighHighHighHigh Officers:Officers:Officers:Officers: Sir Jay Frizten; Sir John Piers; Sir George Sprat; Sir Charlton Acres; Sir
Marc Jacques; Sir David Westmore; Sir Thomas Cranston; Sir Harold Falst; Sir Dimentrius Masinto;
Sir Guy Luvac.
Castles:Castles:Castles:Castles: Southfield (Commander Sir David Westmore), Starpeak (Commander Sir Marc Jacques),
Bracilot (Commander Sir Guy Luvac).
Knights:Knights:Knights:Knights: 225
CombinedCombinedCombinedCombined castlecastlecastlecastle garrisons:garrisons:garrisons:garrisons: 1,125
CoatCoatCoatCoat ofofofof Arms:Arms:Arms:Arms: Gold phoenix on red background.
Colors:Colors:Colors:Colors: Red tunics with coat of arms.
Chapters:Chapters:Chapters:Chapters: January 18th, July 2nd, November 28th.
ROYALROYALROYALROYAL ORDERORDERORDERORDER OFOFOFOF PURPLEPURPLEPURPLEPURPLE DRAGONDRAGONDRAGONDRAGON
More secular than the Knights Romulas,
this order honors exceptional service and loyalty
to the kingdom. Its knights are regarded across
the kingdom as exemplars of disciplined, skilled,
loyal soldiers. Purple Dragon Knights swear
fealty to the lord regent and promise to uphold
the Code Romulas. The order’s motto is:
“Strength and unity through service”
The king traditionally holds the title of
grand master. The grand master wears a silver
“dragon” badge, to acknowledge his position.
Purple Dragon knights wear silver rings
to denote their order.
PurplePurplePurplePurple DragonDragonDragonDragon KnightKnightKnightKnight (Prestige Class):
If the optional rules for prestige classes are used,
then the Purple Dragon Knight is available. Use
the rules for the prestige class of the same name
(presented in Complete Warrior).
OTHEROTHEROTHEROTHER ORDERSORDERSORDERSORDERS OFOFOFOF KNIGKNIGHTHOODKNIGKNIGHTHOODHTHOODHTHOOD OrderOrderOrderOrder
OTHEROTHEROTHEROTHER ORDERSORDERSORDERSORDERS OFOFOFOF KNIGKNIGHTHOODKNIGKNIGHTHOODHTHOODHTHOOD
OrderOrderOrderOrder ofofofof St.St.St.St. CuthbertCuthbertCuthbertCuthbert
Founded in the name of a sainted leader
of the Church of Romula, this order of knights now
welcomes warriors of any faith or nationality, so
long as they are willing to follow th e ideals of
chivalry. These knights roam the land, aiding
those in need, and defending civilized lands from
orcs, dragons, and other monsters. The symbol of
the order is a cudgel and its knights typically wear
simple brown or yellow tunics.
KnightKnightKnightKnight ofofofof St.St.St.St. CuthbertCuthbertCuthbertCuthbert (Prestige Class): If
the optional rules for prestige classes are used, then the Knight Protector (presented in Complete
Warrior) is available for knights of this order.
TheTheTheThe LegendLegendLegendLegend ofofofof St.St.St.St. Cuthbert:Cuthbert:Cuthbert:Cuthbert: In the default D&D setting, St. Cuthbert is an actual deity. In
Knights of Everest, he is (was) a powerful figure of legend, whose weapon (seeming to be nothing more
than a simple, well-used cudgel) was almost as famous as he.
Tales say that within his lifetime, St. Cuthbert traveled the length and breadth of Alphere.
When he did, he used his mace to strike against the infidels and evil beings he encountered. Although
wholly unremarkable in appearance, this weapon was rumored to hold great power. The cudgel has
become the symbol of the order, and in fact, many of its knights favor simple bludgeoning weapons
(such as maces and clubs) over slashing weapons (such as swords and axes), although this is not a strict
rule.
RighteousRighteousRighteousRighteous OrderOrderOrderOrder ofofofof thethethethe ChaliceChaliceChaliceChalice
The Chalice is an elite organization dedicated to
fighting evil outworlders, such as demons and devils. An order
ostensibly based in Romula, many knights of this order are
lone crusaders, maintaining only loose connections to their
order. The symbol of the order is a ruby chalice with crossed
ivory lightning bolts on the cup. Its knights typically wear red
and white tunics.
The Order of the Chalice is expanded upon in the
web enhancement for Complete Warrior. Reflavoring the
article for use in Knights of Everest is pretty straight-forward:
any mention of demons become fiends, the Abyss becomes
the Underworld. A subtle distinction: In the article, Knights of
the Chalice focus solely on demons; in Everest, they go after
both fiends (demons and devils) and other evil outworlders.
KnightKnightKnightKnight ofofofof thethethethe ChaliceChaliceChaliceChalice (Prestige Class): If the optional
rules for prestige classes are used, then the Knight of the
Chalice (presented in Complete Warrior) is available for
knights of this order.
LIFELIFELIFELIFE ANDANDANDAND SOCIETYSOCIETYSOCIETYSOCIETY Entertainment:Entertainment:Entertainment:Entertainment: Many
LIFELIFELIFELIFE ANDANDANDAND SOCIETYSOCIETYSOCIETYSOCIETY
Entertainment:Entertainment:Entertainment:Entertainment: Many people entertain themselves at festivals, community-wide celebrations of
holidays and royal birthdays. The sights and sounds of a festival are many. The aroma of baked bread
and steaming vegetables wafts through the air. Mothers gossip and children play, while merchants
peddle cornhusk dolls while bards tell fanciful stories of knights and dragons.
Tournaments are also very popular.
A tournament is a series of formal games that gives
knights and other warriors the chance to practice combat skills and impress the citizenry. The d20
sourcebook Relics & Rituals: Excalibur has an excellent section on tournaments (under Appendix I).
Check out this map of a Jousting Field.
MagiciansMagiciansMagiciansMagicians inininin RomulRomula:RomulRomula:a:a: The citizens of Romula give magicians a wide berth. Most hold
magicians in low regard, seeing them as practitioners of a dangerous art, cohorts with fiends from the
Underworld. Unlike clerics, who receive their spells and insight directly from heavenly sources,
magicians gain their spells from arcane, secret sources. Because of this disparity between the two
power groups, there is a long history of tension (and at times, outright violence) between clerics and
magicians in Romula.
Since there are so few magicians in the realm, magicians are most often self-taught, only rarely
do they apprentice themselves to another. This of course, leads to a lot of misunderstanding when a
budding magician’s spell goes out of control, and perpetuates the belief that magicians are
irresponsible and dangerous. All magicians are required to register with the Ministry of Magic.
COINAGECOINAGECOINAGECOINAGE
The gold piece is known as the royal, the silver piece is
the shield, and the copper piece is the penny. Gold royals bear
the image of the current king; silver shields bear the image of
the founder of the Knights Romulas; the copper penny bears the
image of the first king. All coins bear the coat of arms of the
kingdom on the reverse.
FURTHERFURTHERFURTHERFURTHER READINGREADINGREADINGREADING
For anyone interested in learning more about knights and feudal society in general (at least in
D&D terms), check out the d20 sourcebook Relics and Rituals: Excalibur.
Other excellent gaming sources include: Campaign Components: Knights (presented in
Dragon Magazine #299), and the Castle Guide (an AD&D 2 nd Edition supplement, free for download
from the Wizards of the Coast website).
Romula’s political capital started out as a humble timbering village known as Norwold. Prominence is
Romula’s political capital started out as a humble timbering village known as Norwold.
Prominence is a walled city, sometimes known as the North Wall. The city is surrounded by a 30-foot
high stonewall. There are only four gates in the wall—one inland and three facing the wharf-front. The
city itself is divided by interior walls into four districts or “quarters”, one quarter for each cardinal point
on the compass. In order to cut the crime rate, travel between city quarters is often restricted at night.
Only those with passes from the quarter watch commander may pass the gates. Many of the city’s
buildings are made of wood, although a few buildings made of stone can be found, mostly in North
Quarter. The nearby Druidwood provides Prominence with an abundant supply of timber.
WHATWHATWHATWHAT MEETSMEETSMEETSMEETS THETHETHETHE EYEEYEEYEEYE
The city is a crowded, noisy, unsanitary place. It is like the medieval cities of real world
Germany and Italy. Reading about these cities will provide information useful in describing
Prominence. The streets are very narrow, twisting, and dark. There is no sewage system, except for
trenches in the centers of streets. Pigs, chickens, geese, and goats are not uncommon in the poorer
sections of the city. Most buildings stand one or two stories. They are made of dried clay brick or mud
and wattle, constructed on a wooden frame. A few buildings are made of stone or fired brick. Most
businesses are on the ground floor, the owner living upstairs.
KEYKEYKEYKEY INHABITANTSINHABITANTSINHABITANTSINHABITANTS
POLITICSPOLITICSPOLITICSPOLITICS ANDANDANDAND POWERPOWERPOWERPOWER GROUPSGROUPSGROUPSGROUPS
GOVERNMENTGOVERNMENTGOVERNMENTGOVERNMENT
A mayor, who is appointed by the king, rules Prominence. The current mayor is a former city
militia member named Lord Brosen Entheim (LN male human, Warrior 8). Entheim often runs the city
as if it were a military post rather than a civilian city. The mayor’s hard-bitten approach to leadership is
tempered somewhat by Lady Angela Amansre (NG female human, Cleric 15), grand matriarch of the
Church of Romula. Angela spends much of her time away from Romulas Cathedral in North Quarter,
and moves throughout the other quarters, dispensing blessings, and hearing grievances. While Entheim
often criticizes this, Angela is allowed her eccentricities because of her long service to the church and
because she is well loved by the people.
POPULATIONPOPULATIONPOPULATIONPOPULATION ANDANDANDAND RACERACERACERACE
Prominence’s population normally holds steady at 50,000 beings. This can easily double
however during times of busy trade. Dwarves can be found here, although they are just as rare here as
elsewhere. Half-orcs and muls can also be seen, mostly working as general laborers or mercenaries in
the poorer South Quarter. Elves often pass through on business or trade, but almost never take up
residence within the city.
LOCALLOCALLOCALLOCAL HISTORYHISTORYHISTORYHISTORY
A decade ago, Prominence dealt with a major crime wave instigated by the thieves' guild.
In
the years since, the city watch has gained enormous power to do its job; sometimes even to the point of
fascism.
LAWLAWLAWLAW ANDANDANDAND ORDERORDERORDERORDER
Law enforcement is handled by two agencies within Prominence:
the city militia and the city
watch.
The city militia normally guards the city gates, patrols the roads outside the city, and
The city militia normally guards the city gates, patrols the roads outside the city, and serves as
garrisons for Rundvall Castle. The militia also serves as bodyguards for the royal family and as honor
guards for visiting diplomats. The city gates are manned by both the militia, who control access to the
city, and by watch patrols, who are ready to aid the militia in case of trouble, or to escort visitors, so
that the militia need to abandon their posts.
The city militia commonly wears chain shirts covered by red tabards emblazoned with the city’s
coat of arms. They are typically armed with longswords and clubs.
The city watch, seen far more often by most citizens and visitors, are the city’s daily domestic
police. A watch patrol usually consists of four members, afoot, one being an officer. All wear
distinctive red cloaks. They are typically armed with short swords and clubs; they don’t normally wear
armor unless a situation calls for it. Reinforcements rushing to the scene of a dispute may be on horse
and may wear any manner of armor and bear all manner of arms, as required by the situation. The
most heavily patrolled area of the city is North Quarter (home to many buildings of state and noble
estates), while the poorer south quarter (the docks) is by tradition, lightly patrolled.
Commanding the city watch is Captain Liam Hedrick (male human, Warrior 12, LG), a twenty-
year veteran of the force.
When the city militia or the city watch cannot contain a situation without significant danger to
lives and/or property, then the city’s rulers mobilize an elite cadre of adventurers known as Northern
Command.
NewNewNewNew Feat:Feat:Feat:Feat: Cosmopolitan (from the Player’s Guide to Faerun), is ported for the Prominence article, with
the added prerequisite: Dwarf (Prominence), half-orc (Prominence), human (Prominence), or mul
(Prominence).
PlacesPlacesPlacesPlaces ofofofof Interest:Interest:Interest:Interest: Whispering Wizard.
Shopping:Shopping:Shopping:Shopping: For ideas, consider the list in Dungeon Magazine #147 “100 Shops and Taverns” by
Russell Brown. Also check out this city event generator for ideas.
GOVERNMENTGOVERNMENTGOVERNMENTGOVERNMENT Alpharia is governed by a group of magicians known as the High Council of
GOVERNMENTGOVERNMENTGOVERNMENTGOVERNMENT
Alpharia is governed by a group of magicians known as the High Council of Alpharia, which is
presided over by the Grand Custodian.
The High Council is divided into a Chamber of Adepts (whose members may cast votes) and a
Chamber of Acolytes (whose members cannot cast votes but who may participate in all debates).
Members of the upper chamber receive the added title of “Master” (for members of 14 th -17 th level) or
“Grandmaster” (for members of 18 th or higher level). Members of the lower chamber receive the
honorific title “Councilor” or “Chancellor”.
Alpharian society is divided into over forty high houses. Each house controls a portion of land
and the people who live within its borders. Every house has the right to send one representative, who
must be a master magician, to the Chamber of Adepts. Although every house has the right to a place
on this Council body, not all can exercise this right; a few houses have no master magicians among
their numbers and thus cannot send a representative to the voting chamber. Furthermore, some houses
have regents who are of the required rank but choose not to attend the Council meetings unless they
have a compelling reason to do so. And some houses simply refuse to participate in the voting
process.
The Chamber of Acolytes meanwhile, is open to all magicians of rank throughout the realm.
In many cases, a house’s official representative to the Council is a non-voting magician of lesser rank.
The High Council is presided over by the Grand Custodian, who moderates all debates,
monitors the fulfillment of Council decisions, keeps detailed records of all proceedings, and oversees
upkeep of the Council Chamber itself.
When the High Council is in session, the Grand Custodian’s word is law. The Grand
Custodian is allowed to cast a vote only if a matter before the council ends in a tie. Should such a
situation arise, the Grand Custodian is mandated to cast the deciding vote. The Grand Custodian is
elected from among the grand masters by a vote of the High Council and serves for life. The current
Emperor is the green dragon Dalagh Surr.
SOCIETYSOCIETYSOCIETYSOCIETY
The magicians of Alpharia are chaotic, free, and individual. They believe in freedom of
thought and choice
but only for those few privileged enough to wield magic. Those who cannot
utilize magic are destined to serve in one fashion or another.
The Alpharian mind-set leads to the great beauty of their cities and arts, and to the great power
possessed by individual magicians. It also means that the Alpharians have little strength in unity—they
prefer to be off conducting their own magical exercises rather than ruling an empire.
Arcane magic has shaped Alpharian society; in this land, spellcasting ability brings money and
status. There is no “middle-class” in Alpharia. Those who do not belong to the upper class are farmer,
common laborers, rural craftsmen, low-level merchants, and such.
Slavery is permitted within the Empire, although it is uncommon. Most individuals are servants,
technically free, but possessing few rights. A servant does not possess magical ability and works for
another, sometimes for nothing more than room and board, but sometimes with a salary in addition. A
servant owns no land and belongs to the household of someone of the aristocracy. A servant can own
personal properties, and can move from one household (even if it displeases the owner) to
personal properties, and can move from one household (even if it displeases the owner) to another
(with the other’s permission, of course).
ENTERTAINMENTENTERTAINMENTENTERTAINMENTENTERTAINMENT
Alpharia has an active and skilled theater system, supported by the aristocracy—who comprise
most of the actors. Nearly every city has some sort of theater. Unlike theater troops in other lands,
Alpharian theater companies do not tour. They are associated with one theater and only there.
Alpharians also commonly use magic to entertain.
Such displays often include fireworks,
phantasms cast upon canvas, upon mirrors, inside bottles, or other mediums. Moving, posing,
apparently breathing portraits are sometimes made this way.
ALPHARIANALPHARIANALPHARIANALPHARIAN NAMESNAMESNAMESNAMES
Alpharians have only one name and identify themselves further by citing birthplace, father’s
name, etc. Alpharians choose children’s names for beauty and singularity. Few name their children
after others. An Alpharian name will have two or more syllables, and is chosen in the hopes that the
child will grow into it. For instance, Arkelos or Esterkan, names that can be boomed across a room,
might be given to a child whom (it is hoped) will grow into strong leaders. Shearel or Thelona, for
example, might be given to a child who are hoped to grow up cunning and beautiful.
RELIGIONRELIGIONRELIGIONRELIGION
For countless centuries, the Alpharians worshipped only power.
arcane mastery, they gave very little time to thoughts of faith and religion.
In the relentless pursuit of
Since the green dragon Dalagh Surr took the office of Grand Custodian almost five centuries
ago however, there has been a steady increase in organized religion throughout the empire. One of
the fastest growing religions is the dualistic religion known as the Scales of Io. The central opposition in
this dualistic system is between good, embodied by a deity known as Bahamut, and evil, represented by
Tiamat.
There are many reasons that may explain the phenomenal growth of the Scales of Io. For one,
the Grand Custodian is himself grand patriarch of the faith. Bahamut and Tiamat are both draconic
deities.
COINAGECOINAGECOINAGECOINAGE
Alpharian coins are minted in gold, silver, electrum, copper, and platinum varieties. The coins
are universally known as dragons, regardless of the metal used in their minting. Each coin bears the
seal of the house that mints it.
ALPHARIAALPHARIAALPHARIAALPHARIA CityCityCityCity ofofofof SecretsSecretsSecretsSecrets
Alpharia City proper is the most densely populated city on the continent. Over 100,000
individuals live in the city, and at least that many more populate the surrounding lands. FYI: Only
foreigners call it Alpharia City; to natives, the city is an extension of the nation itself.
ImportantImportantImportantImportant NPNPCsNPNPCsCsCs DalaghDalaghDalaghDalagh SurrSurrSurrSurr Titles: Grand Custodian
ImportantImportantImportantImportant NPNPCsNPNPCsCsCs
DalaghDalaghDalaghDalagh SurrSurrSurrSurr
Titles: Grand Custodian of the High Council of Alpharia, Chancellor of Aldendar, Grand Pontiff of Io
When the native people of Aldenar province were forced to relocate amidst an ongoing
conflict between two warring noble houses, the green dragon Dalagh Ral intervened on their behalf.
He stood in defense of their threatened homeland and took it upon himself to shepherd the refugees to
safer territory as the war continued to escalate.
When news of the war reached the High Council of Alpharia several months later, Dalagh Ral
was instrumental in making sure those responsible for the injustice to the people of Aldenar were held
accountable. In a highly usual move, he accepted a role as special representative of Aldenar province
to the High Council. For many years, at the behest of the High Council and the people of Aldenar, he
served as a diplomatic liaison between the two noble houses, which both laid claim to the region,
mediating disputes and settling grudges. Eventually, after years of careful and painstaking negotiation,
the two houses merged and Dalagh Surr (as his title was by then) became the Chancellor of Aldenar. It
was an official representative to the Chamber of Adepts (a position he didn't exactly qualify for, but
special dispensation was made due to his being a dragon). Nearly a century later, upon the death of
Grand Custodian Zeovi, the High Council elected him the new Grand Custodian.
Dalagh Surr is the grand pontiff of Scales of Io, a dualistic religion that is gaining prominence
within Alpharia.
The Immensea is a loosely allied group of city-states controlled by merchant princes, sea barons,
The Immensea is a loosely allied group of city-states controlled by merchant princes, sea
barons, and even outright pirate lords. These cities are all located along the coastline of Alphere's
largest inland sea, the Immensea, from which the vast region takes their name. The largest, most
prominent, and influential of these is the city of Immensea itself.
Innumerable tiny islands also dot the Immensea, and many villages and minor settlements can
be found there. Populated by a native tribal people known as the nuri, who have dwelt along the
shores of the Immensea since before the rise of the Citadel.
As might be expected, life in the Immensea region revolves around the sea.
It seems most
everyone provides support (in some manner, big or small) for the sea vessels and those who sail them.
The cities are cosmopolitan, while the islands are less so.
ReligionReligionReligionReligion
Religion in the Immensea region is as varied and diverse as its people themselves. The Church
of the Silver Flame predominates among humans here (as it does most elsewhere), although as a
whole, gold is pursued more avidly than any faith or spiritual enlightenment. The eclectic cosmopolitan
nature of the cities extends to faiths as well; representatives and followers of almost every religion and
faith can be found here.
