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Legend Realms

Travelers Guide to Amrath and Rulebook

2nd Edition

Credits and Dedications

This book is dedicated to everyone who has made Legend Realms possible. To Jesse, Amber, Sam, Roddy, Melissa, Raul, David, Christina, Thomas, Matt, Jessica, and Wes. All my efforts are for all of my players.

Photography Melissa Ashley Contributions by Raul Fuentes, Bob Huff, Ben Braddock, Nathan Brown, Brooks Groves, Jason Polizzi, David Bajaras Edited By Bob Huff
Legend Realms uses the FanWar Rules System. Legend Realms does not claim ownership of the Fanwar Rules System in any way. FanWar by Christopher Melville. www.FanWar.com Legend Realms does have mythologies and text based on works from Games Workshop, Warhammer Fantasy Battles, Warhammer 40k, Inquisitor, Liber Chaotica, and the Black Library. We in no way claim ownership of Games Workshop intellectual properties. In fact, most of us play their games as well. Www.games-workshop.com

The Lands of Amrath

Yellow The Kingdom of Amrath Purple The Kingdom of Sercei Blue Final city of the High Elves Red Tribal Lands of the Orcs

Legend Realms Policies


Hail Adventurers! I wanted to take the time to explain some policies of the Legend Realms Staff. Other games have similar or conflicting policies, and I want to settle what our policy is vs. other games like NERO or Alliance. Selling Character Build Points Legend Realms will not practice this, as in our view it is not fair to all players. Cheating Each player has a right to call on a Marshall to check a Player or NPC's tags. Only Marshals or Staff will address cheating. Remember, as a player it is your duty to be honorable, and that also means that calling someone a cheater or a liar is dishonorable. As for someone caught cheating, the penalty will match the severity of the cheating. Use of Illegal Drugs and Alcohol Drugs and Alcohol are not permitted at Legend Realms Events. If such is discovered, the Staff will have local authorities come to the site and handle the issue. Legend Realms is a Family Friendly game environment, and its policies and decisions will always reflect those values. Minors at an Event Minors are welcome at Legend Realms, but Legend Realms and its staff assumes no responsibility for the supervision of your child. The official policy for Minors playing in a Legend Realms event is 12 and Up are allowed to participate in combat with a signed waiver. All participants in a Legend Realms Event who is not 18 Years of age must have a parent or guardian on site. Garb All Legend Realms players are required to be in a minimum of black sweat pants and a logo-less tshirt. If you need garb, please let logistics know!

Summer Garb and Armor Rules From May 15th to September 15th is the hottest time of the year in Texas. To prevent heat exhaustion and for the safety of our players the following rules are in place. Armor Rules You must bring the armor with you, and it must be rated by logistics to receive credit for wearing armor. You do not have to wear your armor to receive your armor points. If struck while still having armor points, you must call out Armor. Garb Rules Shorts are permissible. Shirt must try to at least appear period.

A Typical Day at Legend Realms

Logistics and Check-In Logistics is where you will be checking in for the day. Logistics will store your character sheet, tags, and any quest cards your character has. You will receive all of your tags and sheets at sign-in. When you come to logistics please have these items ready and with you: Weapons - for safety check Armor - for evaluation Spellbook - for spell memorization

You have the option of speeding up your logistics time by: Printing your character sheet out at home Printing out the appropriate memorization sheets at home and filling them out

Logistics will look over your memorization sheets and approve them. Character Cards Players receive their character cards at check in and must keep these cards on them at all times. These are out-of-game materials and are only for official and Marshal use. You do not at anytime need to show your sheet to anyone other than a Marshal or Plot person at an event.

Magic Items: Magic items are different than most items as the tag and physrep together make up the item. Magic items are unique items and always recognizable, thus the physrep is apart of the item and may never Monster Cards change. If a PC makes a magic item, the phsyrep for All NPCs will have a monster card with them or that item becomes the property of Legend Realms for in their group. If there is a dispute on their stats, a the duration the item exists. Once a magic item has Marshal or Plot person can look at the monster card expired the physrep is required to be returned to the and determine which actions are needed to end the owner. If an item is taken from someone and they do not dispute. PCs are not allowed to look at monster cards. want to give up the physrep (for example armor as it is expensive), they can choose to only turn over the tag or In-Between Game Actions ask for their phsyrep back. When someone decides to In-between game actions (IBGA) are when you keep their physrep they are choosing to give up the as a player would like to further a plot line between ability to recognize that item at a later date. events. Legend Realms does from time to time put out magic To complete an IBGA all you need to do is email the plot committee by Tuesday prior to the event. items without physreps. This is to allow our players a greater flexibility in creating their own physreps to meet These are usually good times to visit that sage to get some information or do a little scouting to find out how their needs, especially for weapons and shields. Once a player has created a physrep for an item we consider many foes you might be facing the next event. that the permanent physrep for the magic item. You should be as detailed as possible when writing to plot about your IBGA. Be prepared for an Trading Out-of-game Items for In-game Items: If answer you are not ready for on these topics as not all someone is trading/selling a wooden box for 5 gold, the information can be come by easily. You might find the box is still considered an out-of-game item and cannot path to the sage blocked by bandits or too many be stolen before, after or during the transaction as it is a patrols between you and the encampments to safely physrep. However the gold involved can be stolen scout it out. Remember these are all new hurdles or before, after or during the transaction. These are grey possible adventures to go on, do not be discouraged. areas as people are using both in-game and out-ofIn-Game and Out-of-game In-game Items: These consist of anything that Legend Realms or another chapter puts out into game. These include coins and tags including potion, scroll, armor, weapon, alchemy, money item and magic item tags. It also includes physreps* for magic items. These are all considered Legend Realms' property and can be revoked. These items are the only items that can be stolen between players. Out-of-game Items: These consist of any props Legend Realms uses to decorate with and set a mood. As well as any props, costuming or other items that belong to players. These cannot be taken except in a few instances discussed later on. If you take one of these items it must be returned to its original owner, failure to do so could involve the authorities. Stealing Items: If you want to steal someone's longsword you must take in-game item tag. After you have escaped with the item, you can take the Tag to Logistics and tell them who it belongs to. If you steal someone's physrep you must return the physrep to the player after you have escaped. Everyone playing the game has the expectation that their physreps may be taken for a short time if the in-game items or tags associated with those physreps are stolen. However those physreps cannot be stolen and kept, failure to return them could involve the authorities. game items. The thing to remember is if a physrep has an item tag it can be stolen. If it is not a magic item the physrep must be returned to the owner. *Physrep: This is any physical item that when combined with a tag makes it usable in-game. For instance the physical longsword boffer weapon you made for your character is a physrep and the longsword tag allows you to use your longsword in the game. Player vs Player Combat

Here at Legend Realms we understand the need for player vs. player combat and what it brings to the game. However we do not tolerate people coming to our chapter with the express intent of attacking other players just to attain more gold or items. If Legend Realms determines this is or was your intent we will ask you to leave the event and remove taken items from your possession. When creating your Legend Realms character you may write a background story for your character.

Character Backgrounds Requirements for your background: Must be one or more pages long. Cannot include existing plot lines. Cannot include other players without their express permission. Your character background will then be reviewed by the plot team, and integrated into our current game. If your background is approved you receive 10 Troll Points character. Some Questions to keep in mind when playing your character: What makes your character angry? What happens when you're angry? If your character could ask an all-knowing oracle one question, one would it be? What is the character's normal daily routine? How does he feel when it's interrupted for whatever reason? What do you wear to bed at home? While adventuring? Where do you put your weapons, magic items, etc. when you're asleep? What is your favorite food? Your favorite drink? Dessert? A particular cuisine? Does the character have any mental problems? Phobias? If so what are they? What do they stem from? Why might someone dislike your character? What skill (non-weapon) are you most proud of? Some Background questions to keep in mind when creating your back ground: Where are you from? Do you have family? How was your childhood? Whats the worst thing to ever happen to your character? How did it affect them? Name the one thing your character has done which makes him the most proud. Name the one thing of which your character is most ashamed. Legend Realms does reward for character backgrounds. Time In and Out-of-Game

All Time In-Game is considered Real Time. That means that the time in between meetings actually passes. Any news that comes out from the plot committee is considered to have broke at the time of the release. Checking Out-of-Game When you want to leave the game, or the game has ended, you must Check Out. Stop by logistics and turn in your cards and tags to the staff. This is so that we can keep track of currently running plots, and our staff does not go out into the field to try and start a new plot for you until you return to the game. And helps prevent the loss of your tags and character cards between games.

The History of Amrath


The Origin of Amrath
Being a brief overview of events leading to the present day and current environs of our land. Penned by Toril Splendor, Elven Chronicler Year 194 DT In the beginning, there was darkness. Out of the darkness, from no one knows where, came the First. Its name has been lost to time, but it is known that It brought the light out of the darkness, that It created the land of Amrath from the elemental planes. After It finished Its work, it set parts of Itself to watch over the new world as It went on to other projects, never to be heard from again. To Asenthe, It left the care of the natural things, the animals, the weather, the growing things, that Its creation would never be silent. To Ceron, It left the care of the light, that Its creation would never again slip back to the darkness from which it had sprung. To Erend, It left the care of the flow of magic, that the lifeblood of Amrath would never cease flowing. To Iseton, It left the care of the Dragons, first species to walk the shores, greatest among Its living creations. To Tznck, It left the care of the savage races,

the Orcs, Trolls, Goblins, that they may provide a means for the strength of Its creation to be tested. To Ardem, it left the care of the darkness, that it might strive against the light and keep Its creation from becoming stagnant. For an Age, Dragons ruled the world, and all races were beneath them. Several times, dragons would take mortal lovers, imbuing the lesser races with some of the power of dragonkind. Thus, the Dragonborne were born. And for a time, it was good.

The greatest magic users of the races gathered in the Silver City, capitol of the Elven people and center of magic and learning in the land. There, they devised a risky and unstable plan, a plan to wipe out the undead threat all at once. This was the final stand of the Silver City. All the forces of the races, all arrayed against the seemingly invincible might of the legions of undead marching against them, desperately trying to hold them off as the mages of the city worked frantically to finish their spell. However, they reached too far in their fear and their arrogance, and pulled too much magic out of the land around them. No one knows how it happened, but the great city suddenly errupted in a flash of blue light that is visible across the entire surface of Amrath.

Then, several thousand years ago as mortals recon time, Asenthe decided that the lesser animals alone were not enough. So She created the Elves, that another race might love nature as much as She did. When it faded, the city, the host, and the She went to her brothers, Ceron and Erend, to endow undead were gone. In their place, a great scar across them with the light of reason and the magic to work the the land, a deep pit not only in the physical realm, but a land. scar on the face of the world's magic, as well. And for a time, it was good. Times. The elves tamed the Untamedness into cities, studied the limits of magic and explored the land. They In year 1 DT, ships appeared on the horizon delved deeply into the hidden places of the world, ever from an unknown land, bringing people unknown on the curious and always expanding their knowledge. shores of Amrath, but soon to change everything: However, knowledge does not come without price. Jealous of his siblings, Ardem created the races of the darkness. The dark elves, the giants, and other beings of the dark. Humans, they called themselves, acompanied by mercenaries they called the Created. Over the next few years, they spread out and explore the continent. The city of Cirith is founded. The Silver City dying was Year 0 of the Dark

However, something happens to keep the dark A planar rift, caused by the destruction of the races from taking over the light. A balancing force is silver city, is found along one of theleylines. Within this triggered. The dwarves appear, nearly overnight, rift, the first Fey are found. colonizing much of the stone places of the world, keeping the tide in check. At the same time, the warping of magic is found to have given many animals the form and mind of the And for a time, it was good. sentient races. Thus are born the Untamed. Then, from the depths of the darkest places of the world came the final god's contribution: Tznck created the first undead. And then, Amrath knew War. All the races rose to try and quell the plague. But every soldier of the great host that died was one more minion for the dread Sorcerer Kings, leaders of the undead host, who sent out their armies from the Necropolis of Vercei. All seemed lost, and the undead host poised to take over the world, plunging it back into darkness forevermore. Year 12 DT. The Dark Elves take advantage of the reduced armies of the races to try to colonize the surface, spreading across Amrath, driving their slaves before them. The Created organize defenses of towns, keeping the Dark elves from their plans. The first Dark Elven city on the surface, Sericea, is begun by Queen Zanthia. Over the next three years, the Dark Elves, under Ardem's banner, are driven back and defeated. They abandon their conquest and fortify Sericea. Year 17 DT, Queen Zanthia is assassinated by a rival house of nobles. In the same year, a horde of goblinoids begins warring against the dwarven capitol of Kharak Vor. Fighting is fierce

. Year 25 DT, Warrior Priests of Ceron descend into the Silver Pit, all that remains of the Silver City. All but one are slain, the survivor telling tales of great hordes of strange creatures in tunnels and caves beneath the pit. He brings with him an elven artifact.

taken or what is done to them. In 73 DT, the world has its answer as a great plague of mutated creatures is let loose on the city of Ochea by the rat Untamed, now known as Verminkin. Finally, after many casualties, an Orc Shaman and a master Elementalist from the Guild of Mages manage to defeat the mutants.