A few of the more violent and dangerous cults have forged hiding places within the region.
One of the most active cells of the Blood operates quietly and secretly in the region. A number of
separate groups devoted to the Dark Six have long held positions of power and influence within the
region, though they rarely reveal their true natures or intentions.
RacesRacesRacesRaces All races are represented within the cities, and all are welcome. Interestingly enough, elves
RacesRacesRacesRaces
All races are represented within the cities, and all are welcome. Interestingly enough, elves are
especially numerous here, more so than anywhere else outside of the elven havens themselves that is.
Capital:Capital:Capital:Capital: The Citadel (fortified city) Population:Population:Population:Population: Dwarves,
Capital:Capital:Capital:Capital: The Citadel (fortified city)
Population:Population:Population:Population:
Dwarves, muls, humans, half−orcs
Government:Government:Government:Government: Dictatorship
Ruler:Ruler:Ruler:Ruler: Sons of Kagyar (group of 12)
Languages:Languages:Languages:Languages: Common, Dwarven
Trade:Trade:Trade:Trade: Weapons, armor, stone, coal, precious metals
Currency:Currency:Currency:Currency: Pound (1 gold piece)
A militaristic and totalitarian government of the dwarves, known as the Citadel, has
perpetrated war for centuries.
Alphere.
The Citadel currently controls two−thirds of the continent of
LawsLawsLawsLaws
All citizens are subject to the laws of the Citadel, and
all must pay some for of tribute to the government. Under
these laws, the burden of proof is upon the citizen to that he
has met all his financial obligations to the Citadel. Failure to
provide adequate proof is considered an admission of guilt,
and penalties range from confiscation of goods to the
common sentence to labor camps.
SlavesSlavesSlavesSlaves
Slavery is a commonly accepted practice in Citadel
controlled lands. A person can become a slave in one of two
ways: by being captured during war or other armed conflict,
or by being sold into slavery for committing some crime or
failing to pay one's debts.
A member of any race can become a slave, though
dwarves seldom enslave their own kind. It is rare for clerics
or magicians to become slaves, as they can usually escape
easily. Prudent slave traders simply execute them when they
capture them.
There are several classes
soldiers, and laborers to name a few.
of
slave:
gladiators,
GovernmentGovernmentGovernmentGovernment
The Sons of Kagyar are the ultimate authority within the Citadel. Once they were
mortal, now their voices ring throughout the halls of the Citadel while their bodies lie entombed
deep within the earth. Within the walls of their sanctuary, they can manifest as solid, if
translucent figures. In the outside world however, they are typically intangible, ghost−like.
Despite their disturbing appearance however, the Sons of Kagyar are not undead, not ghosts;
they simply have a different shape and appearance from most other living creatures. [Use rules
they simply have a different shape and appearance from most other living creatures. [Use rules
from Ghostwalk.]
The Sons of Kagyar first rose to power prior to the Time of Darkness. At a time when
the arrogance of the elves and the folly of the humans proved their undoing, the Sons of Kagyar
achieved their greatest desire: immortality. For over a millennium, they have fiercely held the
reins of power within the Citadel.
The
Legend
of
Kagyar:
One of the
mightiest warriors in the history of Alphere,
Kagyar’s exploits are the stuff of myth and
legend. One such legend tells that in act of
supreme arrogance, Kagyar challenged the Soul
Forger himself to a duel. He inevitably lost,
although Kagyar’s bold move gained him a sliver
of respect in his deity’s eyes. Kagyar became the
Chosen of the Soul Forger, although this was, for
the most part, a self−proclaimed title.
For all his posturing however, Kagyar was still merely a mortal. As the legend goes, the
All−Father soon regretted the small favor it had shown Kagyar. The unthinkable happened
when Kagyar was challenged by his offspring. Twelve members of the Clan of Kagyar gained
immortality when they “bled” his soul of incredible power.
TheTheTheThe MilitaryMilitaryMilitaryMilitary
The might of the Citadel has not arisen overnight, although years of planning and
preparation by the Sons of Kagyar allowed the military to expand at a nearly inconceivable rate.
A period of rapid expansion occurred in the waning years of the Time of Darkness.
The military employs rigorous training and recruitment programs. Missions into hostile
territory are considered to be routine for normal troops rather than the province of a few elite
units. Training for complex assaults is the norm.
OrganizationOrganizationOrganizationOrganization ofofofof thethethethe militamilitarymilitamilitaryryry
A decreased ratio of officers to troops gives the military a very lean fighting force.
Most military personnel can be classified under the following types: Troopers, assault crews
(who man attack vehicles), elite shock troops (fiercely dedicated, symbols of the Citadel).
The eight−man squad is the basic unit of the military. There are four squads in a
platoon, a lieutenant in command and a sergeant major as platoon adjutant, for a total of 38
troops in a basic platoon. A company is the smallest unit which is capable of extended
operations on its own. It has four platoons for 152 troops, with command elements and support
personnel raising the total to 180 men. A company is commanded by a captain who is served by
four staff officers, all of whom are the equivalent of a lieutenant in rank.
A battalion is a military unit composed of a headquarters and two or more companies.
Battalion HQ is commanded by a major with five staff officers whose ranks are equivalent of
captains. A regiment, composed of two or more battalions, is commanded by a lieutenant
colonel who runs an HQ identical in structure to that of a battalion. FurtherFurtherFurtherFurther
colonel who runs an HQ identical in structure to that of a battalion.
FurtherFurtherFurtherFurther ReadingReading:ReadingReading
Races of Stone, Complete Book of Dwarves (an
AD&D 2nd Edition accessory)
The average citizen lives a harsh life under Citadel control. Only the most bloodthirsty sports
The average citizen lives a harsh life under Citadel control. Only the most bloodthirsty
sports can entertain the crowds enough to distract them from their miserable lot in life. Mighty
gladiators spill blood in arenas throughout the empire. Such sport is a release for the crowd,
symbolic of what the downtrodden masses cannot perform themselves.
The Citadel is an oppressive regime. They need a release for the citizens, something
that allows them to vent is unhappiness. In the guise of magnanimously giving sport and
entertainment, the tyrants are actually ensuring that their positions will not be usurped by the
oppressed people.
The best gladiators rise above the crowd to become the popular heroes of the land.
Most are members of stables, warriors who will fight alongside one another in the games. Life
in a slave stable is hard. Gladiators receive very little care, since their owners typically hope to
make their money through the spectacle of the slave−gladiator's death. Gladiators who show
promise however are sent to gladiator schools to learn battle arts and increase their chances of
winning a purse.
Gladiatorial combat is incorporated into day−to−day life in many different ways. For
example, many worship ceremonies take the form of arena battles. These games are typically
"safe", with fighters in these ceremonies provided with healing. Resurrection is sometimes
promised but not is in no way guaranteed. Gladiatorial combat also commonly takes the form
of public execution. Enemies of the state and criminals are put into the arena to die in
vainglorious fashion.
In many cases, gladiatorial games occur as portions of larger tournaments. Several
types of matches exist. Singles Matches, Paired or Team Matches, Beast Fights, Tiered
Tournaments.
FurtherFurtherFurtherFurther ReadingReading:ReadingReading Campaign Components: Gladiators
(presented in Dragon Magazine #303) is an excellent article detailing
how you can add gladiatorial combat to your games.
Also, the Complete Gladiator's Handbook (an AD&D 2nd
Edition accessory) is recommended for its detail on slave stables,
gladiatorial training and descriptions of various gladiatorial arenas.
Erilene is the largest elven settlement in Alphere. Erilene, a low elven word meaning haven,
Erilene is the largest elven settlement in Alphere. Erilene, a
low elven word meaning haven, comprises the city proper and the
forests and islands surrounding it. Even more so than the typical
elven settlement, Erilene is a beautiful, sculpted city.
GGovernment:GGovernment:overnment:overnment: Erilene is ruled by an elected leader known as
the Speaker of the Moon, who also represents the elven people to the
world beyond the city. The Speaker of the Moon rules for forty years
before another election is held. There is no limit to the number of
terms an individual may serve. Erilene and the elves that live here
are fiercely neutral in worldly politics.
PopulationPopulationPopulationPopulation andandandand Race:Race:Race:Race: Over two million elves call Erilene and the surrounding forests and
islands home. While smaller elven communities in other lands may include some humans, Erilene is
exclusively a realm for elves —no other races are allowed to live or even travel through here. On
occasion, humans whom the elves deem responsible may be invited to visit. Humans only are
permitted entrance to Erilene; dwarves, half-orcs, and muls are almost always barred from entering.
Money:Money:Money:Money: The standard of exchange in Erilene is the luna. Known
to outsiders as
the silver moon,
it
is a large crescent
of silver
worth 1
standard gold piece. The elves are also the only people to use a durable
paper money, known as the leaf. The elven leaf is printed in various
denominations, and is worthless outside of Erilene (aside from
collectability).
The Speaker of the Moon rules the elf realm of Erilene and also represents the
The Speaker of the Moon rules the elf realm of Erilene and also represents the elves to the
world beyond.
CreatingCreatingCreatingCreating aaaa SpeakerSpeakerSpeakerSpeaker ofofofof thethethethe MoonMoonMoonMoon
Speaker of the Moon is an acquired template that can be added to any elf (referred to
hereafter as “the character”). It uses all the character’s statistics and special abilities, except as noted
here.
SpecialSpecialSpecialSpecial Qualities:Qualities:Qualities:Qualities:
The Speaker of the Moon has all the special qualities of the character in
addition to those listed below:
Name Attunement (Su): The Speaker of the Moon can hear her own name and titles spoken
anywhere in the world. When this occurs, she knows the exact location and name of the speaker. This
awareness is sufficient to allow the Speaker to scry on the individual as if she had just met them (DC
10). It does not convey enough information to allow the Speaker to immediately teleport to the
person’s location, though such information could be gleaned through other magical means, including
scrying.
Polygot (Su): The Speaker of the Moon can understand anything said to her in any language.
Additionally, the Speaker can make her words clearly understood in any language she has heard
spoken. This does not give the Speaker the ability to read or write a foreign language, even if she has
heard it spoken. It should be noted however, that during many diplomatic situations, tradition demands
that elves speak only high elven; in such situations, a translator is made available for outsiders.
Unless otherwise noted, the Speaker of the Moon is equivalent to the character in all respects.
LadyLadyLadyLady AlhannaAlhannaAlhannaAlhanna SilvercloakSilvercloakSilvercloakSilvercloak Female elf, CG Fighter 1,
LadyLadyLadyLady AlhannaAlhannaAlhannaAlhanna SilvercloakSilvercloakSilvercloakSilvercloak
Female elf, CG Fighter 1, Cleric 4, Paladin 5
Alhanna Silvercloak is beautiful, tall and slender, with platinum
white hair and violet eyes. For the last twenty years, she has served the
elven people as Speaker of the Moon.
Alhanna has two very distinct aspects to her personality. When
dealing with outsiders, she is reserved and distant; in fact, many non-
elves take this the wrong way, assuming her to be as cold and insensitive
as her magical elven sword, Frostbite. Among her own people, Alhanna
is more at ease, able to show her inner feelings, and share in their
powerful yearnings. She is, in all respects, the epitome of elf reserve and
decorum.
Alhanna grew up in the elven sanctuary of Moondeep. From an
early age, Alhanna knew she was different from other elves. She often
went on extended trips into the nearby forest. It was here, when she was
most alone, that Alhanna felt she could find answers to her questions.
During one such trip, Alhanna became hopelessly lost in an unexpected blizzard. Near death
from exhaustion and exposure, her life was spared when a beautiful elven woman appeared from out of
nowhere. The mysterious woman led her to shelter, and once Alhanna was safe, revealed herself as an
emissary of the Champion, leader of the Seldarine. She explained that although Alhanna was born of
mortal flesh, the child was actually a radiant being, not unlike the emissary herself. She explained that
Alhanna had been chosen by the Champion herself to serve a higher purpose. Alhanna lived with the
emissary for a year, deep in the forest. When she returned to the village of her youth, Alhanna was
changed. Bathed in radiant light, all who looked upon her knew that she was favored of the Champion.
QuoteQuote:QuoteQuote “Corellon guide my heart, Seldarine my sword.”
Aphere is home to numerous religions, ranging from widespread, organized churches that build towering cathedrals
Aphere is home to numerous religions, ranging from widespread, organized churches that
build towering cathedrals to honor their faith to skulking, nocturnal cults that perform their sacrifices in
hidden catacombs. Religion is integral to the many cultures and societies of Alphere. Unlike the real
world however, where countless wars have been launched in the name of religion, very few religious
wars have been ever been waged in Alphere. This is not to imply that religion is unimportant (far from
it), it simply means that things are different here.
TheTheTheThe GodsGodsGodsGods
In the Knights of Everest setting, each race worships an abstract ideal of its god (or gods).
These deities usually have conceptual (rather than specific) names. For instance, the dwarves refer to
their deity as the Soul Forger, while the gnomes refer to their deity as the Protector. The deities of
Alphere are incredibly distant, all-powerful entities; there are no game statistics for these omnipotent
beings. The gods lack conventional humanoid forms that might be recognized by mortals. When
asked to describe a deity’s appearance, followers might say the god looks like “inspiration”, “serenity”,
or some other abstract concept. Groups of gods are also worshiped, such as the Seldarine pantheon
of the elves, although it is slightly less common than monotheism.
PlayingPlayingPlayingPlaying aaaa nonnon-nonnon--human-humanhumanhuman clericclericclericcleric
One aspect of religion in Knights of Everest is distinct from many other fantasy settings: Most
non-humans are very private about their religious practices. Except for humans, each race’s religious
beliefs and practices are mostly hidden from outsiders. Very little is known about a particular race’s
religion by outsiders. For instance, a dwarven cleric will almost never reveal to a non-dwarf that he is a
servant of the Soul Forger. He would have to have been a longtime friend of the non-dwarf, and there
would need to be some pressing reason for him to make this admission. A dwarven cleric would
likewise only use healing magic on a non-dwarf if the other were a close friend and/or if matters were
extremely dire.
This unique approach to religion means it can be challenging to play a non-human cleric.
This unique approach to religion means it can be challenging to play a non-human cleric. The
intention is to provide opportunities for role-playing, not to create hindrances. Here are a few
suggestions that have worked in our games:
If, in your campaign, the players have the habit of looking at one another’s character sheets,
or secrets are hard to keep ☺, ask your DM if you can keep two different record sheets for your cleric
character. One, which you use in normal play, contains the normal information about the character’s
fighting abilities, feats, hit points, level, equipment, and so on. The other, which you don’t drag out at
a game except when you can be sure you aren’t being observed, also contains the information about
her clerical spells and her actual experience totals. This way, you can keep the truth about the
character’s clerical status from the other players for a longer time, and it will be more of a surprise if
and when the truth finally does come out.
There are no hard and fast rules for how and when it should be revealed that a non-human is
a cleric, but it should be a significant campaign event involving the whole party.
RaisingRaisingRaisingRaising thethethethe DeadDeadDeadDead
The nature of religion in Alphere has the following effect: If a character dies, she cannot be
raised by a cleric of a different race (unless a miracle or wish spell is expended, symbolizing intervention
by that race’s deity). Human clerics are able to raise a character of any race.
CORE BELIEFS The Church of Romula is the official religion of the Kingdom of Romula.
CORE BELIEFS
The Church of Romula is the official religion of the Kingdom of Romula.
It is a modern, more organized, incarnation of the many primitive fire-
worshipping faiths once practiced by tribes of humans scattered
throughout the continent. Founded just over five hundred years ago as
part of the then newly formed realm, the church has grown rapidly to
become the dominant religion among the humans of Alphere.
Outside the kingdom, the faith is more commonly referred to as the
Church of the Silver Flame (most prominently in the Immensea region).
It is a faith of strength against adversity and hope against darkness.
For many centuries, the church was recognized as peaceful and benign.
With the outbreak of the Infernal Wars however, it has become more
aggressive and proactive, bringing the forces of light to bear against
evil and corruption where it may seek to hide.
THETHETHETHE BASICSBASICSBASICSBASICS
The Church of Romula is neutral good with slightly fewer
clerics who are chaotic than those who are lawful. Clerics of the faith
normally wear white or blue clothing adorned with a stylized silver (or
rarely golden) flame serving as the universal symbol of the faith.
Ceremonies and holy days call for a thick silver or gold, blue-trimmed
sash in addition to the clerics traditional vestments.
The portfolio of the Shinning Faith is fire and light, strength
and protection. Its domains are Good, Healing, Protection, and
Strength. The favored weapon of the faith is the heavy mace (a
“bloodless” weapon), an early symbol of the church when the faith
was more benign and peaceful.
The teachings of the Church of Romula are:
• Destroy evil in all its forms. Fiends are particularly abhorrent to the church.
• Bring relief to those who suffer.
• Protect those who cannot protect themselves. Offer aid to those who can.
THETHETHETHE FLAMEFLAMEFLAMEFLAME IMPERISHABLEIMPERISHABLEIMPERISHABLEIMPERISHABLE The most important symbol of the
THETHETHETHE FLAMEFLAMEFLAMEFLAME IMPERISHABLEIMPERISHABLEIMPERISHABLEIMPERISHABLE
The most important symbol of the Church of Romula is the Flame Imperishable, a brilliant
silvery white fire set within the highest ramparts of Romulas Cathedral. It burns even today. Legends
say that Piergon Ismane (founder of the Knights Romulas) took the Flame after defeating the gold
dragon, which had terrorized Norwold, the village that would eventually become ‘North Wall’ or
Prominence. The flame was a symbol of Romula’s manifest destiny—brilliant, pure, and undying.
The Flame Imperishable is eternal. Legends say that it will burn until the very breaking of the
world. Today the flame is a symbol of hope amongst the faithful. Noble families incorporate its
iconography in their heraldry and knightly orders dedicate themselves to its preservation. Masses of
apathetic or uninformed commoners, however, think nothing of the flame’s tarnished image as it flashes
meaninglessly on the ancient coins trading between their grubby hands.
HOLYHOLYHOLYHOLY TEXTSTEXTSTEXTSTEXTS
The Church of Romula has one main text which is required reading for all clerics.
TheTheTheThe SilverSilverSilverSilver Flame:Flame:Flame:Flame: Written by several disciples who each received a vision from a triumvirate of
archangels, as well as a number of saints, this book is part sermon, part prophecy, with guidelines for
proper behavior. The book covers the origin and tenets of the faith and provides letters and guidance
from early members of the religion. Every cleric is expected to have a copy of this book and many are
very old, decorated with gilt lettering, calligraphy, and illuminations; very few copies are simple or
plain.
Copies of this book have a unique magical property:
They can be read normally in anything
other than complete darkness.
lighting conditions.
The reader simply sees the text as if reading it under the best possible
With the outbreak of the Infernal War, another book has began appearing in many shrines and
temples:
TheTheTheThe RighteousRighteousRighteousRighteous Fury:Fury:Fury:Fury: This is a short text written by several unnamed members of the Order of
the Chalice, pious knights devoted to eradicating fiends and stopping their machinations throughout
Alphere and beyond.
Entitled Tempus Reman in the Romulan language, the book has never been accepted as
canonical by the clergy, but has gained importance because it details the many threats facing the
church (a task the Silver Flame falls short on). The Righteous Fury has become a common reference,
giving names to and details on the powerful fiends and other insidious threats to the church. For
anyone seeking to be truly knowledgeable about the faith, it is required reading.
For instance, the Righteous Fury tells the story of the fiend Pazuzu, who desires to corrupt the
innocence, purity and honesty of the faithful. It tells of the re-emergence of the Disciples of Darkness,
an ancient human religion devoted to an elder evil known as the Lord of Darkness.
AAAA CLERIC'SCLERIC'SCLERIC'SCLERIC'S ROLEROLEROLEROLE
Clerics of the Church of Romula belong to their own ‘caste” that is, being a cleric is their
principal occupation. Most clerics live in the temple or in properties owned by the faith. When on
church duty, they are expected to wear clerical vestments and display church regalia prominently.
Clerics belong to a sovereign order, which means they have the right to a church trial and
cannot be tried by secular authorities for any crime or trespass.
Clerics are usually quiet and kindly, with the courage and resolve of a dragon.
They are
primarily nurturers and protectors but when time comes to bear arms they do not hesitate
primarily nurturers and protectors but when time comes to bear arms they do not hesitate to do so.
They use their powers to heal, nourish and otherwise aid the needy, while practicing the skills necessary
to protect their charges should the need arise.
Clerics pray at dawn, typically while standing and with their eyes open, heads raised upwards.
This posture symbolizes the cleric's acknowledgement of light and defiance of and vigilance against
darkness.
DUTIESDUTIESDUTIESDUTIES OFOFOFOF THETHETHETHE CHURCHCHURCHCHURCHCHURCH
The Church of Romula is the official faith of the kingdom. It has the right of coronation, and in
specific circumstances can even deny someone the right to take the throne. The church exercises this
power with care however, yet it still exerts a strong influence on both secular and church politics within
the kingdom.
The church demands a tithe of the faithful, an amount of money equal to 5% of a money-
earner’s wage. It is used for upkeep of the churches buildings and temples, purchase of supplies and
equipment for priests and such.
The church exerts considerable influence on its followers by being able to separate them from
the faith.
This punishment is visited only on those followers who most flagrantly defy the edicts of the
faith.
APHORISMSAPHORISMSAPHORISMSAPHORISMS
The everyday sayings and adages of the faithful tell a great deal about their beliefs and morals.
Bring strength to the weak; destroy the works of darkness and evil. For many generations this
phrase contained only the first part. During the tumultuous Infernal Wars, the latter was added to show
the church's change of heart. The first part is one of the key elements of the faith, and by modifying this
aphorism rather than separating the two, the second part shows how important this new idea is to the
faith as a whole.
Fire brings truth to light.
This phrase has gained popularity during the Infernal Wars.
It is a
denial by the Shinning Faith of the corrupting influence of the fiends. Put more simply: What's right is
right.
RELATIONSRELATIONSRELATIONSRELATIONS WITHWITHWITHWITH OTHEROTHEROTHEROTHER RELIGIONSRELIGIONSRELIGIONSRELIGIONS
The Church of Romula has very good relations with any good religion. It is friendly towards the
good-aligned deities of the elves, although like most non-humans, they are typically very secretive
about their religious beliefs and very little is known by outsiders. The church is cautiously respectful of
the militant teachings of the Soul Forger, the deity of the dwarves.
The Disciples of Darkness, an ancient human cult, recently more active, devoted to an elder
entity known as the Lord of Darkness or Eberus, is a strong rival and often outright enemy to the Church
of Romula. There are several stark contrasts to be made between the two faiths: One is devoted to
good, the other to evil; one symbolizes light, the other darkness; one is a young religion, the other is
very ancient. For the moment, the Church of Romula has the upper hand, but time will tell
The church opposes all evil and its most pernicious enemies are the fiends of the Underworld,
whose vile cults spring up like weeds among the wicked hearted. It is the responsibility of the Inquisition
to root these heretical groups out, as threats to proper worship.
THETHETHETHE INQUISITIONINQUISITIONINQUISITIONINQUISITION
The Inquisition is an office of the church tasked with eradicating heretics and destroying
fiendish cults, which threaten the law and order of the kingdom. Agents of the Inquisition,
fiendish cults, which threaten the law and order of the kingdom. Agents of the Inquisition, sometimes
known informally as witch hunters, are typically suspicious of everyone, with no qualms about killing
innocents, as long as they also manage to slay the guilty. Needless to say, their appearance elicits
dread in other folk.
Before the Infernal Wars, the Church of Romula had already suppressed heresy. However, it
was ad hoc, as the Church had no structured system for suppressing heresy. So the suppressions were
generally slow and without a pattern. In 812 AC, the Church of Romula together with non-secular
governments started to gradually develop a structured way to deal with heresy. In that time, Church
Councils (composed of bishops and archbishops) used local authorities to prosecute heretics.
At the turn of the 10th century, the pontiff assigned a sovereign order for the duty of inquisitors.
Since then, Inquisitors are few but act in the name of the pontiff and with full authority. They judge
heresy alone, using local authorities to put a tribunal and prosecute heretics. A Grand Inquisitor
presides over the office, and is most active now, during the height of the Infernal Wars.
ChurchChurchChurchChurch InquisitorInquisitorInquisitorInquisitor (Prestige(Prestige(Prestige(Prestige Class)Class):Class)Class)
If the optional rules for prestige classes are used, then the
Church Inquisitor is available (presented in Complete Divine).
THETHETHETHE ROLEROLEROLEROLE OFOFOFOF PALADINSPALADINSPALADINSPALADINS
A paladin belongs to the Order of the Knights Romulas, holy warriors who act as the military
branch of the Church of Romula. Not every knight of the order is a paladin of course, but by his very
nature, a paladin is always called into service with the knighthood.
Originally, Knights Romulas were responsible for accompanying disciples of the church on
religious pilgrimages, fighting off bandits and beasts that lay in wait. During the Infernal Wars, church
elders have decided that all evils are potential threats to their disciples, and send paladins into the
world to actively eliminate them. To a paladin, evil is an affront to his faith; destroying an agent of evil
is a holy act.
MYTHSMYTHSMYTHSMYTHS OFOFOFOF THETHETHETHE FAITHFAITHFAITHFAITH
The following myths and parables are frequently told by the clergy to teach valuable lesions to
the lay folk.
GiftGiftGiftGift ofofofof EternalEternalEternalEternal Light:Light:Light:Light: This lengthy myth tells of the Kingdom set upon by mortal, undead, and
demonic enemies. Years of battles damaged the land and killed many, but the Kingdom’s faith
remained strong despite these loses. Although their enemies besieged them every night, each morning
the sun rose as the deity’s gift to the people of the world and promise that even in the darkest hour light
will always return to drive it away. The myth finishes with a great battle that outlasted the night, and the
sun’s rays blasted the undead and broke the backs of demons, giving victory to the faithful and allowing
them to live in peace thereafter. This myth is unusual in that it says the first rays of dawn sunlight are
the righteous spirits of the dead returning to the world to give comfort to the living—a statement found
in no other part of the faith. Some claim it might be a late addition (originating during the Infernal
Wars perhaps) or a fragment of a revelation to the author.
PunishmentPunishmentPunishmentPunishment ofofofof thethethethe Undead:Undead:Undead:Undead: This fable tells how some of the first mortals came to fall from
light, researched evil magic, and became vampires –creatures of the night that can only take life, not
give it. By cursing and turning from the light, they made it so they could never look upon it again
without being destroyed. The fable points out that this destruction is a result of the undead turning their
hearts and souls from light, not because of divine wrath. The Creator’s forgiveness is total, the loss of
these children caused great sadness, not anger (although the evil they wrought caused great anger).
The story tells that divine power would be used to redeem them if they asked. The story explains why
undead suffer from the sun’s light but if they turn away from evil, they would welcome them back into
the illuminated graces of the Creator. Cuthbert is a traveling priest of the Church of
the illuminated graces of the Creator.
Cuthbert is a traveling priest of the Church of
Romula. He is of common appearance, an elderly
man, white haired with a long moustache, wearing a
crumpled green hat and russet clothing. He carries
what appears to be a plain wooden cudgel;
according to popular rumor however, this simple
weapon is anything but. His most decorative item is
a medallion overlaid in silver and a starburst of rubies
set within. The medallion is not so much a display of
wealth as is is a way for the cleric to carry wealth that
can be easily distributed when necessary, such as by
donating a few gems to a struggling community.
Cuthbert of the Cudgel (as he is often known) is a curmudgeon of an old man --set in his ways,
certain he knows best, and quick to gripe about the shortcomings of others. Despite this, he is benign,
holding an unwavering dedication to goodness and lawfulness. His no-nonsense attitude appeals to
the commoners and frontier folk whose hard lives he touches in his many travels throughout the land.
Plainspoken and intolerant of backsliding, he is a stern disciplinarian in a world where evil lurks just out
of sight. Common sense and honesty are the basis of good character, and if these virtues were more
common, everyone would be better off. He is a practical man who gets the job done, for nothing is
worth doing if not done well, whether that means raising a barn or crushing an orc's skull.
Cuthbert travels widely throughout the many rural communities of Alphere, espousing the
virtues of common sense, zeal, honesty and truth. A simple shepherd, accepting of all races and
creeds, he teaches by example that hard work, truth, forthrightness, and discipline are the keys to just
rewards in this life and the next. Lies, sloth, and moral weakness lead to wickedness and failure. He is
a stern paternal figure, stingy in praise and quick to lecture but doing so out of love and concern for his
friends.
EErreebbuuss iiss aann aanncciieenntt bbeeiinngg——oollddeerr ppeerrhhaappss tthhaann eevveenn tthhee ggooddss
EErreebbuuss iiss aann aanncciieenntt bbeeiinngg——oollddeerr ppeerrhhaappss tthhaann eevveenn tthhee ggooddss
tthheemmsseellvveess
IItt iiss kknnoowwnn tthhaatt hhiiss rreeaallmm wwaass tthhee MMaatteerriiaall PPllaannee wwhheenn iitt
wwaass nnootthhiinngg bbuutt aa vvaasstt eemmppttiinneessss,, aa rreeaallmm ooff eennddlleessss vvooiidd tthhaatt hhee
eexxuulltteedd iinn
WWhheenn tthhee ggooddss ffaasshhiioonneedd tthhee wwoorrllddss,, EErreebbuuss ttooookk ooffffeennssee,, aass
tthheeyy ddeecciiddeedd ttoo uussee hhiiss rreeaallmm aass tthheeiirr ffoouunnddaattiioonn,, eeffffeeccttiivveellyy rruuiinniinngg hhiiss
eemmppttyy ppaarraaddiissee wwiitthh tthheeiirr ccrreeaattiioonnss
RReellooccaattiinngg iinn ddiissgguusstt ttoo tthhee nneewwllyy
ffoorrmmeedd PPllaannee ooff SShhaaddooww,, EErreebbuuss wwaattcchheedd tthhee ccrreeaattiioonnss ooff tthhee ggooddss ggrrooww
aanndd fflloouurriisshh,, sspprreeaaddiinngg tthheeiirr ttaaiinntt ooff eexxiisstteennccee ttoo aallll ccoorrnneerrss ooff tthhee
mmuullttiivveerrssee
HHaatteeffuull ooff tthhee ggooddss aass mmuucchh aass tthheeiirr wwoorrkkss,, hhee aassppiirreess ttoo
bbrriinngg aabboouutt tthhee ffaallll ooff aallll ggooddss aanndd eevveerryy mmoorrttaall rraaccee aanndd wwoorrlldd,,
rreettuurrnniinngg tthhee ppllaanneess ttoo tthhee eemmppttiinneessss hhee oonnccee rreevveelleedd iinn
EErreebbuuss iiss aa sseellffiisshh aanndd uunnccaarriinngg bbeeiinngg wwhhoo hhaatteess tthhee lliigghhtt aanndd ddeessiirreess ttoo sseeee aallll wwoorrllddss
rreettuurrnneedd ttoo tthhee lliiffeelleessssnneessss ooff aa nneevveerr--eennddiinngg nniigghhtt
FFrroomm hhiiss tteemmppllee ppaallaaccee oonn tthhee PPllaannee ooff SShhaaddooww,,
hhee mmaakkeess ggrraanndd aanndd wwiilldd sscchheemmeess ttoo ffuullffiillll hhiiss iimmpprroobbaabbllee ggooaall,, eexxppeennddiinngg lleeggiioonnss ooff sseerrvvaannttss oonn eevveenn
tthhee mmoosstt iimmppoossssiibbllee pplloottss
AAlltthhoouugghh hhiiss ddeeccaaddeennccee aanndd pprriiddee mmaakkee iitt uunnlliikkeellyy tthhaatt hhee wwiillll eevveerr sseeee hhiiss
ddrreeaammss ffuullffiilllleedd,, hhiiss ccuullttiissttss,, kknnoowwnn aass tthhee DDiisscciipplleess ooff DDaarrkknneessss,, aarree zzeeaalloouuss ffaannaattiiccss,, aanndd hhiiss ppoowweerr
uuppoonn tthhee PPllaannee ooff SShhaaddooww ((tthhee eennttiirreettyy ooff wwhhiicchh hhee ccoonnssiiddeerrss hhiiss ddoommaaiinn)) iiss nneeaarrllyy uunnmmaattcchheedd
EErreebbuuss hhaass ffeeww wwoorrsshhiippeerrss oonn tthhee MMaatteerriiaall PPllaannee
TThhoossee wwhhoo sseerrvvee hhiimm tthheerree ccoonnggrreeggaattee iinn
sseeccrreettiivvee ccuullttss,, uussuuaallllyy iinn ppllaacceess ooff pprriimmeevvaall ddaarrkknneessss,, ssuucchh aass tthhee EEvveerrddaarrkk’’ss ddeeeeppeesstt ddeepptthhss
FFrroomm
tthheerree,, tthheeyy sseeeekk wwaayy ttoo ggaaiinn tthheeiirr ppaattrroonn’’ss ffaavvoorr,, ssuucchh aass aattttaacckkiinngg tthhee wwoorrsshhiippppeerrss ooff ggooddss ooff lliigghhtt,,
ddeessttrrooyyiinngg rraacceess tthhaatt ddeelliigghhtt iinn tthhee ddaayylliigghhtt,, aanndd eevveenn pplloottttiinngg wwaayyss ttoo eexxttiinngguuiisshh tthhee ssuunn
SSiinnccee tthhee
oouuttbbrreeaakk ooff tthhee IInnffeerrnnaall WWaarrss,, tthhee DDiisscciipplleess ooff EErreebbuuss hhaavvee ooppeerraatteedd mmoorree ooppeennllyy oonn tthhee ssuurrffaaccee wwoorrlldd,,
ccoommiinngg iinnttoo ddiirreecctt ccoonnfflliicctt wwiitthh tthhee CChhuurrcchh ooff RRoommuullaa,, aa hhuummaann rreelliiggiioonn ddeevvootteedd ttoo ggoooodd
== == ==
IInn tthhee ddaarrkkeesstt,, ccoollddeesstt rreeaacchheess ooff tthhee EEvveerrddaarrkk,, aann eellddeerr eevviill
bbeeggiinnss ttoo ssttiirr
EErreebbuuss iiss iinnttrroodduucceedd iinn DDrraaggoonn MMaaggaazziinnee ##332222
IInn tthhee
sseettttiinngg ooff EEvveerreesstt,, hhee iiss aann ““EEllddeerr EEvviill”” aass ddeessccrriibbeedd iinn tthhee ssuupppplleemmeenntt ooff
tthhee ssaammee nnaammee
AAnn aassppeecctt ooff EErreebbuuss uusseess tthhee ssttaattss aanndd pphhyyssiiccaall
ddeessccrriippttiioonn ffoorr ““FFaatthheerr LLllyymmiicc”” ffrroomm EEllddeerr EEvviillss
TThhee eennccoouunntteerr aarreeaass aarree
aallssoo ppoorrtteedd,, wwiitthh eeaacchh eennccoouunntteerr oonn tthhee iinnvveerrtteedd ““mmoouunnttaaiinn”” lleeaaddiinngg
ddeeeeppeerr aanndd ddeeeeppeerr iinnttoo tthhee EEvveerrddaarrkk
EErreebbuuss
iiss
aallssoo kknnoowwnn
aass tthhee DDeevvoouurreerr ooff LLiigghhtt,, KKiinngg ooff
SShhaaddoowwss,, aanndd tthhee VVooiidd BBeettwweeeenn tthhee SSttaarrss
HHiiss aanncciieenntt ssyymmbbooll iiss aa
hhoorrnneedd aarrcchh aanndd tthhee ffaavvoorreedd wweeaappoonn aammoonngg hhiiss ddiisscciipplleess iiss tthhee
““SShhaaddooww LLaasshh”” ((wwhhiipp))
Among its myriad societies and cultures of Alphere, there lies an insidious threat to the
Among its myriad societies and cultures of Alphere, there lies an insidious threat to the land, an
unseen menace that is perhaps the people’s greatest enemy:
They are not gods but the fiends possess power beyond
mortal comprehension and they are often worshipped as such by the
malevolent. Unlike the always-distant gods, fiends are very active
within the mortal world. They have no compunction about using the
full extent of their power and influence in the earthly realm. Like the
gods, these incredibly evil beings are keenly interested in the affairs of
mortals; some for no other reason than to prey upon and exploit
them, while others find pleasure in the destruction and madness they
bring to the world of men.
The mortal servants of the fiends are often organized into
cults, and are very nearly as dangerous as the fiends themselves.
Although unable to provide divine prayers to their followers, the fiends
are powerful patrons and inspire fanatical devotion.
Over countless millennia, innumerable fiends have taken an
active interest in Alphere. While the gods often have only conceptual
names, the fiends are usually specifically named. The Church of
Romula recognizes a group of fiends that its calls the Dark Six as the
most prominently involved in mortal affairs. Listed in Righteous Wrath
(a holy book of the faith), their names are: Erebus, Orcus, Pazuzu,
Mephistopholes, Tiamat, and Vecna.
Other names are sometimes
substituted, one for another, this is but a typical listing. The Inquisition
was formed to combat the insidious threat posed by these fiends and
countless others.
The Abyss and the Nine Hells are known collectively as the
Underworld (or less commonly Hell) among the sages of Alphere.
Also, the Church of Romula does not differentiate between demons
and devils, rather, both are referred to indiscriminately as fiends.
Typically, demons are the destroyers while devils are the corruptors (a
nod to 4e).
"Fiend" is a term used loosely, especially when it comes to the Dark Six. For instance, Vecna
and Erebus aren’t strictly fiends; that is, they are neither demon nor devil, nor even figures of the
Underworld. Unlike the core setting, the Arch Lich is not a deity. Likewise, the Lord of Darkness is an
elder evil (as described in the supplement of the same name). Their power levels and activities are
fiendish enough however that they are often classified as fiends. Also, Tiamat is actually a devil in
Knights of Everest, not a deity as in the core setting. The evil Queen of the Dragons, she rules
Avernus, the first circle of Hell (a nod to 1 st edition, see Tiamat's MM entry).
HistoryHistoryHistoryHistory CheckCheckCheckCheck Vecna is widely regarded as the Arch Lich of Alphere, yet very little
HistoryHistoryHistoryHistory CheckCheckCheckCheck
Vecna is widely regarded as the Arch
Lich of Alphere, yet very little is known for
certain about his time as a mortal. The most
frequent stories say that before he became a
lich, Vecna ruled an ancient empire, using a
different, yet unrevealed name. Many sages
believe Vecna was a human warlock (perhaps
the first) infamous for trafficking with an
archfiend referred to (in the most obscure of
texts) as the Serpent.
rule. That vicious rule ended however, when
Vecna’s fiendish patron decided it was time to
collect payment for the dark powers it had
bestowed upon him. When Vecna refused to
submit, the archfiend called upon the vampire
assassin known as Kas.
Its pact with Vecna
was only one of many that the archfiend
maintained in the mortal realm; Kas was
another.
According to legend, it was the
Emperor who made first contact, drawing the
archfiend’s attention to the mortal realm. Had
the Emperor not actively sought it out, the
theory is that the archfiend might have been
content to overlook Alphere altogether, thus
sparing the land and its people from centuries
of unrelenting strife and outright destruction at
the hands of the fiends of the Underworld.
In his guise as Emperor, sitting upon
the Spidered Throne, the man that would
become known as Vecna is believed to have
committed horrible evils, exploited the lives of
anyone unfortunate enough to live under his
A ruthless warrior of unparalleled
prowess and cruelty, sometimes known as the
Bloody-Handed, Kas was set upon the trail of
Vecna by the archfiend. Realizing that the
vampire was vastly more powerful, Vecna
wisely decided to flee. Kas pursued him for
many years, and it was during this trying time
that Vecna learned the importance of
knowledge, and even more, the lure of secret
knowledge. If he should discover the right
secret about his pursuer, Vecna knew that it
would give him a much-needed advantage
over Kas. Secrets have power, if only because
they are lost or a person deliberately did not
want them to be found. Vecna became
obsessed with power in all its myriad forms.
Decades passed and Vecna continued on with Kas still in relentless pursuit. Many times, in
Decades passed and Vecna continued
on with Kas still in relentless pursuit. Many
times, in countless lands, the assassin came
close to acquiring his target, but was never
able to close in completely. As an unaging
vampire, Kas did not feel the passing of years,
but Vecna was still mortal, and so inevitably, he
began to slow. He had never given up his own
relentless pursuit of secrets however and
eventually Vecna discovered the process that
would transform him into lich, giving him a
definite edge in the inescapable battle to
come. As an undead magic-user, Vecna would
no longer need to be concerned with the frailty
of his body. By this time however, Kas had
finally caught up with him.
combatants were three terrible artifacts, the
Hand and Eye of Vecna and the Sword of Kas.
After the battle, the villains were thought
destroyed; as of this writing however, final
death is not to be had in either case. In fact,
Vecna continues to be pursued to this very day,
although it is not Kas on his tail at the moment.