Year 30 DT. King Moradin, ruler of Cirith, dies. His son, Prince Morningstar, is coronated. The war for Kharak Vor continues, claiming the lives of two clan In 75 DT, King Aramir, son of King William, leaders at the hands of Gryme the Goblin Battlemaster sends an army to Urnal Valley to erradicate the in the mines beneath the city. Verminhost once and for all. However, ill luck plagues their journey, and unfortunate events continue to occur. Year 32 DT. Two noble families each lay claim The army has not even reached the vally when, to the city of Huckleberry, and decide to settle the camped for the night, a group of Verminkin assassins matter with their forces. The Noble Feud begins. After sets upon them, harrassing them and sowing chaos all four years of fighting, King Morningstar backs Baron around. Kessler's claim to the city, and sends in a contingent of Knights to quell the fighting. The other human nobles In the morning, the forces of the King are set are not pleased, and make their displeasure known. upon by Verminkin and their mutated Rat Ogres.

Mere months later, in the opening weeks of 37 Both forces pretty much wipe each other out, DT, King Morningstar dies in his sleep, still in the prime the survivors limping home to regroup. of his life. His son, Prince William, takes the throne, still a mere boy of 14. Many make themselves In 95, King Aramir is poisoned, and Prince Laire available to advise him. is crowned. Many suspect the poisoning was the result of Verminkin activities, but no action is taken. On his 20th birthday, in the year 43 DT, King William leads a force against the Orc warlord Toth. Year 100, King Laire unites the lands to march Though injured badly, he manages to defeat the against the Verminhost. However, they have little warband. success against the superior mobility of the Verminhost skirmishers. In the year 50 DT, a large blue dragon by the name of Aphamet appears out of the south. He is Year 101,The largest Orc warhost ever offended that the Dragonborne have dragon blood, assembled on the surface marches out of the south, led and rallies many to his banner in his quest to destroy by Warlord 'eadKicka. He slaughters all Orc tribes that them. do not flock to his banner, gathering the rest into his host. In 52 DT, the Dark Elf warlord Derkon battles the forces of Aphamet. Though victorious, Aphamet Year 104, He lays siege to Fenen for over a loses many to the disciplined crossbowmen of the week before the walls are breached, while the Warlord. defenders desperately hope for reinforcements. The army marches from Cirith, but arrives too late to stop the For 15 years, the crusade of Aphamet slaughter. Few survive. continues. The Warrior Priests of Ceron get involved King Laire intercepts the Warhost near Swordhome, and during this time and wipe out large numbers of a great battle ensues, lasting for two days. Aphamet's followers during the Battle of Two Bridges. Finally, in a huge battle, an Avatar of Ceron appears Both sides are forced to retreat because of and, aided by an entire dwarven battle clan, destroys debilitating losses. the dragon once and for all. Urnal Valley, where the battle takes place, is forever marred by the fighting. For the next 15 years, King Laire pursues the During the next three years, an uneasy peace reigns. Warhost south, continuing to campaign against them However, this being the Dark Times, something must until he finally catches up to 'eadKicka in Urnal Valley. happen to upset it. And something happens indeed. After fierce fighting, he dispatches the Orc Warlord and displays his head for all to see. The King returns to In DT 70, a large host of rat-descended Cirith victorious, but soon after dies of an illness rising Untamed begins kidnapping large numbers of other from a wound suffered during the battle. Untamed. For three more years this goes on, no one knowing where the kidnapped beings are beings are Prince Lorian is crowned King in 180 DT. He

makes new strides towards acceptance and peace, opening the doors of his kingdom to all races. His court is composed not only of his father's advisors, but also a Dark Elf, a Dragonborne, and a Bear Untamed. He travels the land, mending fences, helping to restore Amrath to what it once was. In his travels, he meets, falls in love with, and weds the beautiful Princess A'miste, daughter of the Wild Elf King Eraman. The nobility immediately take well to their new Queen. And for a time, it was good.

Year 202, Ships that look like dragons are spotted on the west coast. Dragonborne disappear and go into hiding at the news. Dragoons of Mephistophalies are reported to be on the shores. A tsumnami hits the west coast. Year 203 Mephistophalies comes to Amrath. The giant, ancient Red Dragon carves a scar from the west coast of the kingdom to the Silver Pit. All of the Dragonborne on Amrath fought against the forces of Mephistophalies. Many died. Those that survived went underground.

In year 189 DT, an Emissary from Kharak Vor, Year 204 Mephistophalies takes up residence nearly dead from exhaustion, rides through the on the Western Islands and besieges the continent. His gates of Cirith, reporting green light in the sky over the goal, the complete eradication of the last of the bastard dead city of Vercei. Dragonborne. The Kingdom fights the forces and manages to keep them off shore. Fearful that, after nearly 200 years, the undead Sorcerer Kings have returned to once again Year 205 Amis'te cant keep the hounds from plague the world, Lorien sets out at the head of a host the throne. As a last resort Amis'te takes the Kings of 10,000 men, leaving Queen A'miste in charge in his throne and assumes control. Fearing her husband lost stead. forevermore. This starts a civil war inside the house of The army crosses the pass through the Dragon's Lords. Assassinations and battles between supports of Spine mountains, into the Desert Wastes that surround each cause rock the kingdom. Vercei, and utterly vanish off the face of the world. No one knows what happened to them, and no survivors Year 215 The Civil War finally ends. The present themselves. Queen is killed by an unnamed assassin. Bearing no children with the king, there is no heir to the throne. The A'miste continues to swear that Lorien is still line of kings broken, Archduke Gregor and Archduchess alive, but most of the court doubts her. They have Wynd take up the royal crowns. started attempting to get into a good position to place the next King, and A'miste is besieged with the In 225, The Jorgensen Clan moves some large constant attempt to keep the crown safe. battle machines to the west coast, and sink the red dragon's ships. His forces essentially now locked to the And now, a new potential threat has arisen. A islands. schism in the Church of Ceron has caused a large number of followers to abandon their god in favor of a For 230 The Dark Elf Queen Sedartha makes a former Warror Priest known only as Lord Inferno. His run at Astara. Fueling a war between the elves. The followers are known as the Purging Flame, and they Elves continue to fight for many years. oppose Ceron in most of his doings, displaying strange powers and great control over their patron element. Year 240 Dark Elf ships are seen on the coast. They ferry forces from the islands and the Year 198, a new power rose amongst the western continents. Fueling Mephistophalies war of peoples. A FireTouched, proclaimed his name as Lord genocide against the Dragonborne. Dragoons land in Inferno, God of the plane of fire. the jungles to the south, and encounter the ancient Lizardmen in the south. Their magic proves to be too In 200, Lord Inferno takes in all believers in his powerful, and forces them to the coast. power that are looking for quick fixes to their problems. His cult builds temples in all of the major cities. Current State of the Realm 201, Inferno's cult launches to take over Amrath and the Elemental Plates. Inferno fractures the Plates of Elemental Power the bind the prime material plane together. The plane fractures. A group of heroes seek out all of the plates, and assemble them after banishing Lord Inferno in his assault on Swordhome to take the Earth Plate. The Ancient Red Dragon, Mephistopheles This Dragon and his troops of Red Dragonborne are hunting any Dragonborne down and systematically destroying their kind. He will do anything to kill Dragonborne with his intense hatred and anyone who