The archfiend, the Serpent himself, will make
sure Vecna is held accountable. Unlike Kas
however, the archfiend is much more covert in
the pursuit. It is due in large part to his
unearthing of dark knowledge and long-buried
secrets, that Vecna is even aware of his fiendish
pursuer and manages to stay one step ahead
of him.
Legends tell that the resulting battle
raged for days, with Vecna employing dark
magics the world had never known and Kas
severing the lich's left hand and eye. Earlier it
was mentioned that if Vecna should discover
the right secret about Kas that it would give him
a much-needed advantage. Vecna had indeed
learned just such a secret: Kas' sword
possessed actual sentience. Using forgotten
magic, the lich whispered privately into its
thoughts, effectively driving the inhuman
intelligence within the sword insane. Fighting
against his own sword in addition to Vecna,
Kas was unable to bring the battle to a swift
conclusion.
When the smoke and magic-storms
cleared,
all
that
remained
of
the
evil
Centuries have passed, and the
artifacts have traveled from land to and,
sowing evil wherever they go. Although his
mortal realm was long broken, Vecna's name
still carries a dread weight, and cults of fear
grow about him. Some seek his artifacts for
their power, others think they are the keys to
finding Vecna himself, and a few even wish to
worship his greatness in hopes that he will
teach them. Vecna's cults are incredibly secret,
often with no more than a handful of
individuals meeting over the course of a year.
They remain quiet, communicating in codes
and symbols drawn on doors or muttered in
dark alleys. While some join the cult willingly,
many who join do so because another cultist
knows some damning secret about them and
the only way to mitigate it is through service or
by learning a similar secret about their
tormentor.
While the legion of fiends is perhaps mankind’s most pernicious enemy, angels are without doubt
While the legion of fiends is perhaps mankind’s most pernicious enemy, angels are without
doubt its staunchest ally. The Heavenly Host is a strictly military division of angels and celestial
servants. There is another, less militaristic division known as the Heavenly Hierarchy. These are the
angels tasked with dealing directly with the mortal world.
Seven archangels lead the Heavenly Hierarchy:
Barachiel the Messenger, Domiel the Mercy-
Bringer, Erathaol the Seer, Pistis Sophia the Ascetic, Raziel, the Crusader, Sealtiel, the Defender, and
Zaphkiel the Watcher. Ever mindful of the vast power at their command and the responsibility it brings
with it (especially within the confines of a mortal realm), only a few of these paragons of Heaven have
openly revealed themselves to the world. The Church of Romula recognizes three out of the seven; a
triumvirate of archangels who directly inspired the writings of Silver Luminance, the holy book of the
faith.
Druidism is an ancient religion whose depth in both history and culture remains largely unrevealed
Druidism is an ancient religion whose depth in both history and culture remains largely
unrevealed and unexplored, even to the most wizened sages and learned philosophers. None can
honestly claim to know the how, when, and where of its genesis (nor do they try). Rather, most consider
that it always has been and always will be. In some ways, the Faith (as it is so often simply called)
appears almost sentient, revealing itself in time of greatest need, waiting to be discovered by its
worshippers.
The druidic faith is a federation of regional priesthoods that form a loosely organized
worldwide faith, all of whose members worship Nature and follow a similar ethical philosophy. Druids
divide their world into regions, here called domains. A domain is a well-defined geographic area
bounded by mountain ranges, rivers, seas, or deserts—druids have divided the continent of Alphere into
four domains. Druidic regions do not rely on political borders, or on racial or ethnic groups; a domain
can encompass several countries, races, and peoples.
TheTheTheThe CirclesCirclesCirclesCircles
All druids dwelling within a domain are organized into circles. Circles typically are named for
the geographic area their domain occupies, but sometimes they bear other names, harking back to
their foundation. For instance, druids in Alphere have formed the “Sovereign Sea Circle” and the
“Circle of Amaru”.
The members of a circle hold themselves responsible for the well being of the wilderness and
the continuations of the orderly cycles of Nature within their domains. Circles operate within a very
loose structure. They use no large temples or abbeys, for rarely do more than a few druids live
together. All druids within a circle acknowledge a single greater druid as their leader and recognize
this figure’s moral authority.
LifeLifeLifeLife AfterAfterAfterAfter DeathDeathDeathDeath
Since they see the universe as a cycle or series of cycles, druids believe the life force of a
person (especially one who follows the old faith), is reborn again and again. A being’s reincarnation
will not remember a former life but may possess a similar personality.
Druids believe a person’s soul may be reincarnated into an animal instead of a sentient
being—yet another reason they revere all the world’s animals. This reverence for the eternal cycle of
life may also explain the unique unifying effect druidism has upon the races of Everest (see below).
According to the faith, it is entirely possible for instance, that a dwarf and an elf, meeting for the first
time today, are actually related in another life, whether from long ago or even into the future.
TheTheTheThe PeoplePeoplePeoplePeople
The Old Faith teaches that all people are interconnected. Far flung as they may be, all people
are your kin, as if you were a member of a great tribe that includes members of all races across the
world. Another element of druidism that apparently has a unifying effect upon the races is the secret
language of the druids themselves.
TheTheTheThe SecretSecretSecretSecret LanguageLanguageLanguageLanguage Earlier it was mentioned that the Old Faith
TheTheTheThe SecretSecretSecretSecret LanguageLanguageLanguageLanguage
Earlier it was mentioned that the Old Faith appears almost sentient, revealing itself in times of
greatest need, waiting for just the right moment to be discovered by worshippers. This is most evident in
Druidic, the secret language of the faith.
Like any language, Druidic has its own words and scripts. Druidic is far from just another
mundane language however. For druids, it acts as a sort of ‘universal translator’. Druids speak and
write Druidic on a sub-conscious level (they don’t use it consciously). They use their own native
language and their words are magically transformed into Druidic.
When these words are read or
heard by another druid, they are then ‘translated’ into that druid’s native language. Non-druids hear
and see only the indecipherable words and scripts of Druidic. The intent to communicate is what brings
the magic of the language to life. In game terms, the translation itself is an illusionary effect.
For instance, a dwarven druid wishes to write a letter for other druids to read. The words he
writes out (in dwarven) come out looking like this:
Danger ahead
This is what Druidic script looks like; this isn't Dwarven, even though that’s what the druid was
thinking as he wrote the words. When an elven druid comes along and reads the same words, she
'sees' Elven words (to her, they look like this):
Danger ahead
A gnomish druid on the other hand, would see the words in Gnomish. Non-druids see only
Druidic script (the first illustration), undecipherable to them.
Another example: Two druids (a dwarf and an elf) meet and wish to talk to each other
exclusively. Each speaks in his or her own tongue; the dwarf hears the elf in his own tongue and the elf
hears the dwarf in hers. Only the druids are able to understand the conversation, everyone else hears
only indecipherable Druidic (not Dwarven or Elven).
This secret language is a gift of the Faith itself. Its magical nature makes it impossible to teach
Druidic to non-druids; nor are non-druids able to learn the language.
NonNon-NonNon--Human-HumanHumanHuman TraditionsTraditionsTraditionsTraditions
Unlike religion in most of Alphere, druidism is not divided along racial lines. Each race has its
unique traditions and services, separate from all others, but the core beliefs of the Old Faith remains
very similar among all races, whether human, dwarf, or elf.
Druidism is the first religion in the history of Alphere to ever have a unifying effect among the
races. Most who are knowledgeable about such things agree this is an unintentional result. Over the
millennia however, other religions have attempted such results by design; some have even met with a
measure of success (such as the Eversoul), while others have simply faded with little lasting impact.
TheTheTheThe Dwarves:Dwarves:Dwarves:Dwarves: Prior to their emergence from the Everdark onto the surface world, the dwarves
thought very little about the place and power of Nature. Far beyond their lightless underground
strongholds however, the dwarves felt exposed and vulnerable, an intolerable feeling for any dwarf.
The dwarves soon realized that the connection they felt with the deep earth did not need to be
diminished on the surface. Through druidism, the dwarves could achieve full strength, both on the
surface and below. Among the dwarves druidism is referred to as the Land, and focuses
surface and below. Among the dwarves druidism is referred to as the Land, and focuses on two distinct
aspects: Above, symbolized by light, and Below, symbolized by darkness.
TheTheTheThe Elves:Elves:Elves:Elves: When the elves first arrived on Alphere thousands years ago, their clerics were out
of contact with the Seldarine for a time. During this period, spanning several tumultuous decades, the
elves discovered druidism. It was during these early years that the Rangers first came into prominence
among their people, gaining prestige and respect as an elite order of holy warriors that has been
carried into the present day.
Heirophants are one of the most ancient religious orders imaginable, having existed on Everest, in
Heirophants are one of the
most ancient religious orders
imaginable, having existed on Everest,
in one form or another, for tens of
thousands of years. They wield power
beyond the ken of most mortals.
Heirophants are a unique part of the
old faith. Some go so far as to say
they are the faith.
Hierophants typically respect
the great druids (the leaders of the
circles), but need not obey their
mandates nor operate within the
borders of any circle.
Unlike many lesser druids,
hierophants always have a global
perspective and agenda. They
concern themselves with the rise and
fall of empires, the migrations of
peoples, or the growth or extinction of
a species. Hierophants are notorious
behind-the-scenes manipulators. Their
life spans extended through divine
magic, many hierophants weave subtle
schemes with far-reaching plots that
might take many decades to hatch.
Hierophants use the rules for
“Epic Characters” found in Chapter 6
of the Dungeon Master’s Guide. Epic level rules are introduced in the Epic Level Handbook (and
updated in the v.3.5 Update Booklet).
A note on Epic Characters: No one gains fantastic levels anonymously in Everest. In the
Forgotten Realms campaign setting, a wizard might go from 20th to 30th level and hardly be noticed
by the general populace.
No Knights of Everest character can escape the consequences of superior experience.
High-
level characters become victims of their own success.
Fighters find themselves heading huge armies,
like it or not; druids and magicians are invariably drawn into the ranks of the hierophants and magi
respectfully.
RecommendedRecommendedRecommendedRecommended ReadinReading:ReadinReading:g:g: “Ancient PCs: Playing Elders in D&D” by Hal Maclean (presented in
Dragon Magazine #354). Even if these rules are not used, the hierophants are considered to have the
Endless special ability: A creature with this special quality ceases to age once it achieves a certain point
in its life cycle. These creatures exist in a special kind of physiological stasis, counteracting all the
consequences of advancing years that usually lead to frailty and eventually death.
Everlore:Everlore:Everlore:Everlore: In a time now forgotten by all but the most ancient of beings, a
Everlore:Everlore:Everlore:Everlore: In a time now forgotten by all but the most ancient of beings, a terrible war erupted
between two families of sorcerers—one good and one evil— that controlled great empires. Sorcerers
on both sides vowed to fight until they were utterly triumphant, seeking to purge their rivals from the
earth. With fearsome magic and dragon armies they battled for centuries, neither side winning final
victory
.
In the course of the warfare, the sorcerers wrought vast destruction on the world—forests
blazed up, islands sank into the sea, entire races became extinct [bye, bye, hobbits]. During the
centuries long war, a small number of druids amassed a great and vast power, the likes of which had
never been seen on Everest (then or now). Finally, the hierophants (as these druids called themselves)
decided to intervene in the destructive war.
Calling upon the power of the gods themselves (or so it seemed), the hierophants caused a
star to fall from the very sky, into the midst of the two warring armies. Known as the Starfall, the death
toll was massive, the destruction unimaginable. The loss of human life, though incalculable, would
eventually replenish itself. The damage to Nature was much more devastating. To this very day, the
Starfall is a wound to Nature that has never healed. The hierophants had to make a tough decision: If
the war were allowed to continue, then the damage to Nature would be much worse than even that of
the Starfall. So, the hierophants decided to act.
The hierophants demanded peace talks begin immediately. Despite the devastation, the two
empires continued to fight. They felt certain the powerful druids wouldn’t attempt such a destructive act
again. They were wrong. Within a matter of months, another Starfall was called upon by the
hierophants. This time, the warring armies listened, their vast numbers nearly decimated by the
incredible destruction.
The hierophants have bitter enemies in the ancient remnants of the warring sorcerers—those
who escaped the fate of their fellows—those who would become known as the magi. The animosity
between the hierophants and the magi continues even to the present day.
The “Starfall” was of course a true dweomer (epic magic). The secret of true dweomers is the
ace-in-the-hole of the hierophants; over countless millennia, no others have ever discovered such
magic. It is a power that the magi and high priests, in all their many centuries of existence, have never
contemplated, never realized is within their gasp. That is bound to change of course; in a world of
heroes and villains, anything is possible.
Most races of Alphere keep their religions hidden away from the outsiders, but this does
Most races of Alphere keep their religions hidden away from the outsiders, but this does
not hold true in the frozen Northern Reaches. Here, barbarian tribes of humans, goblins, and
orcs share a common faith. For many years these warriors have traded with each other in more
than gold; they have traded ideas.
Upon the meeting of the humans and the orcs, the warrior of each traded blows and
found each other well matched. Fighting to stalemate, the tribes were made to join forces as the
cold and bitter winds increased in speed and menace. Traveling together as the winds died
down, they met the goblins, small hunters with a knack for catching small prey quickly and
easily. Between the three tribes they forged a survival in the bleak wilderness.
As the tribes commingled and grew comfortable with one another, they began to discuss
religion. In this way, the gods of the humans met the gods of the orcs and the gods of the
goblins. The tribes would soon split, but would continue to trade with one another, and with
each exchange, the blessings of each clan’s respective deity was wished. The trade relationship
grew, and all three tribes grew to respect and pay homage to each other’s gods. They now share
a common pantheon, a common faith. Tall tales concerning the exploits of the gods are spread
from tribe to tribe, and vary according to culture and custom.
Unlike those worshipped in distant parts of Alphere, the Gods of the North do have
conventional anthromorphic forms easily recognized by mortals. These gods are visualized
differently however, human or non−human, depending on who is asked. Humans view them as
they might appear in real world Norse Mythology, while non−humans view them as one of
they might appear in real world Norse Mythology, while non−humans view them as one of their
own kind. For instance, to his human worshippers, Odin appears as a massive one−eyed man,
while to the orcs, he appears as a massive one−eyed orc (where he is better known as Gruumsh,
a savage aspect of the same god). Despite this variation in appearance among the various
tribes, the influence of the gods remains unaltered. So, Odin is recognized as the god of
Wisdom, Magic, Death and the Dead among all the various tribes of the North, whether human
or non−human.
Odin:Odin:Odin:Odin: Wisdom,Wisdom,Wisdom,Wisdom, Magic,Magic,Magic,Magic, Death,Death,Death,Death, andandandand
Odin:Odin:Odin:Odin: Wisdom,Wisdom,Wisdom,Wisdom, Magic,Magic,Magic,Magic, Death,Death,Death,Death, andandandand thethethethe DeadDeadDeadDead
Odin is, perhaps the oldest of the gods. As such, he is the wisest and most learned of the gods.
He is spreader of ideas; and with his twin ravens Thought and Memory, he has brought wisdom
to Nordica. He knows the ways of magic, and through Thought and Memory this knowledge has
been passed to the peoples of Nordica. But as is known, the raven is a symbol of death, and
Odin also rules the dead. It is he who escorts the souls of the departed to their eternal rest.
Thor:Thor:Thor:Thor: Thunder,Thunder,Thunder,Thunder, Strength,Strength,Strength,Strength, Protection,Protection,Protection,Protection, andandandand WarWarWarWar
Thor may be the single most powerful of the gods. He is a benevolent figure, offering
protection. Thor values strength and virtue above all other qualities. He is the god of warfare
and storms, and such may be symbols of strength. Thor disapproves of war for war’s sake, but
to war against an invader, to stand strong side by side with your brother against a common foe
is a war blessed by Thor. A thunderstorm is seen as an omen that Thor is pleased.
Loki:Loki:Loki:Loki: Trickery,Trickery,Trickery,Trickery, Fire,Fire,Fire,Fire, andandandand ChangeChangeChangeChange
Loki is a tricky god. He is a shapechanger, and fun loving, but at times very destructive. Loki
has been known to solve problems, but he has also been known to cause them. It is said that he,
shapechanged, birthed terrible creatures. He is a fickle and treacherous god. His symbol is fire.
Such events are deemed as Loki’s will working when he has grown bored of the endless snow.
Such fires cause terrible destruction, yet they also give way to new life. Such is Loki’s dual
nature.
Skadi:Skadi:Skadi:Skadi: Winter,Winter,Winter,Winter, thethethethe Hunt,Hunt,Hunt,Hunt, VengeanceVengeanceVengeanceVengeance
As cold as the winter itself is Skadi, the Ice Queen. The bitterest winds are said to be caused by
her when she is in a temper. She is the goddess of retribution, of vengeance. She sees that those
who wrong be justly righted. She has dominion over justice and law. She has many tools to
exact justice; she has the winds, the snow and ice, she has the wolves. She is mistress of the
hunt, and her wolves hunt those who do injustice.
Freya:Freya:Freya:Freya: Love,Love,Love,Love, Beauty,Beauty,Beauty,Beauty, Life,Life,Life,Life, andandandand FutureFutureFutureFuture
Freya is sister to Freyr. She is goddess of all that is deemed womanly. Love and beauty is her
domain. Girls and young women in love or seeking it turn to Freya for guidance, and those who
have found it, who have wed find motherly wisdom in Freya.
Freyr:Freyr:Freyr:Freyr: Fertility,Fertility,Fertility,Fertility, Daybreak,Daybreak,Daybreak,Daybreak, LightLightLightLight
Freyr is brother to Freya. He is the god of that which is deemed manly. He is god of fertility
and virility, those most masculine of traits. He is said to carry the seed of light and life,
bringing a new day.
Thanks:Thanks:Thanks:Thanks: The Gods of the North (as I call 'em) were imagined and written by Seraphine Harmonium, who originally
posted on the D&D boards in my Knights of Everest thread.
The Silverstars are an offshoot of the Seldarine faith. Unlike most elves, Silverstars do not
The Silverstars are an offshoot of the
Seldarine faith. Unlike most elves, Silverstars do not
seek to insulate themselves from the wider world.
According to their beliefs, the Seldarine never
intended elves to do so. Silverstars often travel
extensively outside of elven lands, and it is not
uncommon to find them residing in human
controlled lands.
According to Silverstar beliefs, the sadness
that is so easily recognized in many other elves is a
sin. It is viewed as a refusal to enjoy the goodness
of the Seldarine and the world the elves now live in.
It is a spiritual apathy that discourages the faithful
from their religious work. Silverstar elves strive to be
satisfied and content in their circumstances. To do
otherwise causes unhappiness.
The most commonly seen symbol among the Silverstars is a ring of stars, silver, white or rarely
blue, most always seven in number.
The Silverstar faith is made up of autonomous sects; there is no universal 'church', no central
authority that oversees all practitioners. Thus, a sect of Silverstars in one community is different—at
least in the details, and frequently in major practices—from any other. It also means that Silverstars
aren't necessarily in agreement on religious matters.
For instance, a few more radical Silverstars believe that other elves are slothful, failing to love
the Seldarine with all their hearts and minds. In their eyes, the proverbial 'sadness' of other elves is an
insufficiency or even an absence of love. A more moderate take is that other elves fail to use their
talents and gifts; it is merely a sin of laziness, an unwillingness to act or care, rather than a failure to
love the Seldarine and their works. The latter view, more common than the former, is the more widely
publicized. It is one reason why Silverstars are accepted by most elves as an offshoot of Seldarine
worship, rather than outright heretics of the faith.
Many adventurers (i.e. PCs) are Silverstars.
Unlike the core Seldarine faith, not all Silverstars
are elves.
There are extraordinary individuals who have proven themselves as star-friends.
They may
be of any race but are most likely to be human. It is rare in the extreme but not unheard of that an elf-
friend finds him or herself drawn to the Silverstar faith. The Silverstar faith is also unique from Seldarine
worship in that shrines and even the rare temple devoted to the faith can sometimes be found in human
communities, where Silverstar elves may reside. As always however, worship remains private, rarely
shared with non-elves.
Like traditional elven clerics, Silverstar clerics may be of chaotic good, chaotic neutral, or
neutral good alignment. Unlike traditional elven clerics, they must choose their domains from among
the following: Good, Chaos, Magic, and Travel. Silverstar clerics gain domain abilities as normal.
They may choose their favored weapon from any weapon they are racially proficient with.
DEITIES & DEMIGODS Like her servants the drow, the Dark Queen is an outcast; she
DEITIES & DEMIGODS
Like her servants the drow, the Dark Queen
is an outcast; she was once a member of the
Seldarine. The Dark Faith, as it is sometimes called,
is one of betrayal and revenge. The faith has a
webbed hierarchy, with cells connected by a single
linking thread. A cell could be an individual or a
small group.
The drow are dark elves that have been
corrupted through servitude to the Dark Queen.
They are a subversive group living within elven
society. Drow look no different from any other elf
and attempt to pass themselves off as typical elves
whenever possible. They meet in shadows and make
secret plans, relying on subterfuge and cunning to
accomplish their unholy work. Drow are not above
using acts of terror against other elves. Their
ultimate goal is to restore their Dark Queen to her
“rightful” place among the Seldarine. Unlike typical
elven society, females do not rule among the drow.
Among their kind, the sexes are more equal, with as
many males attaining leadership roles as females.
Due to their subversive nature, drow typically don’t wear any form of unique clothing,
carry any item, or bear any physical mark to identify themselves. There are several code signals
they use to recognize one another however. One common signal is for a drow to spread the
fingers on each hand apart, then touch the fingers of each hand together, creating an image of a
spider. The counter-signal is for the other drow to clasp his hands together, fingers entwined,
palms down, then turn them up, signifying the inevitable ascending of the Dark Queen and her
followers. Drow know only other operatives with whom they have direct contact.
TTHHEE BBAASSIICCSS
The Dark Queen is a chaotic evil deity and drow clerics may be chaotic neutral, chaotic
evil, or neutral evil alignment. While her followers may be any of these alignments, most drow
clerics are neutral evil. The portfolio of the faith is evil, darkness, betrayal, and to a lesser extent,
spiders. Drow clerics may choose their domains from Chaos, Destruction, Evil, and Trickery.
The favored weapon of a drow cleric is a dagger, a weapon which can be hid easily and which
symbolizes the secretive nature of the faith.
Due to the clandestine nature of the faith, drow clerics only wear clerical vestments when
there is no chance of being observed by outsiders. In private ceremonies, they favor long,
concealing black robes, often embroidered with red thread in spider-web designs. Silver thread
is used only rarely—since silver is a color usually associated with the Seldarine.
The symbol of the Dark Queen is a spider-webbed star. Drow operatives often leave spider
The symbol of the Dark Queen is a spider-webbed star. Drow operatives often leave
spider or webbed images as reminders of their continued presence in elven society. Drow abhor
images of the moon, which is the symbol of the Seldarine; they typically deface such imagery
whenever possible, sometimes ‘corrupting’ the moon by covering it with blood.
HOLY TEXTS
Keeping the faith secret is all encompassing, thus few texts
are available. The following text has significant status within the
faith however.
Teachings of Lloth: Written by a venerable Seldarine
cleric who was supposedly retreating to Arvanaith. On the fateful
journey, he received a vision from a powerful handmaiden of the
Dark Queen.
The story is told of Solaris and Selene, two aspects of the
Champion, progenitor of the other gods and creator of the elven
race. Solaris and Selene were aspects of a single being, yet
opposite each other in significant ways: One male, one female, one
bright, the other dark. During the Crown Wars, an ancient war
that sundered the fey races, Solaris and Selene were torn apart,
becoming separate entities. The story describes how the other
gods betrayed their Dark Queen in favor of their Bright Lord and
how she as part of her very nature, embraced such betrayal. It
goes on to tell of how the Dark Queen will inevitably regain her
place among the Seldarine.
The elven cleric who received the vision eventually abandoned his faith in the Seldarine
and joined the Dark Queen. In time, he even made his way back to the mortal realm, becoming
the first widely recognized grand patriarch of the Dark Faith.
Drow sometimes leave this book surreptitiously with potential converts in an effort to
‘spread the word’ of the Dark Queen. If circumstances permit, the book might even be left out in
the open, as a direct counter-point to the Seldarine Bible.
"The spider taketh hold with her hands and is in royal palaces." --Excerpt from Teachings of Lloth.
A CLERIC’S ROLE
The Dark Queen expects her followers to be shrewd, calculating and aware of the
dangers and opportunities around them. Drow clerics are the epitome of this philosophy, seeing
it as their duty to learn as much about their current communities as they can, which makes them
better clandestine operatives.
Drow clerics live within regular society. They work to make a living just like any other
elf. There is no special education required to become a cleric; all that is required is a desire and
willingness to follow the edicts of the Dark Queen. Drow seldom retain any ties to former friends
or family and this is especially true for clerics.
The daily tasks of a drow cleric change based on the needs of the cell. One day, he might
be called upon to officiate a ceremony inducting new members into the faith, while the next he
could be required to disguise himself as a minstrel, infiltrate and covertly ‘disrupt’, a wedding
could be required to disguise himself as a minstrel, infiltrate and covertly ‘disrupt’, a wedding
between two important nobles.
Drow clerics pray only at night, their prayers taking the form of whispered chants that
fill the darkness.
RELATIONS WITH OTHER RELIGIONS
The Dark Queen is of course, a bitter enemy of the Seldarine. She stands in opposition to
all good faiths however, and drow can be found operating anywhere the Dark Queen’s interests
might be served; attempting to destabilize church hierarchies, and seeking to undermine the faith
of their followers.
APHORISMS
The everyday sayings and adages of the faithful tell a great deal about their beliefs and
morals.
We are all flesh for the Dark Queen*. There is an implicit understanding among the drow
that their Dark Queen will return to her rightful place among the Seldarine. That which was
sundered will be whole again. Just as life is followed by death, the Dark Queen’s return is
inevitable, unstoppable. Until that time however, they exist at Lloth's whim, unafraid of this
eternal truth and willing to embrace it. The face any hazard with steely resolve, knowing that no
danger can be remotely as terrifying as the face of the Dark Queen.
(*) Check out “FLESH FOR LOLTH: The Secret Life of Dark Elves” by Robin D. Laws (presented in Dragon Magazine #298)
for the excellent article which introduces this idea.
The Arcane Eye is a network of magicians and rogues who gather and trade information
The Arcane Eye is a network of magicians and rogues who gather and
trade information from across the Immensea region.
The magician
Zenmuron founded the network over a period of ten years.
It has been
active for only a short time, yet the Arcane Eye has quickly established
itself as a small but influential part in the politics of many major cities
throughout the region.
OrganizationOrganizationOrganizationOrganization andandandand OperationsOperationsOperationsOperations The Arcane Eye has
OrganizationOrganizationOrganizationOrganization andandandand OperationsOperationsOperationsOperations
The Arcane Eye has a webbed hierarchy, with cells connected by a single linking thread. A cell
could be an individual or a small group. Operatives, known as knights, know only other operatives
with whom they have direct contact.
Due to the secrecy in which they operate, knights of the Arcane Eye typically don’t wear any
form of unique clothing, carry any item, or bear any physical mark to identify themselves. There are
several code signals they use to recognize one another however. One common signal is for a knight to
briefly shade his eyes with his hand when meeting another knight, who likewise shades his own eyes,
using his opposite hand.
Knights take on a variety of assignments: information gathering and analysis, asset
development, and deep cover projects. The Arcane Eye also employs several very low-key operatives,
sometimes irreverently known as knaves. Compared to the knight, the knave’s operations are very
benign: they rarely engage in active espionage missions; rather these agents lead normal lives, and
simply watch and observe the people and events around themselves.
The primary objective of the
knave is to observe and relate information back to Zenmuron, who as Master of the Arcane Eye, acts
upon the information (or doesn’t as the case may be). In addition, knaves sometimes serve as sleeper
agents, who may be "knighted" at a later time.
The Arcane Eye is a neutral organization dedicated to gathering, analyzing, and trading
information. Intent on furthering the network’s goals, its operatives sometimes “bend” the law. For
example, a knight might resort to bribery, cheating, lying or theft in order to obtain valuable
information. Evil acts such as abduction, blackmail or violence are never tolerated however. Any
knight found engaging in such criminal activities is immediately expelled and turned over to the
authorities.
Zenmuron, sometimes known as the Master of the Arcane Eye, leads the organization. Unlike
most operatives who require anonymity, Zenmuron depends on being recognized. He spends
considerable time developing and maintaining connections with many wealthy and influential
individuals and groups from across the Immensea region. Ekaterina is his lieutenant.
SizeSizeSizeSize andandandand ResourcesResourcesResourcesResources
The exact size and membership of the Arcane Eye is unrevealed to outsiders, but it is suspected
that a majority of its agents reside in the city of Immensea, while the rest are scattered through many
other towns and cities across the region.
The Arcane Eye has good connections with many of the rich and powerful of the city, granting
the network access to considerable resources. In any given week, the network can afford to spend
25,000 gold nobles on any one item, or in pursuit of any given objective.
RecruitingRecruitingRecruitingRecruiting
The membership of the Arcane Eye is small but continues to grow steadily as Zenmuron and
Ekaterina add new members. Zee is interested in enlisting like-minded magicians, and Kat is on the
lookout for any rogues who show an interest in the Arcane Eye.
The Master of the Arcane Eye is also looking to recruit any available loremasters, elite sages
who value secret knowledge. There is also a place for any clerics willing to join, who would surely give
the espionage network invaluable insight into specific church politics.
AlliesAlliesAlliesAllies As a secretive organization, the Arcane Eye is often misunderstood and mistrusted by those
AlliesAlliesAlliesAllies
As a secretive organization, the Arcane Eye is often misunderstood and mistrusted by those
who are aware of its existence. The network’s most valuable allies are often sages seeking esoteric
knowledge, and mercantile groups that are interested in trading goods for information.
Also of note, knights who are magicians often have familiars, allies which others often
overlook, but which gives the operative an extra set of eyes and ears with which to observe others.
FurtherFurtherFurtherFurther reading:reading:reading:reading: Rules of the Game: Familiars, a four-part web article by Skip Williams
examines these allies in detail.
EnemiesEnemiesEnemiesEnemies
The Arcane Eye has a long-standing conflict with an ancient order of sorcerers known as the
Blood (see below). These powerful sorcerers claim they’re archfiends of the Underworld.
In order to get the Arcane Eye off the ground, Zenmuron solicited the aid of Geryon, a prince
involved in the control of crime throughout the Immensea region. The magician promised that the
Arcane Eye would keep surveillance on another rival prince and report any activities of interest to
Geryon. In exchange, Geryon would front the money necessary for the Arcane Eye to begin operations.
As promised, within a few months, there was a deep cover knight of the Arcane Eye spying on the rival
prince.
The Arcane Eye eventually betrayed Geryon however by providing detailed information to the
other prince, who would become known as Zariel. With this information, she was able to seize a
position of power and eliminate her rival altogether. When this happened, the Arcane Eye achieved a
strategic victory; there was now one less prince to be concerned with (Geryon is still a threat however—
see below). The deep cover operation also revealed important information about the Blood’s
organization and how it operated. Unfortunately, the princes were now aware that the Arcane Eye was
watching and working against them. Currently, tensions between the two organizations are high.
InInInIn thethethethe CampaignCampaignCampaignCampaign
Introducing the Arcane Eye into your game is fairly easy. Check out “Campaign Components:
Spies” (presented Dragon Magazine #316) for an outstanding article on running espionage
campaigns.
TheTheTheThe ArcaneArcaneArcaneArcane EyeEyeEyeEye (minor):::: AL N; 25,000 gp resource limit; Membership 120; Isolated (human 115, half-
orc 2, dwarf 2, mul 1).
AuthorityAuthorityAuthorityAuthority Figures:Figures:Figures:Figures: Zenmuron, male human Sor13.
ImportantImportantImportantImportant Figures:Figures:Figures:Figures: Ekaterina, female human Ftr8, Rog5; Gam the Mad, male half-orc Exp19; Bjorn,
male mul Ftr9; Lady Marguerite Huntcrown, female human Ari16, Zeovi, male human Adp8.
Others:Others:Others:Others: Rog5 (1), Rog2 (2), Rog1 (73), Sor6 (1), Sor3 (2), Sor1 (8), Exp9 (1), Exp4 (2), Exp2 (2), Exp 1
(5), Ftr4 (1), Ftr2 (2), Ftr1 (3), Ari8 (1), Ari4 (2), Ari2 (2), Ari1 (2), Adp4 (1), Adp2 (2), Adp1 (2).
NewNewNewNew UsesUsesUsesUses forforforfor OldOldOldOld SkillsSkillsSkillsSkills:::: The new uses for Sleight of Hand and Decipher Script are ported
form Races of Stone and Races of Destiny respectfully.
AAAA FeatFeatFeatFeat ByByByBy AnyAnyAnyAny OtherOtherOtherOther NameNameNameName:::: Among agents of the Arcane Eye, the Investigator feat from the
Player’s Handbook is known as Knight of the Arcane Eye.
NewNewNewNew FeatsFeatsFeatsFeats:::: The feat Eidetic Memory described in and ported from Kingdoms of Kalamar:
NewNewNewNew FeatsFeatsFeatsFeats:::: The feat Eidetic Memory described in and ported from Kingdoms of Kalamar:
Player’s Guide (v.3.0).
KnightKnightKnightKnight ofofofof thethethethe ArcaneArcaneArcaneArcane EyeEyeEyeEye (Prestige Class): If the optional rules for prestige classes are used,
then Knight of the Arcane Eye is available. Use the Unseen Seer prestige class (presented in Complete
Mage).
MagicMagicMagicMagic ItemsItemsItemsItems
Sending Stones: Ranking members of the Arcane Eye sometimes carry sending stones, as
described on page 184 of Magic Item Compendium and ported for this article.
False Paper:::: This "item" is actually a pair of separate substances: a thick viscous liquid and a
thinner fluid.
When poured over paper, the thicker liquid forms an extremely thin layer of what appears to be
blank paper. The writing remains, but it is hidden behind what looks like a blank sheet. Only a DC 35
Search check reveals that the paper is dual-layered. The owner can write on this new layer, or leave it
blank, as he chooses.
Applying the second fluid causes the top layer to disintegrate (along with anything written on it),
revealing the original writing beneath. This has proven to be an effective means of smuggling hidden
messages into or out of a city, or even -- although it costs a great deal -- a means of hiding a spellbook
from prying eyes.
The cost given is for enough false paper to cover, and then reveal, a
single sheet. You may add multiple layers of false paper to a single sheet, but
each layer after the first reduces the DC to detect the false paper by 5.
Liquid paper is an alchemical item requiring the Craft (Alchemy) skill
with the following properties: No weight, cost 15 gp, DC 20. Game designer
Ari Marmell developed the item in a web article.
FurtherFurtherFurtherFurther ReadingReadingReadingReading:::: Knights of the Arcane Eye often use a system of
markings to communicate with each other, similar to those described in Class
Acts: Urban Markers (Dragon Magazine #343).
This article uses rules for organizations presented in Complete Adventurer. These rules where
introduced in “Guild Secrets” (Dragon Magazine #296).
GuildGuildGuildGuild SecretsSecretsSecretsSecrets
Dragon Magazine introduces the following organizations in the
recurring series “Guild Secrets”: The League of Scrolls (#296), The Flame
of Destiny (#297), The Grey Order (#299), Claw of Gold (#301),
Academy Necromica (#303), The Bladeworks (#305). Andy Collins writes
each article.
The following are a few ideas on how these various organizations
might fit into Knights of Everest:
The League of Scrolls is dedicated to gathering and protecting
knowledge and learning of all kind, regardless of its origin or application.
The Arcane Eye is an offshoot of this much older organization. Unlike the
League however, the Arcane Eye is purely an espionage organization, working trading and exchanging information;
League however, the Arcane Eye is purely an espionage organization, working trading and exchanging
information; it protects knowledge only to its own benefit. According to the Master of the Arcane Eye,
the Scrollkeepers have lost sight of the value of knowledge, its applicability in the world.
The Grey Order is an organization dedicated to ending the eternal conflict between good and
evil. Established at the end of the Infernal Wars several centuries ago, the local cell in Prominence is
lead by Aliira Tarrenstock, a former paladin who left the Order of the Chalice. She became
disenchanted by her comrades' unwillingness to use their enemies tools against them.
The Claw of Gold is a thieves' guild led by a bastard son of Emperor Dalagh Surr. Known as
Thuulsias, Master of the Claw, he takes a long-term approach to illegal activities, seeking to establish a
long-lived dynasty, a bloodline of power to reckon with kings and high priests alike. The Claw of Gold
is headquartered in the city of Alpharia.
Academy Necromica was infiltrated and destroyed by Rion, a knight of the Chalice, at the end
of the Infernal Wars. Almost two centuries later, the lich Xilian has quietly rebuilt the Academy into a
secret but powerful organization dedicated to death and evil. The Academy also makes an appearance
in Libris Mortis.
The Bladeworks began as a guild of weaponsmiths whose leader soon realized that he could
drastically increase membership by welcoming not only those who crafted weapons but those who used
them. The Bladeworks is headquartered in Port Regency.
The Flame of Destiny, also called the Guardians, is a collection of powerful beings that watch
over the "threshold" between the epic and the non-epic. Those who would achieve epic power must first
contend with the Guardians and prove their mettle and worth. The Guardians are similar to the Magi
and the Hierophants.
Just as the Arcane Eye is an offshoot of the League of Scrolls, the Blind Tower is an offshoot of
the Arcane Eye. 'Mister Dark' is actually the collective alias of three former Arcane Eye agents who used
their status as knights to go on an unstoppable crime spree (which took place three years ago, as
opposed to the thirty years indicated in Complete Scoundrel).
The Blood is a group involved in the organized control of crime throughout the continent.
The Blood is a group involved in the organized control of crime throughout the
continent. It seeks nothing less than the total domination of Alphere.
OrganizationOrganizationOrganizationOrganization
Nine sorcerers lead the Blood. Calling themselves princes, they claim to be archfiends
of the Underworld, even going so far as to take their names: Baalzebul, Belial (or Fierna), Dis,
Geryon (deposed), Mammon, Mephistopheles, Molikroth, Moloch, and Zariel.
The Blood is divided in 9 sections, each lead by a prince. These cells, known formally as
circles or layers, are spread throughout the entire continent of Alphere.
In addition to the cell−like nature of the Blood, which presumably allows the
termination of entire layers in the event that it is wholly compromised, it is an utterly ruthless
organization that constantly suspects and conducts surveillance of even its head members.
AcolyteAcolyteAcolyteAcolyte ofofofof thethethethe BloodBloodBloodBlood PrestigePrestigePrestigePrestige ClassClassClassClass
Supplemental:Supplemental:Supplemental:Supplemental: If the optional rules for prestige classes are used, then Acolyte of the Blood is
available. Use the Acolyte of the Skin prestige class (presented in Complete Arcane).
GeryonGeryonGeryonGeryon Backround:Backround:Backround:Backround: Recently, Geryon was deposed by a rival now known as
GeryonGeryonGeryonGeryon
Backround:Backround:Backround:Backround: Recently, Geryon was
deposed by a rival now known as Zariel. His
current status as an ex−prince is temporary; it is
in fact, part of an ambitious, long−term plan that
Geryon has been working on for nearly a decade.
At this stage of his plan, it is most
expedient for Geryon to operate on the outside;
for one, he doesn’t have to worry over much
about being actively spied upon by other princes.
Also, as an outsider, he is even quicker to be
overlooked than he ever was as a prince of
“middling” power. Despite relative anonymity
however, Geryon still controls a very small but
well−organized network of agents, and as an ex−
prince, has access to more than a few contacts of
note within the Blood itself.
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description: Geryon's style of
dress and manner of speech is archaic. He is
often seen wearing the conical hat and curled
slippers last popular among the magicians of Ancient Alpharia. Even his speech is dated,
characterized with abundant occurrences of “thee” and “thy”.
SkillsSkillsSkillsSkills andandandand Attributes:Attributes:Attributes:Attributes: Known as the Unseen Prince, Geryon is a master of behind the
scenes manipulation, rarely seen or heard from, even by the other princes. None have his knack
for long−term planning.
MotivationsMotivationsMotivationsMotivations andandandand Values:Values:Values:Values: Willing to wait years if need be, Geryon is convinced he will
eventually return to the Blood, not as a prince, but as its ultimate authority. He knows exactly
what he wants and how to get it.
extraordinary patience.
The directness of this approach is tempered by Geryon’s
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge: Despite his current status as an ‘ex−prince’ Geryon still carries
within his keen mind the power the Blood.
That enigmatic power did not transfer to Zariel (so
far, she’s managed to keep this a secret from the other princes).
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
Quote:Quote:Quote:Quote: “Ye may not have realized it quite yet, but I am in control here!”