harbors them, which includes the kingdom of Amrath. Mephistopheles resides on the Isle of Red with much of his forces. After many large confrontations with the armies of Amrath, his current strategy is to have his forces operate in small strike teams. Gathering intelligence and enforcing their genocide quietly. The Necropolis to the North Vercei, the vast city of the dead is active and openly practicing necromancy. The Dwarves of Kharak Vor are combating the darkness that eminates from the city, but how long can they hold? Whispers from corners of taverns and rumors say that they have seen zombies, ghouls, and other unspeakable abominations inside the borders of Amrath. Chaos in the Realm The Forces of Chaos have invaded the realm through a tear in the ley line. An army is gathering, not just from the other side of the Chaos Rift but the dark gods of chaos are tempting the minds of men across the realm. Their goal is the dominion of this realm, and any other realms in this universe. Chaos is being held back by the Royal Army, as well as by mercenaries. Should their forces ever fail the realm will fall. The Kingdom of Amrath The kingdom's resources are failing. The Peasents and the Citizens have just enough food, water, and gold to get by. Should the battles stretch much longer they may start to starve and ration. Only time shall tell what this new force will bring, and the fate of our world might rest on the shoulders of the mercenaries of Swordhome, who seem to be the last bastion of strength in this Dark Age. HP:1 Size:3 ROR: 20 AV: 2 Mana: 2 Cold Blooded: When the Weather is above 70 degrees, you are aggressive. When the Weather is below 50 Degrees, you are considered slow.

History
The Dragonborne are the oldest of the humanoid races on Amrath that can be considered 'higher order' beings, being the first to create civilization and begin taming the world around them. The first Dragonborne were created when ancient dragons got bored of just ruling over savage tribes of goblinoid races, and the expanses of nature, and set out to do something to change that. They used their mastery of magic to change their shapes into forms compatible with the most advanced of the lesser beings around them. Then, with a combination of mating and more magic, they created beings in their own images, but which walked upon two feet and had no great wings, to speak of. Of course, these experiments angered many of the other dragons, who felt that none should have even a sembalance of their form. Thus began the Dragon War, a war so ancient that none of the other humanoid races have record of it, and possibly old enough that only dragons can now speak of what exactly happened. We do know that the Dragonborne sought refuge underground from the flaming breath of their sires. Most of the dragons were content with this, having lost some of their kind to the superior numbers that the Dragonborne were able to bring to bear in the conflict. However, one dragon, a particularly ancient great red named Mephistopheles, wasn't so easily dissuaded. For over a millennium, he hunted the Dragonborne, rooting them out wherever he could, attempting to wipe them off the world. Then, one day, he left the world abruptly, promising to one day return to finish the work begun on what he called the 'ungrateful children'. Dragonborne Today The Dragonborne still live mainly underground, as protection against the possible return of the dragons, and Mephistopheles in particular. However, they are also seen across the surface, going about business just like members of any other race. Most of those seen on the surface are 'Hatchlings' by the standards of their people, having only lived between 100 and 250 years. Rarely, those of up to 400 years are active on the surface, but most Dragonborne that have lived a half century or longer confine their activities to the

The Races of Amrath


Dragonborne

underground cities of their people. Dragonborne routinely live up to 3000 years, and there are scattered stories of some living even longer, though no examples of such an ancient being are known to be alive in these times. The society of the Dragonborne is, as can be expected, based heavily on age, members of the race being divided into categories in a similar manner to that of the dragons themselves. IE, Nestling (0-10 years), Young (11-50), Hatchling (51-300), Adult (301500), Mature Adult (501-1000), Old (1000-1500), Very Old (1500-2000), Ancient (2000-2500), Wyrm (25003000), and Great Wyrm (3000+). The Council of Ten, or the Chromatic Council, leads the Dragonborne, made up of an Ancient or Wyrm Dragonborne from each of the ten Dragonborne colors: Red, Green, White, Blue, Black, Gold, Silver, Platinum, Copper, and Brass. Besides the Council and the highly stratified caste system, the Dragonborne have no use for concepts of nobility as practiced by other races. The idea that an accident of birth would automatically make you more qualified to lead than someone who has been around longer than civilization as the surface dwellers know it has existed is ludicrous. Instead, the Dragonborne believe that with age comes wisdom, and older Dragonborne tend to be patient, slow, and deliberate in their decisions. High Elves: Wise beyond their centuries. Sometimes too wise for their own good. Wyld Elves: It takes a good deal of courage to live out in the world with no protections. No better guides to the wild places exist. Dark Elves: They couldn't cope with the harshness of the underground, so they make war on the surface, trying to find a place they don't deserve. Much needless suffering arises from their crusades. Untamed: Sometimes too taken by their animal natures, they are capable of great feats of perseverance and rarely crumble under pressure. Noble as their ancestors. Fey: Watch yourself carefully around them. Capricious and random, they rarely have anything good to add to a discussion, but they are useful as distractions. Keep an eye out for their games and tricks. Orc: Simple, brutal, direct. There are no hard decisions for the Orc. There is the course they take, and the course they don't take. Such views often make them wiser than even the Elves.