GeryonGeryonGeryonGeryon LE male human (outsider), Sorcerer 5, Acolyte of the Blood 10 StrStrStrStr 10 DexDexDexDex
GeryonGeryonGeryonGeryon
LE male human (outsider), Sorcerer 5, Acolyte of the Blood 10
StrStrStrStr 10 DexDexDexDex 14 ConConConCon 14 IntIntIntInt 15 WisWisWisWis 14 ChaChaChaCha 18
ArmorArmorArmorArmor ClassClassClassClass 13 HitHitHitHit PointsPointsPointsPoints 87
FortFortFortFort +9, RefRefRefRef +6 WillWillWillWill +15
MeleeMeleeMeleeMelee AttackAttackAttackAttack
+9/+4
RangedRangedRangedRanged AttackAttackAttackAttack +10/+5 (+1 Dex)
Special:Special:Special:Special: Cold resistance 10, fiendish glare, fiendish symbiosis (damage reduction 10/good),
flame resistance 10, glare of the pit, metamagic specialist, poison 2/day, skin adaptation (+2
Con bonus, +1 natural armor, darvision 120’), summon fiend, wear fiend (+2 Dex bonus, +1
natural armor, darkvision 60’)
Feats:Feats:Feats:Feats: Combat Casting, Empower Spell, Eschew Materials, Iron Will, Leadership, Maximize
Spell, Scribe Scroll.
SpellsSpellsSpellsSpells PerPerPerPer DayDayDayDay (6/7/7/7/6/3).(6/7/7/7/6/3).(6/7/7/7/6/3).(6/7/7/7/6/3). From the following list: 0th0th−−0th0th
Dancing Lights, Daze, Detect
Magic, Ghost Sound, Light, Open/Close, Ray of Frost, Read Magic, Touch of Fatigue. 1st1st1st1st −−
Cause Fear, Comprehend Languages, Magic Aura, Protection from Law, Shield. 2nd2nd2nd2nd −− Knock,
Phantom Trap, Web, Whispering Wind. 3rd3rd3rd3rd −− Magic Circle against Good, Suggestion,
Vampiric Touch. 4th4th4th4th −− Greater Invisibility, Ice Storm. 5th5th5th5th −− Blight. Base DC= 14 + spell
level. Caster level 10 th .
SignatureSignatureSignatureSignature Possessions:Possessions:Possessions:Possessions: Ring of Counterspells.
Languages:Languages:Languages:Languages: Common, Romulan, Old Romulan, Alpharian, Infernal.
AbilityAbilityAbilityAbility Increases:Increases:Increases:Increases: Cha 17 (4 th ), Cha 18 (8 th ), Int 15 (12 th )
Here’s a brief look at the other princes of the Blood. All are extremely powerful,
Here’s a brief look at the other princes of the Blood. All are extremely powerful, with
innumerable underlings, immense political and financial influence, and of course, powerful
magic.
BaalzebulBaalzebulBaalzebulBaalzebul
Backround:Backround:Backround:Backround:
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description: This hideously deformed creature could hardly be called human.
A mass of burned and rotting flesh, it is rumored that something went horribly wrong during
Baalzebul’s Rite of Bonding.
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills: Baalzebul’s mind, as twisted as his body, means he’s extremely
unpredictable as a magician (never a good thing).
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations: Despite his monstrous appearance, Baalzebul’s tastes are quite
refined. Unbelievably wealthy (even for a prince), his pleasures are never simple, and his
appetite for only the finest in food, drink, and women, literally knows no limits.
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms: His voice, as deformed as his body, Baalzebul’s speech is slurred and
guttural, nearly incomprehensible.
BelialBelialBelialBelial andandandand FiernaFiernaFiernaFierna
Backround:Backround:Backround:Backround: Belial is an unrivaled master of deception and misdirection. He commonly
adopts a feminine persona known as Fierna. It is her face most often seen by others, and more
than a few princes actually believe they are separate individuals. [What does Belial believe?].
Some tales say the pair are lovers, others that they are brother and sister, still others hold both
must be true.
PhysicalPhysicalPhysicalPhysical Appearance:Appearance:Appearance:Appearance: Belial appears as a squat, unattractive man of middle years, while
Fierna is a tall, strikingly attractive young woman. Both have green eyes and red hair, Belial’s
coarse and graying, Fierna’s long and glistening.
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
DisDisDisDis Backround:Backround:Backround:Backround: Dis is a mul, the only current prince who is (or was once)
DisDisDisDis
Backround:Backround:Backround:Backround: Dis is a mul, the only current prince who is (or was once) human.
PhysicalPhysicalPhysicalPhysical Appearance:Appearance:Appearance:Appearance: Dis stands nearly seven feet tall and is thickly muscled. He
carries a heavy mace known as Dispatch and wears no armor (it is rumored that his bronze skin
is impenetrable).
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills: Dis is the most martial of the princes. Strictly as a magician, he’s
one of the least powerful of the princes. He’s a versatile combatant however, as comfortable
with weapon as spell.
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations: Dis is warlike, a conqueror, always hungry for more power and
prestige. The circle he leads is run with military precision and is the largest Blood territory.
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
MammonMammonMammonMammon
Backround:Backround:Backround:Backround:
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description:
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
MephistophelesMephistophelesMephistophelesMephistopheles Backround:Backround:Backround:Backround: A thousand years ago,
MephistophelesMephistophelesMephistophelesMephistopheles
Backround:Backround:Backround:Backround: A thousand years ago, at the height of the Alpharian Empire, a precursor to
the Blood was formed. Human high sorcerers believed they could increase their power by
intermingled with outworlders. Mephistopheles is the only one of this group to survive into the
present day. For centuries, he was sealed away, presumably under the control of the archfiend
whose name he now assumes. Finally gaining his freedom, Mephistopheles returned to the
mortal world as a lich. Unlike the other so−called princes, Mephistopheles alone carries the
power of the "Blood' firsthand (he’s a member of the precursor group); the others are
secondhand recipients at best.
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description: All the princes are undeniably old; Mephistopheles however, is a
truly ancient being. His current form is that of a lich, a powerful undead magician.
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations: A general in the armies of the Underworld, Mephistopheles is
preparing the way for an invasion force that could threaten the entire world
Behavior:Behavior:Behavior:Behavior: The princes all claim to be archfiends of the Underworld. None actually
believe their own story however. None that is except for Mephistopheles; he truly believes he is
the archfiend whose name he bears.
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge: Mephistopheles was essentially ‘locked away’ for the better part of
two centuries. He is the most knowledgeable of the princes about the Underworld.
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
MolikrothMolikrothMolikrothMolikroth
Backround:Backround:Backround:Backround:
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description:
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills: Molikroth is one of the most powerful magicians among the
prices, a magus who has seized incredible power in a relatively short period of time.
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
Behavior:Behavior:Behavior:Behavior: Molikroth is extremely paranoid, having been hunted as a renegade magus
for many years now. He maintains a low profile, never revealing the full extent of his power.
Molikroth is keenly aware that the combined might of other magi could destroy him.
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
MolochMolochMolochMoloch
Backround:Backround:Backround:Backround: Moloch came into power after the former prince of the layer abdicated
amid mysterious circumstances. The former prince, known simply as the Countess (or less commonly as
amid mysterious circumstances. The former prince, known simply as the Countess (or less
commonly as the Hag) is widely rumored to hold power behind the scenes, while Moloch serves
as a figurehead leader.
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description:
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
ZarielZarielZarielZariel
Backround:Backround:Backround:Backround: Zariel is the most recently "promoted" prince of the Blood, having assumed
the title within the last decade. In the process of solidifying her position, she efficiently
eliminated the former prince, Geryon. As of yet, none of the other princes have discovered
exactly how she was able to out−maneuver and overcome an established prince with such
relative ease. As things now stand, Zariel is an up and coming prince, who is watched and
evaluated carefully by the others; some see potential rival, others a powerful ally.
PhysicalPhysicalPhysicalPhysical Description:Description:Description:Description:
AttributesAttributesAttributesAttributes andandandand Skills:Skills:Skills:Skills:
ValuesValuesValuesValues andandandand Motivations:Motivations:Motivations:Motivations:
Behavior:Behavior:Behavior:Behavior:
UsefulUsefulUsefulUseful Knowledge:Knowledge:Knowledge:Knowledge:
Mannerisms:Mannerisms:Mannerisms:Mannerisms:
Established twenty years ago by a retired adventurer, this large, rowdy tavern and inn is
Established twenty years ago by a retired
adventurer, this large, rowdy tavern and inn is located in
the South Quarter of Prominence. It extends east and
west along Dock Street, as far as Sailor’s Way, where an
alleyway offers access to the inn and its stables at the
back of the tavern. A family run business, it is a popular
watering hole and resting place for those who swing
swords for a living.
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The Whispering Wizard is an ugly building with a
stone foundation and wooden upper levels. It is
beginning to show some wear and tear, having suffered
over the years from spotty maintenance and slipshod
repair, not to mention the occasional brawl. It fronts on
Dock Street, where a wooden hanging signboard is
engraved with the image of a cone-shaped magician’s
hat with a large red ‘XXXXXXXX’ over it. The tavern’s name is
taken from the following: Never trust a whispering
wizard. This is a popular proverb among non-magicians,
with an obvious unspoken message: The wizard may be
using magic surreptitiously.
The Whispering Wizard is three stories high. The first level is given to the taproom, kitchen and
storage, while the second floor comprises twenty small rooms for rent (half of which are available at any
given time). The third floor is humble living space for the proprietor and his family. There is also a
small basement for additional storage.
TTTTTTTThhhhhhhheeeeeeee PPPPPPPPrrrrrrrroooooooossssssssppppppppeeeeeeeecccccccctttttttt
The Whispering Wizard does steady business and has a reliable clientele. Local folk come for
a quick bite to eat or drink, while travelers will rent a room for a night or two. The place can be rowdy
and timid souls might be uneasy in such surroundings.
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The menu at the Whispering Wizard is decidedly average, a notch above the usual fare found
in south quarter. As a selling point, the drinks are unusually strong (1 copper penny/tankard for beer, 3
cp/whisky). Also, check out this generator for ideas.
The rooms are small and sparsely furnished but are kept neat and clean; they show the same
wear and tear as the rest of the establishment however. Beds and linen are provided but no sanitary
facilities are available. Upon request, small lanterns are provided for light. There are no locks but the
doors can be barred from the inside. Rooms can be rented for 1 gold royal a night or any portion
thereof.
TTTTTTTThhhhhhhheeeeeeee SSSSSSSSttttttttaaaaaaaaffffffffffffffff Grall Winterstone (LN Ftr8) is the proprietor, barkeep
TTTTTTTThhhhhhhheeeeeeee SSSSSSSSttttttttaaaaaaaaffffffffffffffff
Grall Winterstone (LN Ftr8) is the proprietor,
barkeep and as needed, bouncer. A middle-aged mul, he is
as big and strong as a baby ogre. Grall was born in
Prominence but traveled widely during his youth. Twenty
years ago, he returned to Prominence, settled down, and
established the Whispering Wizard. He relies on his
remarkable brawn to attract customers. A popular past time
is for both newcomers and regulars to test their strength
against Grall's own, in arm-wrestling matches. Anyone able
to best the mul earns free food or lodging for himself or
herself for one night. Over the years, a few rare brutes have
managed to consistently beat Grall, gaining considerable
reputations of their own.
Grall is mostly even tempered although there is
nothing he enjoys more than an old-fashioned fistfight. He is
notorious for his ability to hold a grudge. According to rumor, a belligerent magician once spat in
Grall’s face, calling it his version of ‘acid splash’. As the story goes, this is the source of the mul’s
loathing of magic-users. Whatever the reason, Grall has a strict policy of ‘no magic’ in the Whispering
Wizard. He is care to announce this up front; anyone caught (or even suspected) of using magic of any
kind is forcefully ejected.
As harsh as this is, Grall gladly takes it upon himself to enforce the policy. There is continuing
debate as to whether the Whispering Wizard was established so that Grall could take out his
aggressions on irresponsible patrons, particularly magicians. Unlike many establishments that cater to
adventurous types, the Whispering Wizard does not employ ‘slingers’ (bouncer who rely on magic
rather than brawn).
Grall’s daughter, Iltel (NG Com5) is the youngest of three siblings. She is part owner and
serves as barmaid. Iltel is in her early twenties, tall and densely muscled, with long brown hair, which
she keeps in a simple ponytail, and deep set brown eyes. As is typical for mul females, she is
handsome rather than pretty. She is loud and obnoxious, which serves her well, considering her habits.
Having practically grew up in the rowdy taverns of South Quarter, Iltel enjoys hard partying and
drinking. In fact, she has an uncanny ability to hold her drinks. Similar to the arm-wrestling matches of
her father, Iltel will sometimes challenge customers to drinking games. Anyone able to out-drink her
earns free food or lodging for themselves for a night; unfortunately most who best her usually find it
necessary to recover for a night or three (the first night's lodging is of course free, but any following
nights are full price).
DesignDesignDesignDesign Note:Note:Note:Note: If the PCs are interested in playing out these activities, use the rules presented in
“A Trip to the Tavern” on page 44 of Cityscape. Also check out ‘Bar Fight!’ an article from Dungeon
Magazine #150.
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Some of the regular patrons of the Whispering Wizard are noted here. They are most likely to
be encountered at the time of day indicated [morning, afternoon, evening, night, anytime].
LuthurLuthurLuthurLuthur thethethethe SpiderSpiderSpiderSpider [night]:::: People sometimes assume that Luthur is a drow, an elf who has
turned to evil and been outcast. This is the reason for his moniker, which Luthur simply overlooks. As
he tells it, he chose exile, having lost faith in the gods. Other elves, he says, might simply call him
‘faithless’. The Spider is middle-aged but looks much older (unlike most elves, who seem to age hardly
at all); he is for instance, actually balding. Some sages wonder if Luthur’s early aging is a result of his
being exiled from his own people. Before exile, Luthur was a bladesinger, an elite elven
being exiled from his own people.
Before exile, Luthur was a bladesinger, an elite elven warrior who blends art, swordplay and
magic into a harmonious whole. He’s reluctant to discuss this part of his past however (certainly not
with Grall; the mul has never asked, so
.). Like his namesake, and despite his apparent age, the
Spider is fully capable of surprising bursts of speed and agility. Although separated from his own
people, Luthur is still an elf and the surest way to motivate him is to appeal to his elven pride and
dignity. As an exile, he has learned the value of friendship and understands the occasional need to turn
to others for support.
Tavern tales across Alphere’s sunlit lands whisper of the Everdark, a lightless, subterranean realm that
Tavern tales across Alphere’s sunlit lands
whisper of the Everdark, a lightless, subterranean
realm that is home to fabled races and ancient,
unspeakable evil. It is a domain of primeval
mysteries and unending war, a hidden world of
cruel masters and hopeless slaves, filled with
monstrous races that were old before humans were
born. It is a dank, dismal place of fungus, rot, and
slime. It is a place where a few lucky merchants
have found a lucrative trade, but where many more
have been slain or worse for their effrontery. So
dire is the reputation of the Everdark and its
denizens that mothers caution their children to
behave, lest the duegar steal them away.
Tunnels in the Everdark extend for miles,
some ballooning into caverns thousands of feet
across, only to shrink to spaces too narrow for a
gnome to squeeze through. The largest cavern halls
are often representations of the surface in
miniature, with hills, valleys, underground rivers, and lakes.
The Everdark is divided into three levels. The upper Everdark (The Shallows), is close to
the surface, and its residents have considerable interaction with surface races. The inhabitants
of the middle Everdark (Middledark) tend to see the surface races as potential slaves. The
lower Everdark (The Deep) is an incredibly strange place filled with alien societies and bizarre
cultures hostile to those unlike them. This is also the region where the aboleths, mind flayers,
and other aberrations originate from.
TheTheTheThe EverdarkEverdarkEverdarkEverdark CampaignCampaignCampaignCampaign SettngSettngSettngSettng:::: The Everdark is a campaign option for Knights of
Everest. It uses the DUNGEONS & DRAGONS v.3.5 core rules: Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual. Expanded Psionics Handbook is also used. Other
accessories and supplements may be used at the DM’s discretion.
RacesRacesRacesRaces ofofofof thethethethe EverdarkEverdarkEverdarkEverdark:::: Common races include: Human, Duergar (the “lesser” variety
presented in Player’s Guide to Faerun), Half−Orc, Mul, Shadow Elf. Uncommon races include
Eland and Maenad (from Expanded Psionics Handbook).
TheTheTheThe ClassesClassesClassesClasses:::: Barbarian, Cleric, Druid, Fighter, Rogue (all as presented in the Player’s
Handbook); Psion, Psychic Warrior, Soulknife, Wilder (all as presented in the Expanded Psionics
Handbook).
PrestigePrestigePrestigePrestige ClassesClassesClassesClasses:::: The rules for prestige classes are optional in the
PrestigePrestigePrestigePrestige ClassesClassesClassesClasses:::: The rules for prestige classes are optional in the Everdark setting. The
Prestige Bard, Paladin, and Ranger are not featured in this setting.
ExploringExploringExploringExploring thethethethe EverdarkEverdarkEverdarkEverdark:::: From Underdark, port pages 100−112 and pages 117−121 (in the
sections on “denizens” replace the drow with the shadow elves, described here).
FIVE THINGS TO KNOW ABOUT THE EVERDARK
1. The Everdark is an isolated world. There is little to no actual contact between the Everdark
and the World Above. Dwarves live above and Duegar dwell below, with no intermingling to
speak of. It’s the same with Elves on the surface and Shadow Elves of the Everdark.
2. The Everdark is controlled by alien masterminds. Check out Chapter 1 of Lords of Madness
for an in-depth overview of aboleths, mind flayers and other aberrations.
3. There is an inverse relationship between arcane magic and psionics; in the Everdark, arcane
magic is as rare as psionics on the surface world and vice-versa.
4. Most Underdark settings feature drow extensively. Just as on the surface world however,
there are no drow in the Everdark.
5. Go deep enough, and the Everdark opens up into the Far Realm.
Dark is the underworld, darker still are the lands of the Everdark. Far underneath the
Dark is the underworld, darker still are the lands of the Everdark. Far underneath the
rugged broken lands, even deeper than the deepest caverns of the trolls, live a race of pale faced
warriors; a race never meant to inhabit the bowels of the earth, but lost to depths eons ago and
now accustomed to life below ground: the Shadow Elves. Their law is that of the Seldarine and
the Tal Shara, their mystical strength that of their Psi Crystals.
Backround:Backround:Backround:Backround: Its not common knowledge, but orcs were once elves. During the Time of
Darkness, thousands of elves traveling from Arvanaith to Alphere via permanent gateways,
were corrupted and mutated into orcs when the magic in their blood went awry.
Eventually,
they were forced from Erilene. A few elves, friends and family of the former elves, chose to
defect and flee with them. In time, several tribes of orcs and elves settled in the Everdark. Over
the last half a millennia, they have struggled to establish a place for themselves in that vast,
lightless realm.
Personality:Personality:Personality:Personality: The shadow elves are a divided race, usually along political/religious lines
(see Religion below). For all their in−fighting however, civil war has never been an "option" and
they are quick to unite in times of greatest need, such as in times of war. Only the youngest of
their number are unable to recall the Descent into the darkness. They take great pride in their
ability to survive and even thrive in the hostile environs of the Everdark.
PhysicalPhysicalPhysicalPhysical AppearanceAppearanceAppearanceAppearance:::: Almost universally, shadow elves have pale white skin, dark eyes
and hair. They are as tall and slender as other elves. On extremely rare occasions, a shadow elf
is born with dark skin, silver hair and lavender or violet eyes. These shadow elves are much
respected in shadow elven society.
RelationsRelationsRelationsRelations:::: Shadow elves are fiercely independent. In the harsh realm of the Everdark,
they make their own way, refusing to bow to the oppressive mind flayers. Their self−reliance
hinders them from turning to other races for aid or assistance. They also live side−by−side with
the orcs (called Shar) who fled with them into the Night Below.
AlignmentAlignmentAlignmentAlignment:::: Like all elves, shadow elves favor a chaotic outlook. They are equally
divided between the extremes of good and evil, with neutrality rarely seen.
ShadowShadowShadowShadow ElfElfElfElf LandsLandsLandsLands:::: The shadow elves live in two major communities, divided according
to religious beliefs. Those who follow the teachings of the Seldarine live in Sheorae, while
followers of the Tal Shara live in El Asrae. The two communities together comprise the top−
most egion of the Middledark.
ReligionReligionReligionReligion:::: Duality has always been an essential part of elven nature. For example: The
Champion (creator of the Seldarine) has both male and female aspects. The shadow elves take
this a step further. They have embraced the concept of duality, accepting it a part of their
culture, integral to their very natures.
There are two distinct, yet closely related religions among the shadow elves: the Seldarine and
There are two distinct, yet closely related religions among the shadow elves: the
Seldarine and the Tal Shara, one devoted to good and the other to evil. They each hold equal
importance within shadow elven society.
TheTheTheThe SeldarineSeldarineSeldarineSeldarine:::: By defecting and fleeing with the orcs, the shadow elves turned their
back on the Seldarine. The gods however were unwilling to abandon their children to darkness.
Seldarine clerics follow the same rules as elven clerics on the surface: They may be of
chaotic good, chaotic neutral, or neutral good alignment. They may choose their domain spells
from any domain. This represents the elven clerics’ ability to appease many different gods
rather than just one. They must make a Knowledge (religion) check (DC 15 + spell level) for
each domain spell, failure indicating that they have offended one of the gods and may not
receive that spell for the day. As potent as this is, elven clerics do not receive any domain
abilities. Otherwise, they are handled as normal clerics.
TheTheTheThe TalTalTalTal SharaSharaSharaShara:::: The workings of the gods are always mysterious and grand, beyond the
ken of mortals. When the shadow elves made their Descent, they soon discovered that the
bright gods among the Seldarine were "missing", seemingly "replaced" by darker gods. The Tal
Shara is essentially, the Seldarine as it exists in shadow; it is a pantheon that simply does not
exist on the surface world.
Tal Shara clerics must be chaotic neutral, chaotic evil, or neutral
evil but otherwise follow the same rules for clerics of the Seldarine.
RacialRacialRacialRacial TraitsTraitsTraitsTraits:::: Replace low−light vision with darkvision and favored class becomes
psychic warrior, otherwise shadow elves use description for elves in the Setting Guide.
TheTheTheThe SharSharSharShar:::: Unlike on the surface world, orcs and shadow elves share a kinship and live
side−by−side in the Everdark; only rarely do they come into conflict. The orcs who descended
with the shadow elves typically call themselves shar, a Low Elven word meaning "kindred". On
the other hand, orc is a Low Elven word meaning “corrupt”.
Except as noted here, the shar are orcs as described in the Monster Manual.
Shadows of Everest uses DUNGEONS & DRAGONS 2 nd Edition core rules: Player's Handbook, Dungeon
Shadows of Everest uses DUNGEONS &
DRAGONS 2 nd Edition core rules: Player's
Handbook, Dungeon Master's Guide, and Monster
Manual and this GGGGGGGGuuuuuuuuiiiiiiiiddddddddeeeeeeee ttttttttoooooooo SSSSSSSShhhhhhhhaaaaaaaaddddddddoooooooowwwwwwwwssssssss
Other
accessories and supplements may be used at the
DM's discretion.
Shadows of Everest is intended as a fun
diversion, a “Mirror, Mirror” version of Knights of
Everest (if you will). There is no reason that it can't
be given consideration as a full-fledged setting
however.
RRRRRRRReeeeeeeeaaaaaaaaddddddddiiiiiiiinnnnnnnngggggggg aaaaaaaannnnnnnndddddddd WWWWWWWWrrrrrrrriiiiiiiittttttttiiiiiiiinnnnnnnngggggggg:::::::: Shadows of Everest is
a realm in which knowledge and learning and
rapidly fading into an intellectual dark age.
RRRRRRRRaaaaaaaacccccccceeeeeeeessssssss ooooooooffffffff SSSSSSSShhhhhhhhaaaaaaaaddddddddoooooooowwwwwwww:::::::: The following races are
common in Shadows of Everest: Human, Dwarf,
Half-Orc, Mul, and Tiefling. They are as presented
in the Player’s Handbook and/or the Setting Guide.
Elves are a supplemental race.
Tieflings are described in the Planescape Campaign Setting. Muls I’m unsure how to write-up.
DDDDDDDDwwwwwwwwaaaaaaaarrrrrrrrvvvvvvvveeeeeeeessssssss ooooooooffffffff SSSSSSSShhhhhhhhaaaaaaaaddddddddoooooooowwwwwwww:::::::: The dwarves of Darkon fiercely defend themselves from all outside
threats. The dwarves are a warrior race following the example set by their legendary leader Kagyar the
Invincible. The racial devotion to their high king is akin to worship.
EEEEEEEEllllllllvvvvvvvveeeeeeeessssssss ooooooooffffffff SSSSSSSShhhhhhhhaaaaaaaaddddddddoooooooowwwwwwww:::::::: The elves are a truly pitiful people. Long separated from their bright
homeland, they suffer terribly under the oppressive weight of the Shadow.
TTTTTTTThhhhhhhheeeeeeee CCCCCCCCllllllllaaaaaaaasssssssssssssssseeeeeeeessssssss:::::::: The following classes are available, as presented in the Player's Handbook:
Cleric, Fighter, Thief, and Mage. The sub-classes are entirely optional however. Specifically, the Druid
(and other specialty priest), the Paladin, the Ranger, the Bard, and the Illusionist (and other specialist
wizard).
The Paladin is the class most out of place in a Shadows of Everest campaign. The Druid and
the Illusionist would not be out of place at all however. The Bard falls somewhere in-between these two
extremes. Just as in Knights, Rangers are an elven tradition rarely shared with non-elves; the class is
especially rare in Shadows.
Vast and expansive is the realm of Everest and many are its hidden secrets and
Vast and expansive is the realm of Everest
and many are its hidden secrets and forbidden
mysteries. Such lore is valuable and closely
guarded. In fact, it is known only by the most
learned and influential individuals (and even then,
only in bits and pieces). The heroes may eventually
unearth such arcana of their own accord, but only
after much searching and many trials.
Revealed
here are legends and lore that only the most
wizened sages and powerful kings of Alphere have
any knowledge of. Peruse at your own risk
Be on the lookout for hidden hyperlinks in the Setting Guide, when you find one, click on it to
uncover ultra-secret Everlore.
MasterMasterMasterMaster ofofofof thethethethe ArcaneArcaneArcaneArcane EyeEyeEyeEye Zenmuron suspects that cruel masters
MasterMasterMasterMaster ofofofof thethethethe ArcaneArcaneArcaneArcane EyeEyeEyeEye
Zenmuron suspects that cruel masters magically altered (or even erased altogether) many of his
childhood memories. He will stop at nothing to restore these memories. Zenmuron's attention to detail
is a reflection of that effort.
In an effort to regain his lost childhood memories, a young Zenmuron joined a local cult of
Vecna. Now a leading member, he pays lip service to the Whispered One. Zenmuron doesn't pursue
evil for its own sake, he promotes the cult’s interests more out of a sense of expediency than true
devotion. Like most all members of the cult however, he has found himself entangled in a web of lies
and deceit that is impossible to escape.
One way in which Zenmuron promotes the interests of the cult is through the Arcane Eye.
Ostensibly, an unbiased espionage organization, the Arcane Eye's primary purpose is to serve as a
recruiting operation for the cult of Vecna. From the start, knights are covertly indoctrinated with the
tenets of the cult, such as "never reveal all you know." Those who prove worthy are eventually
promoted to
TheTheTheThe BlackBlackBlackBlack KnightsKnightsKnightsKnights
At any given time, only a handful of operatives ever prove worthy of induction into the cult
proper. These are the ultra-secret, morally ambiguous black knights, the enforcers of the Arcane Eye,
tasked with making problems go away.
The Blood has existed, in one form or another, for nearly ten centuries. Many sages
The Blood has existed, in one form or
another, for nearly ten centuries. Many sages
believe that the nine sorcerers who currently
control the Blood are not the founders, merely
the latest recipients of knowledge from an
ancient line of sorcerers who pass their collective
memories on to other sorcerers "of the Blood”.
Now long gone from the physical world, they
work the will of their minds through various
physical hosts. Their intention: To bring about
the final and ultimate incarnation of the Blood.
All sorcerers of the Blood understand that they
are being influenced (to some degree) by
otherworldly power.
TheTheTheThe CreatorCreatorCreatorCreator commands us to be vigilant against all evil and to destroy it wherever
TheTheTheThe CreatorCreatorCreatorCreator commands us to be vigilant against all evil and to destroy it wherever we
encounter it. Yet many who wear Church colors are content to await the coming darkness—they think
that they will be ready for the time when evil shows its hideous visage. Brothers and sisters, evil will
never reveal itself. Those sworn to wickedness cannot abide the shining beacon because they find its
brilliance loathsome. No, evil’s servants haunt the darkness that spawns it. They bide their time. They
spread evil’s filthy seed to unsuspecting innocents, offering temptations even the innocent cannot refuse.
We permit this festering cancer as we strive to safeguard our lands. We combat the obvious threats,
but this, friends, is what darkness wants. Evil would have us fritter away all our strength against its
decoys, laughing at our feeble flailing. How, I ask, can we ever hope to quench the hated one’s
conflagration when all we do is fight the small fires?
The Church of the Silver Flame commands us to protect the weak and to safeguard the
innocent from evil’s depredations, yet time and again the common person succumbs to temptation. We
cannot wait any longer—we cannot allow another day to pass—while the Disciples of Darkness and
other vile forces plot our dooms from unseen redoubts. We must look deep within our hearts and find
our purity. We must scourge our flesh to purge temptation and doubt. We must test our friends, our
families, and our neighbors to be certain shadow has no hold. And where we find it, we must cleanse
the flesh. We liberate the spirit.
If we falter in this holy mission, we fail.
If we quail before the horrors, evil wins.
Giving mercy, we permit evil and become no better than those we fight.
Brothers and sisters, we are at war.
-Jozan Crownblade, High Templar of the Burning Flame
[Ported from Deities & Demigods: Bahamut (Dragon #378)]
Based in the city of Immensea, this order takes a much more militaristic approach to
combating and eradicating evil than the mainstream faith (which has itself become more militaristic
since the end of the Infernal Wars over two centuries ago). A secret movement, the Burning Flame
typically works outside the church’s hierarchy. Officials of the faith never discuss it openly. Much like
inquisitors or witch hunters, they are a feared aspect of the church that few care to acknowledge.
Taking a cue from the enemies of the faith, the Burning Flame has established a secretive
paladin-like order of dedicated and hardened soldiers. These guardians of the flame (as they are
sometimes known) are less restrained by their knightly vows, doing what must be done, no matter how
unpleasant.
GuardianGuardianGuardianGuardian ofofofof thethethethe FlameFlameFlameFlame (Prestige Class):::: If the optional rules for prestige classes are used, then
the Guardian of the Flame is available (use the Gray Guard presented in Complete Scoundrel).
CodeCodeCodeCode ofofofof thethethethe BurningBurningBurningBurning FlameFlameFlameFlame 1.1.1.1.
CodeCodeCodeCode ofofofof thethethethe BurningBurningBurningBurning FlameFlameFlameFlame
1.1.1.1. InnocentInnocentInnocentInnocent lifelifelifelife isisisis importantimportantimportantimportant beyondbeyondbeyondbeyond allallallall else.else.else.else. You are one of the good guys. You do not hurt
innocent people, or by inaction allow them to be harmed if you can at all prevent it. If it comes
down to saving the innocent or punishing the guilty, you must chose the former over the latter.
2.2.2.2. WickedWickedWickedWicked lifelifelifelife isisisis worthless.worthless.worthless.worthless. Those who would willingly, knowingly, and intentionally harm
innocent people for personal gain, to show homage to some dark force, for pleasure, or for
some other, darker purpose have irrevocably forfeited every right they have ever possessed as
a consequence of their actions. They may be blackmailed, tortured, lied to, intimidated,
harmed, or killed outright. These actions should not be taken lightly or for their own sake, but
when it is necessary to do so, do not shrink from what must be done.
3.3.3.3. JusticeJusticeJusticeJustice isisisis superiorsuperiorsuperiorsuperior totototo mercy.mercy.mercy.mercy. Forgiveness is for the afterlife. If there is no way to undo the
actions that have drawn your attention, there can be no forgiveness for them. Do not be
swayed by pleas for mercy. Think of the victims and dispense justice, not mercy.
4.4.4.4. KnowKnowKnowKnow beforebeforebeforebefore acting.acting.acting.acting. Those who mistake the innocent for the wicked can swiftly become
wicked themselves. Should this happen to you, your former brethren will show you no special
treatment.
5.5.5.5. BeBeBeBe implacable.implacable.implacable.implacable. No evildoer should ever achieve more than a temporary victory against you.
If they prevail or escape and you yet live, marshal whatever resources are necessary and hunt
them down.
6.6.6.6. HonorHonorHonorHonor isisisis discipline.discipline.discipline.discipline. Rather than devoting yourself to some abstract and limiting code of fair
play or chivalrous combat, develop your self into the most finely honed weapon you can.
Condition your body, mind, and soul to be the perfect weapon against those who would
oppress and destroy. Never allow yourself to forget what it is that you are sworn to preserve, or
allow cynicism to cloud the distinction between those who need protection and those they must
be protected from.
7.7.7.7. Win.Win.Win.Win. Your job is to keep the wolves away from the sheep. Do what you have to and lose no
sleep over it. Keep yourself in top fighting condition and do not allow mysticism, ritual, comfort
or tradition to interfere with your singularity of purpose. Against the foes you face, there is no
room for fairness. They will not show it to you. Use whatever tactics and resources you have at
your disposal to achieve victory, for if they win, the result will be much worse.
[From the D&D Boards by Timespike]
Elder magicians are often given the honorific master by younger, less experienced magicians; a few
Elder magicians are often given the honorific master by
younger, less experienced magicians; a few even presumptuously
assume the title of their own accord. Only the most powerful and
respected magicians however, are ever recognized as magi (or magus
singular).
The magi are the protectors of the essence, the mystic energy
that makes arcane spellcasting possible. Their vast awareness and
control of the essence eclipses that of even the most experienced
master magicians.
There are only a handful of magi in all of Everest. They hail
from all races and all are very old, eldritch energies preserving their
lives beyond the normal span of years. Such longevity is not without
price however. Magi invariably find themselves subtlety but
undeniably changed; they are no longer completely of this world, but
have grown apart from it. Some magi withdraw out of distaste for the
modern world, while others seclude themselves away, fearing that the
potent arcana at their command will attract unwanted rivals.
As a group, the magi are at best a loosely allied fellowship,
but they have one inviolate rule: They do not become involved in
worldly politics. Among human magi, this invariably means the affairs
of the Great Council of Magicians. Despite their best efforts however,
a few magi still find themselves entangled in such affairs. As a group,
the magi punish any and all of their number who persist in taking part in worldly politics. The magi will
allow none of their number to be harmed by another, no matter the circumstances. All rights to
punishment are reserved solely for themselves, yet it can be difficult to petition them for such. In the
end, the magi remain a secretive and most enigmatic group.
This article uses the rules for “Epic Characters” found in Chapter 6 of the Dungeon Master’s
Guide. Epic level rules are introduced in the Epic Level Handbook (and updated in the v.3.5 Update
Booklet).
RecommendedRecommendedRecommendedRecommended Reading:Reading:Reading:Reading: “Ancient PCs: Playing Elders in D&D” by Hal Maclean (presented in
Dragon Magazine #354). Even if these rules are not used, the magi are considered to have the
Endless special ability: A creature with this special quality ceases to age once it achieves a certain point
in its life cycle. These creatures exist in a special kind of physiological stasis, counteracting all the
consequences of advancing years that usually lead to frailty and eventually death.
AAAA notenotenotenote onononon EpicEpicEpicEpic Characters:Characters:Characters:Characters: No one gains fantastic levels anonymously in Knights of Everest.
In the Forgotten Realms, a wizard might go from 20th to 30th level and hardly be noticed by the
general populace.
No character in Knights of Everest can escape the consequences of superior experience. High-
level characters become victims of their own success. Fighters find themselves heading huge armies,
like it or not; druids and magicians are invariably drawn into the ranks (or at least drawing awareness)
of the hierophants and the magi respectively.
Mortal dreams fade away upon the waking; not so with the dreams of the gods.
Mortal dreams fade away upon the waking; not so with the
dreams of the gods.
Their sleeping thoughts bring order to chaos,
light to darkness, time to eternity.
As the gods sleep, their dreams
form the world, all its seas, and even the stars above.
Eventually the gods awaken from their ageless slumber.
They consider their impromptu creations: order, light, time and are
greatly pleased. Such is their pleasure that the gods continue to
think upon the world of their creation.
Where their slumbering
thoughts create a world, the gods waking thoughts focus on the
details of that world and each god creates in his own manner: The
race of man is created on the world above; meanwhile, the Soul
Forger creates the dwarves in the deep places of the world; just as
the Protector secludes his children, the gnomes, in the forests of the
world.
The gods work together to create other things as well: Dragons, Magic, Religion; these and
more are the wondrous gifts of the gods. Who among mortals can say when, if ever, it will all end?
Most people believe there is but a single moon traveling the night skies of Everest.
Most people believe there is but a single moon
traveling the night skies of Everest. The elves know differently
however: Another moon graces the sky, shinning blue and
cool—a coin-sized gem sailing the night. It has the
reputation of being a good omen when viewed waxing full,
especially by travelers and explorers. This moon, called
Selene, is perceived only by the elves however; it is invisible
and intangible to all others, its silvery radiance falling only
upon the elves.
The origin of this moon lies within elven history and
has close ties to their religion. The elves worship a pantheon
of gods known as the Seldarine. Within the Seldarine is an
individual deity known as the Champion. This deity is the
progenitor of the other gods and creator of the elven race. It
has two aspects: One male (symbolized by a sun, which elves call Solaris) and one female (symbolized
by a moon, which elves call Selene). In the homeland of Arvanaith, the elves saw these celestial orbs
when they gazed into the night sky.
Ages ago, when the elves first arrived in Alphere, the twin orbs, Solaris and Selene came with
them. To the elves, this was a reminder that the Seldarine accompanied and blessed them on their
travels. Since the Time of Darkness however, Solaris has remained hidden. No longer do the elves
perceive its light or bask in its warmth (but see below). Selene has remained with them however.
After the Time of Darkness, the elves found themselves essentially in exile; the pathway to their
homeland of Arvanaith was lost. The fact that Selene remains with them is a comfort of sorts, for it
represents a solemn promise: the Seldarine have not abandoned their children; the elves will one day
return to Arvanaith. On the other hand, the disappearance of Solaris represents a somber warning: the
elves are not of this land; they must remain separate if they are to one-day return to Arvanaith.
Although non-elves do not perceive or interact with Selene, it is an actual, physical moon. It is
considered a secondary moon however, holding a lesser position than its counterpart. Selene affects
the tides to some extent, but it bows to the greater power of the primary moon. The few non-elves who
are aware of its existence sometimes refer to it as the Solace Moon.
DesignDesignDesignDesign Note:Note:Note:Note: Elves can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. This is a racial trait known as low-light vision. The fact that only
elves can see the moonlight from Selene might be one way to explain such ability. It is also worth
noting: Elves are sometimes described as seeing and hearing things that others cannot. In this case,
that is certainly true.
The Light of Arvanaith is a magical location that confers benefits upon visiting elves. It
The Light of Arvanaith is a magical location that confers benefits upon visiting elves. It is
unique from many other locations in that it requires a host site. Any natural, outdoors place can act as
host: An open forest glen; a grassy field beneath the massive canopy of a great oak; a peaceful
garden hedge. In all cases, the Light of Arvanaith is temporary, lasting anywhere from a few hours to a
few days before moving on to the next site.
A ray of golden light falls over the site, very much like
sunshine, yet none can discern its source, save the elves, who
realize it originates from a bright orb, high in the sky, which
they call Solaris. Although this otherworldly orb disappeared
during the Time of Darkness (see above), the light of Solaris
could not be extinguished entirely. The power of Light is such
that it peeks through, here and there. For the elves, this isn’t so
much a matter of science but rather of long-standing faith.
The Light of Arvanaith chooses when and where to
reveal itself to visitors, choosing also when to move on
(effectively dismissing them). Anyone may visit the host site but
the benefits of the Light of Arvanaith are intended for elves only.
An elf becomes instantly aware when entering a host site.
Many describe feeling like coming home after a long, arduous
trip.
Arrival within the host site occurs as the result of a temporary portal appearing in the
character’s midst. Often, this takes the form of a warm, inviting beam of light, as if from the late
afternoon sun. This portal might appear in the depths of the Everdark, in the middle of a gloomy
swamp, or along a treacherous and narrow mountain trail heading over a pass. It is up to the
characters to decide whether to step into the beam of light or not. Once one chooses to do so (she
must be an elf) all her companions find themselves in the host site, their former surroundings vanished.