Hobbits
ROR: 10 HP: 1 Mana: 3 SIZE: 1 Live Span: 130 years The tradesmen of the world, they may start with one random Trade/Craft and Area Search Ability: All searching is instantaneous for hobbits! Hobbits are size 1 and thus cannot use any two handed weapons over 2 feet long.

Dragonborne Factions

The Chromatic Council This council governs the dragonborn, and is made up on the 10 colors of Dragonborne(Red, White, History: Hobbits have been farming in the Shire of Blue, Green, Black, Gold, Silver, Copper, Bronze, and Huckleberry for a very long time. There have been a few Brass). great Hobbits that have graced Amrath, but most of the time they wish to be left alone to their lands and their General Attitude towards other Races ale. Dwarves: Good, solid people who know the value of a Now: stone hall over a wooden city. Brave in battle, and Hobbits have had an ongoing friendship with the almost decent in their ability to consume ale. Good to Wyld Elves that share their borders. With the Wyld have at your side. Elves leaving the forest to venture out into the world, so has some of the younger Hobbits. Humans: Such incandescence. They are born, hit the Most people have only ever heard of Hobbits, ground running, and never stop moving until they die, as Hobbits have mostly ignored the world around them. here and then gone in a blink. They are driven to People find you as curious as you find them.Hobbits are extremes and are a very creative people. Be careful, just now striking out into the world, and are currently as they like to change their minds. formulating their world views. Hobbits: I almost forgot about them. Cant say Ive met one. Centaurs: These creatures are noble in their causes, but I dont believe in their wild methods.

Attitude Twords Others


Dragonborne: These fellows are the strangest Ive ever met, and they look at me like Im food!

Humans: Hmm, humans are not to be trusted. Dark Elves: Who are they? Wyld Elves: Lovely people. Kind and gentle.

night. Their ancestors are kbaried in family crypts deep inside their hallowed halls, still celebrating their lives with a keg of brew in their final rests.

Almost every dwarf in Amrath hails from a Clan High Elves: Their magic is wonderous, but they are so of some kind. Dwarves are usually industrious and hard working, but the also know how to relax with a keg of snobby. ale! Dwarves feel at home underground, but also feel a Feykin: I get a headache listening to them talk. wanderlust to make a name of their own. Many young dwarves leave their Clans to seek out adventure and Untamed: These people are so interesting. All fortune. Most dwarves are well practiced at combat as different animal types... they battle cave goblins deep inside their mines. Orc: Im afraid they will toss me instead of talking to Dwarf Society: me. Centaurs: They may trample me underhoof.

Dwarves

Dwarves a very family centered. Starting off with their direct family in their homes. The extended family forms a Clan of dwarves, all of which share the same last names. Each clan lives and works together in the same localized area. The Clans are headed by a Clan Master which is usually the eldest of the Clan that are able bodied enough to fulfill their Clan Master duties. Each clan has a stake of mountain which is theirs to mine and craft into homes. Most dwarven clan politics concern where the property lines are drawn, and usually ends in some sort of a drunken brawl. Each clan has a Clan Elder. Each clan has a different method of picking their elders when it is time to choose. Some by combat, some by a mining competition, and others by more bizarre means. Clan Elders usually gather once a month in Kharak Vor, and try to settle their grievances and rally their leadership. This usually turns into a celebrations of sorts with barrels of dwarven ale, and any specific grievances clans have against each other is settled by a trial administered by the other Clan Elders.

ROR: 30 HP: 3 Mana: 1 SIZE: 2 Live Span: 500 years. Notes: Dwarves are natural smiths and start with the Blacksmithing Trade/Craft with which they operate at double proficiency (2Xlvl). Dwarves have the natural ability to sense secret doors and traps in any stone built structure. Dwarves are size 2 and thus cannot use any two-handed weapons over 3 feet long. History:

Upon death Dwarves mummify the remains, and dress them in their battle gear. The are placed at a great Your clansfolk have been mining the Dragon's Spine mountains for centuries. Tunnels run through the drinking table in hall with all of their comrades if they mountains to all the glorious veins of precious metals died on the battlefield. They are given mugs of ale, and several barrels. And left to drink and be merry in their and gems. A legend of the great Snori Grundersmout eternal rests. brought his clan over the lands of Amrath on a great ship that sailed through the sky, looking for the Roleplaying a Dwarf: legendary city of Upsen Downs. When Snori Dwarves are hearty and high spirited. Its hard to discovered Amrath, a great keg of Ale was opened and make a dwarf genuinely unhappy, although they may the dwarves rejoiced. But as the keg emptied, the ship grumble and complain. Dwarves are at home sunk lower and lower. surrounded by stone, and are the most uncomfortable And through the night, the great Airship of flying or in trees. Dwarves can be short tempered, Snori struck Misty Peak. And so the hearty dwarves especially when drinking. came to live on Misty Peak, and built the great city of Dwarves also stand stalwart in a fight. They Karak Vor. have a sense of pride and honor, and dying in combat is Now: preferable to being "The Clan Sissy." Even the female dwarves are rough and tumble like the males, and can Dwarves sing merry songs of the adventures put up a great battle. of their ancestors. The proud deeds of their fathers, fathers, fathers are heard around beer halls on any It is dishonorable to be clanless in dwarf society.

And any dwarf that does not have a clan will always be magical. Elves, being immortal gain 2 deaths every time they looked down upon by any dwarf with a clan. die! Make Up Requirement: pointy ears.

Dwarf Factions

Clan Macgruder Clan Macgruder owns most of the land in the foothills around the mountains. Macgruder is known for their brews, but are the poorest of all the clans as they own no mines. Macgruder Dwarves are humble and happy (probably due to the brew) with their lot in life.