The Light of Arvanaith is a provision of the gods, so there are some things that visitors must
observe: If anyone (elf or non-elf) attempts to cast spells or use abilities that are in opposition to the
agenda of the Seldarine, the Light fades and the entire group finds itself instantly back at its previous
location.
GameGameGameGame EffectsEffectsEffectsEffects
• The Light of Arvanaith negates all normal and magical darkness within the host site.
• Within the host site, the DC for domain spells cast by elven clerics is lowered from 15 to 10 +
spell level. This applies to one domain spell of each level that the elven cleric is able to cast.
• An elf that rests within the host site regains hit points as if she were under the long-term care of
someone with the Heal skill.
• Time passes differently within the host site than it does outside. No matter how long an elf
remains at the site, the moment she ventures beyond its boundaries, she finds no time has
passed on the outside.
Rules for magical locations are given in Complete Mage.
Ages ago, elves traveled widely throughout many different realms. Some however chose to remain in
Ages ago, elves traveled widely throughout
many different realms. Some however chose to remain
in their homeland of Arvanaith. These ‘high elves’ are
more properly known as eladrin.
Eladrin are a PC only race; if a player
chooses an eladrin character, he or she is for all intents
and purposes, one of a kind. Explanation of an
eladrin’s existence on Everest is left up to the DM and
player. For instance, an eladrin PC might live in a city
of the fey that appears in Arvanaith at sunrise each day
and in Everest at sunset.
Eladrin have the racial traits of the elves listed
in the PH, not the racial traits of elves given in the
Knights of Everest Setting Guide. Eladrin are also
gifted with immortality. They do not suffer the ravages
of time and are thus immune to aging attacks and
normal disease.
CosmologyCosmologyCosmologyCosmology There are two D&D cosmologies discussed in this article: the Great Wheel (used
CosmologyCosmologyCosmologyCosmology
There are two D&D cosmologies
discussed in this article: the Great Wheel
(used in v.3.5 and earlier editions) and the
World Axis (used in 4e). Likewise, two
supplements are referred to: Manual of the
Planes for 3e and its counterpart for 4e.
All planar traits mentioned below are as
described on pages 7-14 of the 3e MotP.
Knights of Everest uses the World
Axis cosmology, which is described on
pages 160 and 161 of the 4e DMG and
pages 12 and 13 of the 4e Manual of the
Planes. This article is not an attempt to
actually convert the 4e MotP to 3e. It’s
merely some quick and dirty notes on how
I’d use the World Axis cosmology in 3e.
ThisThisThisThis isisisis mymymymy ultimateultimateultimateultimate nodnodnodnod totototo 4e4e.4e4e
The AstralAstralAstralAstral SeaSeaSeaSea is much like its counterpart in the Great Wheel. Spells that access the astral
plane now access the Astral Sea instead. Unlike its counterpart however, the Astral Sea is not
omnipresent (see ‘Planar Interactions’ below); that is, it doesn’t link with virtually every other plane. You
can therefore ignore the information for astral links presented on page 48 of the 3e MotP. Likewise,
ignore any mention of traveling to other planes via the spell astral projection. Instead, use the
information for veils of color given on page 87 of the 4e MotP.
The Astral Sea has the following Traits: No Gravity, Normal Time, Infinite Size, Alterable
Morphic Trait, No Elemental or Energy Traits, Mildly Neutral-Aligned, Enhanced Magic. These traits
are as written for the astral plane (see page 47 and 48 of the 3e MotP).
The ElementalElementalElementalElemental ChaosChaosChaosChaos is an amalgam of the 3e elemental planes and limbo. It has the
following traits: Subjective Directional Gravity, Normal Time, Infinite Size, No Energy-Dominant Traits,
Highly Morphic, Sporadic Dominant-Element, Strongly Chaos-Aligned, Wild Magic (as written for Limbo
on page 93 of the 3e MotP). The Elemental Chaos can be controlled as described for Limbo on pages
93 and 94.
There are no Primordials in Knights of Everest, unlike the 4e cosmology. The Elemental Chaos
is unruled (as described in the sidebar ‘Who Rules the Elemental Planes’ on page 84 of the 3e MotP).
The FeywildFeywildFeywildFeywild has the following traits: Normal Gravity, Normal Time, Finite Size, Alterable
Morphic, No Elemental or Energy Traits, Mildly Neutral-Aligned, Enhanced Magic (as written for the
plane of faerie on page 210 of the 3e MotP). Elves call the feywild by its proper name, Arvanaith.
The ShadowfellShadowfellShadowfellShadowfell is essentially the plane of shadow from 3e (as mentioned on page 15 of the 4e
MotP, in the sidebar discussing the Great Wheel). It has the following traits: Normal Gravity, Normal
Time, Finite Size, No Elemental or Energy Traits, Mildly Neutral-Aligned, Enhanced Magic, Impeded
Magic (both as written for the plane of shadow on page 60 of the 3e MotP).
The information on shadow links (page 60) applies to the Shadowfell.
PPlanarPPlanarlanarlanar Interactions:Interactions:Interactions:Interactions: Planar interaction is described on page 15
PPlanarPPlanarlanarlanar Interactions:Interactions:Interactions:Interactions: Planar interaction is described on page 15 of the 3e MotP. Examine the
World Axis diagram (above), notice that the Astral Sea is the ‘upper’ part and the Elemental Chaos is
the ‘lower’ part of the cosmology. The Material World serves as the ‘axis’ with the Feywild and the
Shadowfell as parallel planes.
The Astral Sea is separate from the Material Plane; it is not a transitive plane (unlike its
counterpart in the Great Wheel). The Elemental Chaos is likewise a separate plane.
The Feywild and the Shadowfell as both coexistent and conterminous with the Material Plane.
In the World Axis cosmology, they are termed parallel planes (as mentioned on page 8 of the 4e MotP).
Spells that access the astral plane (in the Great Wheel) now access the Feywild (in the World Axis).
Likewise, spells that access the ethereal (in the Great Wheel) now access the Shadowfell (in the World
Axis).
There is no eeeeeeeetttttttthhhhhhhheeeeeeeerrrrrrrreeeeeeeeaaaaaaaallllllll ppppppppllllllllaaaaaaaannnnnnnneeeeeeee in the World Axis cosmology. This affects a number of spells and
magic items that duplicate those spells (ported from the sidebar ‘Without the Ethereal’ on page 55 of
the 3e MotP):
The following spells either do not function or do not exist: ethereal jaunt,
etherealness, and secret chest.
The following spells have elements that do not function without an ethereal plane:
Dimensional anchor, invisibility purge, see invisibility, true seeing, and spells with the
force descriptor, such as magic missile and wall of force. When using these spells,
ignore any reference to the ethereal plane, other elements function as normal.
The blink spell works by accessing the Shadowfell.
Everest is a land of high fantasy and grand adventure. Brave knights and noble clerics
Everest is a land of high fantasy and grand
adventure. Brave knights and noble clerics
defend majestic kingdoms against all evil.
Mighty dwarves and regal elves do battle with
vile orcs and greedy goblins.
In the fantastic
realm of Everest, honor and glory can be
yours.
Welcome to the imaginary realm of Knights of Everest, a campaign setting for the DUNGEONS
Welcome to the imaginary realm of Knights of Everest, a campaign setting for the DUNGEONS &
DRAGONS ® fantasy role-playing game. In Knights of Everest, you take on the role of a squire, knight,
or noble of the realm. Armed and armored, you overcome life-and-death struggles, impossible
frustration, and ruthless enemies to join the knighthood. As a knight, you uphold the chivalric ideals of
fair play, courage, honesty, and justice. Undertake perilous quests and monstrous dangers in fantastic
Romula. Smite bloodthirsty giants and crush treacherous invaders for the glory of the kingdom.
Awaken passionate love, hate, and loyalty; experience acts of mercy, cruelty, lust, piety, valor, and
cowardice.
--At--AtAtAt aaaa GlanceGlanceGlanceGlance (DDE)(DDE)-(DDE)(DDE)---
Knights of Everest uses rules from DUNGEONS & DRAGONS Essentials: Rules Compendium,
Dungeon Master’s Kit, Monster Vault, Heroes of the Fallen Lands, and Heroes of the Forgotten
Kingdoms.
AvailableAvailableAvailableAvailable Races:Races:Races:Races: Human, Dwarf, Elf, Half-orc; (from DSCS) Mul
UnavailableUnavailableUnavailableUnavailable Races:Races:Races:Races: Dragonborn, Drow, Eladrin, Half-elf, Halfling
CoreCoreCoreCore Classes:Classes:Classes:Classes: Warpriest (Cleric), Knight, Slayer (Fighter), Thief (Rogue), Mage (Wizard)
ExpandedExpandedExpandedExpanded ClassesClassesClassesClasses (supplemental):::: Sentinel (Druid), Cavalier (Paladin), Scout, Hunter (Ranger),
Hexblade (Warlock)
Knights of Everest uses rules from Labyrinth Lord, a 'retro-clone' of the long out-of-print Basic
Knights of Everest uses rules from Labyrinth Lord, a 'retro-clone' of the long out-of-print Basic
D&D rules.
Arriving on the shores of Alphere several millennia ago, elf travelers brought with them a talent
for magic, which they called the essence. Far from their homeland however, the magic that once ran
so freely through the elves veins inexorably wanes.
than any other race.
The essence now comes no more easily to them
Just as in other settings, a character can be an elf if she has an Intelligence score of at least 9
when he is first played. However, unlike many settings, an elf cannot wield magic if she has an
Intelligence of less than 16.
This results in a situation where most elves, both PCs and NPCs, don’t know the
This results in a situation where most elves, both PCs and NPCs, don’t know the magic spells
that elves in other settings do. If you want to create an elf in Knights of Everest, you have a couple of
options.
If the elf you create has an Intelligence score of 16, 17, or 18, you can create an ordinary elf
who has both fighting and magic abilities. But if the elf has an Intelligence score of 15 or less, you can
create a warrior-elf.]
Ordinary elves (those who learn both fighting and magic from their youth) use the rules given
for elves in Labyrinth Lord to determine the experience required to gain experience levels. Warrior-
elves, those elves of Everest who do not normally learn magic, use this progression instead:
LevelLevelLevelLevel
WarriorWarrior-WarriorWarrior--Elf-ElfElfElf
1
0
2
2,030
3
4,062
4
8,125
5
16,251
6
32,501
7
65,001
8
120,001
9
240,001
10
360,001
HitHitHitHit DiceDiceDiceDice
Both normal elves and warrior-elves use a six-sided die (d6) to determine their hit points.
ArmorArmorArmorArmor andandandand WeaponsWeaponsWeaponsWeapons
Warrior-elves, like normal elves, may wear any kind of armor and shield, and may use any
weapon.
SpecialSpecialSpecialSpecial AbilitiesAbilitiesAbilitiesAbilities
The warrior-elf has the same special abilities of Infravision, Languages, Detection, and
Immunity to Ghoul Paralysis as normal elves.
Some notes on how D&D supplements might be of use in the Knights of Everest
Some notes on how D&D supplements might be of use in the Knights of Everest setting:
ExpandedExpandedExpandedExpanded PsioPsionicsPsioPsionicsnicsnics HandbookHandbookHandbookHandbook andandandand CompleteCompleteCompleteComplete PsionicPsionicPsionicPsionic
Psionics are rare in Alphere. They are common only in the
Everdark. Here's how I would introduce them on the surface world:
The Talair: The talair are a race of humans who are not native to
Alphere. Centuries ago, they fled the ravages of a great war which
destroyed their home. The talair arrived on the shores of Alphere,
bringing with them a power that they call psionics.
The refugees from that lost place, called Talar, chose to hide their
psionic ability when they came to this world. Members of the Six Hidden
Houses take pains to blend into regular human society, masking their
presence for hundreds of years.
The talair first appeared in Dragon Magazine #281 “Mind Lords
of Talaron” by Stephen Kenson and were expanded upon in Complete
Psionic.
CompleteCompleteCompleteComplete WarriorWarriorWarriorWarrior Hexblade: Hexblades thrived during the Time of Darkness. In
CompleteCompleteCompleteComplete WarriorWarriorWarriorWarrior
Hexblade: Hexblades thrived during the Time of Darkness. In more
modern times, they are often persecuted and hunted as abominations. Put
simply, hexblades are a reminder of the Dark Time, which civilized society is
ever anxious to leave behind them. Most hexblades today exist on the fringes
of society.
Hexblades are one of the expanded classes for the setting. As such,
the above does not necessarily apply to PCs, who will likely have their own
unique backrounds.
Samurai:::: This class hails from the distant continent of Oa; it has no
place in Alphere.
Swashbuckler: As written. Swashbucklers are most common in the Immensea region.
Swashbucklers are one of the expanded classes for the setting.
CompleteCompleteCompleteComplete DivineDivineDivineDivine
Favored Soul:::: Favored souls thrived during the chaotic Time of
Darkness. In modern times however religion is much more organized
and they are less common.
Shugenja:::: This class hails from the distant continent of Oa; it
has no place in Alphere.
Spirit Shaman: As written. Like druids, spirit shamans practice
the old faith. Spirit Shamans are one of the expanded classes for the
setting.
CompleteCompleteCompleteComplete ArcaneArcaneArcaneArcane Warlock:::: Warlocks thrived during the Time of Darkness. In
CompleteCompleteCompleteComplete ArcaneArcaneArcaneArcane
Warlock:::: Warlocks thrived during the Time of Darkness. In more
modern times, they are often persecuted and hunted as abominations. Put
simply, warlocks are a reminder of the Dark Time, which civilized society is
ever anxious to leave behind them. Most warlocks today exist on the fringes
of society.
Warlocks are one of the expanded classes for the setting. As such,
the above does not necessarily apply to PCs, who will likely have their own
unique backrounds.
Warmage: Warmages act as the military arm of the Great Council
of Magicians. They are chosen from among each of the circles. Warmages
are considered members of all circles, not just one.
Wu Jen:::: This class hails from the distant continent of Oa; it has no place in Alphere.
CompleteCompleteCompleteComplete AdventurerAdventurerAdventurerAdventurer
Ninja:::: This class hails from the distant continent of Oa; it has no
place in Alphere.
Scout: As written. Scouts are one of the expanded classes for the
setting.
Spellthief: As written, although the class is only common in the
Everdark, where it is more appropriately known as the psithief.
RacesRacesRacesRaces ofofofof StoneStoneStoneStone
Goliath: As written. Goliaths are a supplemental race.
RacesRacesRacesRaces ofofofof DestinyDestinyDestinyDestiny Illumian:::: The illumian race is not appropriate for the
RacesRacesRacesRaces ofofofof DestinyDestinyDestinyDestiny
Illumian:::: The illumian race is not appropriate for the Knights of
Everest setting. Here are some specific issues:
The illumians are described as a contemplative, bookish race
created by a magical ritual; they were literally constructed out of their own
language. As I see things, Illumian is a rationally constructed language,
comprised of mystic runes. This is at odds with how arcane magic works in
the Everest: "Arcane magic is not a science. It is not a complex formulae, not
a phrase or a number, nor a symbol written in dragon's blood."
As noted on page 90, the most common classes among Illumians
are rogues, bards, and wizards, while sorcerers are noted as a relatively rare occurrence. This is
problematic, since the bard is a prestige class and the wizard class does not exist in Knights of Everest.
On page 73, it is noted that the illumian pantheon is comprised of mortals who have ascended
into godhood. Deities in Knights of Everest are incredibly distant, all-powerful beings, as far above
mortals as mortals are above the amoeba. Given this fact, ascension into godhood is impossible.
The flavor of the illumian race could be changed of course. For example: In the case of the
illumian language, you could define the source of power that the language accesses. You could say for
instance that the language is an arcane power entirely separate from the essence. For instance, unlike
the essence, which relies on force of will, the Illumian language is based on study and intellect.
Introducing multiple sources of magic could even allow the wizard class to be introduced into the
Knights of Everest setting; this is left to DM discretion however, since it fundamentally changes the
setting as designed.
RacesRacesRacesRaces ofofofof thethethethe WildWildWildWild Raptoran: As written. Raptorans are a supplemental race.
RacesRacesRacesRaces ofofofof thethethethe WildWildWildWild
Raptoran: As written. Raptorans are a supplemental race.
RacesRacesRacesRaces ofofofof thethethethe DragonDragonDragonDragon and DragonDragonDragonDragon MagicMagicMagicMagic
???.
TomeTomeTomeTome ofofofof MagicMagicMagicMagic
The Binder: As written. The practice of pact magic has dwindled
greatly since the Time of Darkness, although it has never completely faded
away.
The Shadowcaster: As written with one minor modification (noted
below). Shadowcaster’s are most common among followers of the Disciples
of Erebus.
The ability to cast "mysteries" is tied to Intelligence (as noted on
page 113). Normally, I would rule this makes the class problematic for
Knights of Everest. The shadowcaster’s arcane abilities are unique enough
however, drawing upon a clearly defined source of power, that I am willing
to accept that her mystical abilities don't flow from the essence.
Also on page 113 (in the same section), it notes that although shadowcasters don't 'cast' spells
in the traditional sense, levels in the class count for the purposes of determining overall caster level. This
rule should be ignored in Knights of Everest, due to the nature of arcane magic in the setting. This has
the unavoidable consequence of limiting multiclass Shadowcasters.
The Truenamer: Truename magic requires intelligence, complex recitations, precise timing,
research and study. As such, the truenamer is not appropriate for Knights of Everest.
If allowed by the DM, the something like following would permit truename magic in the setting
while also maintaining the nature of arcane magic: Truename magic is unrelated to the essence; it
requires intellect and study to master. It is up to the DM to define the source of power, but it should be
unique to truename magic. Introducing multiple sources of magic is left to DM discretion, since it
fundamentally changes the setting as designed.
Player’sPlayer’sPlayer’sPlayer’s HandbookHandbookHandbookHandbook IIIIIIII Beguiler: The beguiler’s
Player’sPlayer’sPlayer’sPlayer’s HandbookHandbookHandbookHandbook IIIIIIII
Beguiler: The beguiler’s spellcasting is based on Intelligence, which
is problematic given the nature of arcane magic in Knights of Everest.
Dragon Shaman: As written. The Dragon Shaman is common only
in Alpharia.
Duskblade: The duskblade’s spellcasting is based on Intelligence,
which is problematic given the nature of arcane magic in Knights of Everest.
Knight: As written. Knights are most common in the Kingdom of
Romula. Knights are one of the expanded classes for the setting.
MagicMagicMagicMagic ofofofof IncarnumIncarnumIncarnumIncarnum
Like psionics, incarnum is rare in Alphere. As way of introduction, I
favor the “Opening the Wellspring” campaign arc detailed on page 200.
Knights of Everest is as an excuse for me to ‘name drop’, to use the
Knights of Everest is as an excuse for me to ‘name drop’, to use the names of familiar people,
places and things from D&D. My homebrew setting is also a way for me to say ‘thanks’ by using game
designs that catch my attention. Some of this name dropping can be seen in the Setting Guide, such as
the use of St. Cuthbert (a deity in core D&D) as a patron saint of an order of knighthood or the
presentation of elves as a more martial, less arcane race (a design inspired by an article in Dragon
Magazine). Here are a few more items of interest that might fit right in ☺.
“Arcane Ancestry” (Dragon Magazine #311)* and
“Arcane Ancestry 2” (Dragon Magazine #325)* introduce the
bloodline feat, a new category designed with the sorcerer in mind.
These rules work well in a Knights of Everest campaign. “Class
Acts: Aquatic Fey Kin” (Dragon Magazine #335) presents the
aquatic fey bloodline and its associated feat.
(*) Bloodline feats from these articles are also presented in Dragon
Compendium, Volume 1.
MartialMartialMartialMartial ArtsArtsArtsArts StylesStylesStylesStyles “The Iron Path” presented in Dragon Magazine
MartialMartialMartialMartial ArtsArtsArtsArts StylesStylesStylesStyles
“The Iron Path” presented in Dragon Magazine #303 (which
uses rules introduced in v.3.0 Oriental Adventures), describes martial art
styles for fantasy cultures. This article would be appropriate for the
dwarves, elves, and half-orcs of the Knights of Everest setting.
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Myth-Making with Universal Archetypes
This article is from Dragon Magazine #283. It talks about how to combine powerful mythic
elements of real-world religion to inspire D&D religion.
StrangerStrangerStrangerStranger WithWithWithWith MyMyMyMy FaceFaceFaceFace By Dwayne Stephen Thomas My nightmare is the