History:

The Elves of Amrath came here millenia ago. The Ancient Elves sought out new lands, and new magical sources to tap. The first of the elves to land on the shores were the High Elves. Their great silver and gold ships brought many Elves that saw the possibility Clan Jorgensen - The Jorgensen dwarves are known of the land. Building the spired high elf cities across the continent. They were followed by the Wyld Elves, who for their feats of engineering. This clan invented the followed the winds. It was said that they were brought to firearms, airships, and mining machines that the cleanse the lands of the unclean that threatened the Dwarves enjoy. They are the richest of the clans as their equipment is in demand and they have the largest forests. mines in the mountains. The last Elves to Arrive were the Dark Elves. They followed after their breathern the High Elves Clan Kelkesson This clan is the most warlike of the seeking out the power they found in this land. dwarves. Hard and tough is what comes to mind with The Dark Elves battled the High Elves for many them. Walk short, and carry a big axe is their motto. Nodes. Finally They are grumpy and mean, as most of them grew up centuries over Ley Lines and Mana Elves north, in the mines. The Kelkessons have a century long feud the High elves pushed the Dark where they founded the city of Vercei. Soon the Dark Elf with the Jorgensons over the mining territories. Sorcerer Kings gathered power in the city of Vercei Attitude Twords Others which consumed them. Dragonborne: Those ancient things. Dont trust somethin that just keeps on livin! Humans: Good chaps mostly, but some of em are down right sneaky. Dark Elves: Never met people so cold and callous! They send shivers through me bones. Wyld Elves: Bah! Let me see one o' them in a mine! Bet they cant keep up with a dwarf for long!. High Elves: Good lads once you get some ale in 'em! But their magic makes my beard stand on end! The Sorcerer Kings of Vercei killed all of the inhabitants of the city with their magic, to create a war host of hundreds of thousands. A warhost that need no food, no water, and no more command than the Kings themselves. An undead army marched south, battling the Dwarves and pushing through the pass. Ambushed by Wyld Elves, the host marched on unyielding in their task. The Destruction of the High Elf Silver City. Now: High Elves -

High Elves are in decline. They are proud and Feykin: I can never understand what they are doing or regal, but their numbers are not as many as they used saying! I get a headache just listening to em! to be. Most high elves are gracious and elegant hosts. With such manners and grace that the highest king Wylder: Ive met a few, and they are usually good could only hope for. Most High elves dress in Blues and people. Even the ones who give you the willies. Silvers. Orc: Dont care for em too much. Look too much like High Elves and Other Factions orcs and act too much like orcs for me... Dragonborne: Good company, and always a great Hobbits: Kind fellows. A bit curious about everything, conversation with these lads. but very lazy. Humans: They are a conflicted species, their very Centaurs: Ive seen a few of them around, but they nature confuses them constantly and is reflected in their seem to prefer the company of elves. choices.

The Elves
ROR: 16 HP: 2 Mana: 2 SIZE: 3 Life Span: Infinite! Notes: Elves prefer longbows and deal +1 damage with any longbow. Elves are immune to all mind effects and sleep spells (immune to Fear, Charm, Mind Control etc, though Not Knock Out or Flash Packet) Elves never wear above Leather Armor unless the armor is of elven make or is

Dark Elves: Viscous and cruel. Stay away. Wyld Elves: They have not lost their innocence that we gave away so long ago. Dwarves: These people work themselves to death, and their drinks are most foul. Feykin: Wonderfully entertaining peoples, but hard to

follow.

Centaurs: They are born from nature, and thus an ally.

Untamed: These peoples have good intentions, but as Dark Elves they do have the instincts of animals they are often The Dark Elves in Amrath are found in every misunderstood. city. They are cold and calculating, and engage in any Orcs: Stupid. The entire lot of them. political arena they can enter. They exude confidence and do not show any weakness. Even a moment of Hobbits: They have some of the best brews and weakness would allow another Dark Elf a chance to herbs! literally plant a dagger in you back. Dark Elves make strong allies, but you cannot turn your back to them. Centaurs: They are good allies to have. They will always have your backside. Dark Elves seek out retribution at all costs for wrongdoings against them. High Elf Factions The Silver Host The Silver Host is the last Army of the High Elves. The Host last marched from the Silver City, now reduced to the City Guard of Astara. The Silver Host is still a force to be feared, as they wield High Elf magics and equipment, with the grace and ferocity of an Elf. These elves are Identified by wearing blue and silver trimmed tabards. Wyld Elves Wyld Elves dwell in the forests of Amrath. They are found all over Amrath, even in cities. The Wyld Elves mostly live among the trees, and hunt any of the foul Orcs or Goblins that roam the lands. It is said that some of these elves can control Animals or change forms, although no one has personally seen it. Wyld elves dress in greens, browns, and golds and have tattoos. Wyld Elves are not open to outsiders, and rarely wish to travel outside their own boundries. They are quite a mystery to most people. Wyld elves have started venturing into the world outside their home, as the conditions of the continent threaten their peace and safety. Dark Elf Society In Dark Elf Culture, Females are dominant and hold all of the power over the households. Each great family, or House, has a Matriach of the House that makes all of the decisions . Dark Elves dress in black and purples, and have pale skin. Dragonborne: Their cold bloddedness makes them great allies. Humans: They are so fickle. Dwarves: I hate these vermin. They are constantly drunk. Wyld Elves: Our former breathern cling to their trees to save them. This will be their fall. High Elves: They think their morals are higher than ours. Fey: Beautiful, Wicked, and Cruel. They are the ideal dark elf. Untamed: We can just hang that one over there... Orc: Easy to manipulate. They love fighting, but are so brutish about it. Centaurs: We dont get much of their kind here.

Dragonborne: These peoples are a victim of the world Hobbits: A What?. around them. They are a bright and colorful species. Humans: Dont trust them. They will stab you in the back as soon as it serves them. Dark Elves: Kill on Sight. High Elves: I never understood their fascinations with machines and magic, but our best ally. Feykin: Some embody the spirits in the wood around us. Untamed: They are easy to understand, and are our brothers in the defense of nature. Orcs: Their shamanistic traditions and superstitions get the best of them. Hobbits: Welcome to our boarders always.

The Feykin
ROR: 15 HP: 2 Size: 2 Mana: 4 Life Span: Infinite The Fey are faeries from another realm. Ripped from their home plane or dimension, they are now marooned on Amrath looking for a way home. Ability: Fey Start off with more mana. Make Up Requirement: Fey are very eccentric and have a variety of shapes sizes, and looks. History: Your people have no need of history or a concept of time. Once, your people dwelt in The

Dreaming. A place of dreams and nightmares. Beautiful and wicked all at the same time. The Feykin from Dreams formed the Seelie Court, which was ruled by a council of Farie nobles. Fey from the Nightmares formed the Unseelie Court. In their eternity of existence, the two courts engaged in a political game that lasted limitless lifetimes. The Unseelie were evil and cruel, killing many Seelie fey in their political games.

Faries, described as a beautiful female that rides a horse adorned with bells. Seelie fey prefer the daylight. The Unseelie Court Needless to say, this is the court of Evil. These faries are cruel and unkind. They can be wickedly beautiful or disgustingly ugly. These fey are mostly active at night. They seek to do harm, and will always choose harm over help when confronted with a decision. Their attitudes can range from snotty to the most angry and scary. This court is ruled over by The King of Hooks, who tortures his foes or those that cross him. Examples of Unseelie fey are Hobgoblins, Boggarts, and Ogres.

The Seelie Court gathered a great magic to banish the Unseelie, but before their plans came to fruition, a great rift was opened in the Dreaming, and many fey were pulled through it to the Land of Amrath. This event seems like it happened almost moments ago to the eldest of the Fey in Amrath. The Fey can be Dragonborne: They are fun to play with! They have no found all over Amrath, but are pulled twords places of patience and easy to rile up! magical power. Humans: I dont ever understand why they do the things Now: they do. Confounding creatures. The two Courts of the Seelie and the Unseelie continue to play their bizzarre games in Amrath. You may be from either Court. You are seen as bizzare and aloof by most of the world, as Feykin have an irregular set of manners and practicies. Feykin can be found in every city on Amrath, and some engage in mortal politics, even though they admit they dont understand how mortals get anything done. The Feykin of the Seelie court are seen as helpful and kind, although strange. Feykin from the Unseelie Court are Evil and Cruel to the bottom of their hearts. Any of the darker legends and Myths about the Fey definitely stem from this court. Dark Elves: They have fun toys. And they like to play! Wyld Elves: Too serious. Boooooring! High Elves: Oooh mana...... Dwarves: They always look at me like they dont understand what Im saying. Untamed: Theres so many different kinds! Can I have one? Orc: I am your totem... worship me! Just kidding :) Hobbits: Not fun at all. They just like to sleep, eat, and drink. Centaurs: They can run fast! Impressive!

The 3 Laws of the Fey

Centaurs

There are 3 laws that apply to the fey, and they ROR: 40 HP: 4 Mana: 0 SIZE: 4 Live Span: 75 years. Notes: Centaurs prefer short bows and deal +1 damage can never be broken. Although they are up to with any short bow. Centaurs must reach 5th level in one interpretation. guild class before beginning another, but Class I. A Fey cannot Steal. Skills/Spells (other than the Journeyman Skills) cost 1 less experience for Centaurs do to there dedication. II. A Fey Cannot Break a Deal. They must wear custom armor (other than Arm III. A Fey Cannot enter their opposing court Grieves). without permission. History: To break these laws would summon a force Centaurs have dwelled in the Emerald Vale in that every fey fears, The Huntsman, who would bring the south for a very long time. They have recently come them to their justice. forward from the Jungles, pressed by the Dragoons of The Fey Factions Mephistopheles. Centaurs have a culture based on honor and Fey must belong to one or the Other! combat. The centaurs have faced a brutal enemy in the Lizardmen of the Emerald Vale, and as such pride The Seelie Court Fey of the Seelie court are Good. Themselves are very themselves on combat abilities. beautiful and enchanting. Examples of Seelie fey are Dryads, Nymphs, Pixies, and Brownies. Seelie fey are Now: The Centaurs have traveled out of their once typically happy, sometimes prone to mischief, and are secluded jungle, and have unified with the kingdom very kind. The Seelie Court is ruled by the Queen of

against the Dragon in the south. Many have joined or formed mercenary companies. Dragonborne: Hmph. They are the reason we are in this mess. Humans: They will help us as long as it behooves them. Dark Elves: They want nothing but power. Pitiful. Wyld Elves: Noble in their persuits to keep the forest pure. High Elves: Too wrapped up in themselves to be concerned about the world. Dwarves: Their minds are filled with machines and metal. Untamed: They are still finding their place just like us. Orc: They are friendly, but apprehensive. Hobbits: Hmm. Small. Fey: Things from another world. I dont like them very much.

of Ceron. Current: In the last 5 years, the Human ruled kingdom of Amrath has emptied their coffers into defending the borders of the kingdom from the Dragoons of Mephistopheles and the forces of Chaos now invading the realm. Peasants and Citizens are living with just enough to get by, and if situations dont improve people will have less than that.

Human Factions
Citizens of the Kingdom Citizens are those that belong to the noble houses. Those that belong to the kingdom serve the kingdom from the ages of 14 to 25. Men serve in the military, and women traditionally serve inside the cities. Upon being released from their service, they are bestowed the title of Citizen. Order of the White Rose The Order is the knightly order of the kingdom. All members of the order wear a white rose in a black background. The Order serves as the officers of the military, and peacekeepers of the kingdom. The highest of the White Rose guards the royal family, and the lowest serves as lieutenants in the royal army. Mercenaries Mercenaries have always had a place in the kingdom since the founding. Most mercenaries dwell in the city of Swordhome. Kind fellows. A bit curious about everything, but very lazy. Dragonborne: Trusted advisiors. Fey: Ummm, nice but... I dunno.. Dark Elves: Easy to predict, but business is too brutal and the stakes too high. Wyld Elves: A generous and kind people. High Elves: Staunch allies. They will stand with us to the end. Dwarves: Good and fun chaps. Their brews are amazing! Untamed: Poor misunderstood creatures. They are loyal friends. Orc: Orcs are superstious, but are likable once you get past that. Hobbits: They are quiet, and have good farms. They love this land as much as we do.

Humans
ROR: 20 HP: 2 Mana: 2 SIZE: 3 Live Span: 100 years Notes: Humans are very simple with no great highs and no great lows. Humans start with any one Trades/Craft they choose, as they are the common people. History: Your ancestors arrived on Amrath centuries ago, not long after the destruction of the Silver City of the High Elves. Your peoples are capable of both great goods and great evils, and so carry out their wills upon the lands of Amrath. In the void of leadership of the High Elves, your people brought an order to this land. The race of man has spread wide across the lands. Now, your people are as varied as the other races across the lands. Most hail from the kingdom of Amrath, the biggest city of which is Cirith.The Class of People: Humans separate themselves into two social Classes. Common and Nobility. The Commoners usually serve the nobility in some capacity or another, in exchange for goods or lands. The most common profession a Noble employs is farmers. Nobility is far more rare and coveted. The nobles usually control a parcel of land granted from the kingdom, and acting in the good of the people of that region, the noble is to employ the commoners. Typically this also includes policing the lands, but some nobles have abandoned this task to the Priests

Centaurs: These people are loyal. Do not cross them as they will remember it forever.

Hobbits: Huh? Centaurs: They are a good people. They make some of the best bows.

Orc
ROR: 30 HP: 4 Size: 3 Mana: 0 Life Span: 50 Years Orcs are nomadic, and very violent. Their usual policy is to strike first, ask questions later. Ability: All orcs can Berserk as the Level 1 Barbarian Skill. Make Up Requirement: Skin of a green or black color and tusks. History: The Orc tribes migrated north after the Silver City was destroyed. The great rifts that opened in the ley lines to the South had released a great horde of Kobalds that fought and slaughtered many Orc. The great hunters of the Orc managed to fight the Kobald hordes back and drove them into the caves thoughout the valleys of the South. Soon the Orc tribesman was hunting the great many new beasts that roamed the land. Now: The Agure Tribe of Orc now roam the lands to the South of Amrath, moving with the hunt. But there are many Orc who live in the cities of Amrath. Orc Society: Orc are tribal and superstitious. Those who practice magic among Orc are generally regarded as shamans and medicine men of their tribes. Orc spend most of their day hunting animals. These people use every part of animal they kill for food, clothing, tools, and shelter. Everyone in the tribe has a role to play in the day to day life of tribal Orc. Some are tanners, some hunters and warriors, others are smiths, and others practice magic. Orc in cities are not much different than tribal Orc. They still practice their superstitions and rituals. Most tend to be craftsmen that can create some of the most prized animal furs and items in a city. Dragonborne: I dont understand them too well. They are always talking about things I dont understand. Fey: I hate them! They are so, so.... I hate them! Dark Elves: They dont fight fair. Wyld Elves: They are connected to the world around us. High Elves: They have a funny smell. Dwarves: I likes em! All they do is drink and fight! Untamed: They are the animal spirits come to this world. Humans: They are noble, but in everyones business!

The Untamed
ROR: 30 HP: 3 Size: 3 Mana: 1 Life Span: 65 Years Untamed are descended from Animals, and resemble the animal they are descended from. This race was created in the cataclysmic events of the Silver City. Untamed can be descended from any animal types except for Fish and Reptiles, and Amphibians. Ability: Untamed have Level 1 Tracking Ability as per Ranger: Track Make Up Requirement: Animal mask, makeup or accessory History: The Untamed have only recently come to Amrath. The magic that destroyed the Silver City is assumed to have created these peoples. Weather they were people who were transformed, or animals that transformed, are assumed to have descendants on both sides. Some say that they were the elves that inhabited the Silver City at some time. Regardless of how your people came to be, your people have persevered in the face of adversity. Now: Untamed tend to be shy, and tend to dwell in the same groups of animals they have descended from. An example is the Wolfen, a group of Untamed descended from Dogs and Wolves that act like a pack. There is always a discernable "Alpha" in the group, and they always stay together, There are many different Untamed such as The Bast, people descended from cats, The Verminhost, Peoples descended from mice and rats, Untamed are found all over in Amrath, and tend to be successful. Their heritage is not very long, so most although shy sometimes, tend to try and make a name and a home for themselves and their families. Untamed have no centralized council or leadership as each group ends to develop their own leaderships. Untamed societies and cultures are so widely varied that they cannot be described in generalities. Mostly because the Untameds social behaviors tend to be that of the animal they are descended from. A group of Wolf Untamed will be pack oriented. Cat Untamed will be solitary hunters. So on and so forth... Untamed Factions The Verminhost The Verminhost is made up of Rat Untamed. Using their cleverness and taste for magic, the Veminhost uses their skills to take slaves, create machines, and make twisted abominations from animals

or people. Their goals are simple, to take anything they again. The Torture Pits inside these are legendary, and can get their hands on, and destroy the surface somewhat a myth. As no one can ever claim to have dwellers. seen them. The Council of Predators This is the organization of Untamed descended from preditory animals. The predatory untamed sometimes find it hard to co-exist with other untamed that smell and look like food. As such, they have organized their own groups, and try to hunt and dwell in groups of predatory untamed such as Wolves and Cats Order of the Sun These untamed are unified in the defense of their homes. Many members of the order live in the same villages. By banding together, these untamed fend off persecution from other predator animal untamed. Dragonborne: Some of them give me th creeps like they might eat me. Humans: They havnt always been the kindest. Dark Elves: These people like to hunt us for sport! People who often worship and follow the path of Ardem are usually self serving, cold, callus, or have questionable values. Paladin Divine Gift: Fear Touch

Asenthe The Lady of Nature


Symbol: A single leaf and a drop of water. Asenthe is the pantheon of Nature. Responsible for the weather and the animals, her followers tend to be Wildkin, Wyld Elves, and farmers. The beliefs of Asenthe stem from the Wyld Elves, who brought the beliefs to Amrath. Asenthe is often portrayed as a female elf with blond hair. Her hair forms the roots of all trees and plants. The water of her tears feed the life found in the forests. And her breath breathes the fresh air into the land.

Asenthe is often followed by those close to Wyld Elves: Welcoming and open to us. They are very nature such as Wyld Elves and Untamed. kind. Paladin Divine Gift: Earth Bind High Elves: Too busy with their magic to notice us. Dwarves: Dwarves warm up after a while. We make them nervous for some reason. Fey: Nice, but aloof. Orcs: They look at us like were their spirit guides. Hobbits: They dont like us very much. They must be scared. Centaurs: Very close with them. Sometimes we dwell together.

Ceron The Protector


Symbol: The Hammer Ceron is widely regarded as the people's protector. The followers of Ceron are warriors dedicated to protecting those who cannot protect themselves. The beliefs of Ceron stem from a time long ago, and another far off land. A lone warrior rallied an army to fight a horde of Orcs. The rest of his army fell against the orcs, but he fought on. Slaying Orc and Goblin, the lone warrior fought through the lines to the Orc Warlord. The lone warrior challenged and taunted the Orc Warlord to a duel. The two great warriors fought for hours. But in the end, the lone warrior stood. The Orcs scattered, and the lone warrior claimed to be the Avatar of Ceron. Every warrior priest aspires to become the Avatar of Ceron, but only a few have ever been able to claim that title. And only in a time of great need. Paladin Divine Gift: Healing Touch

The Gods of Amrath


In the lands of Amrath, the peoples believe in several different gods. These gods usually reflect the values of the societies in which they are found.

Ardem The Malicious


Symbol: Clenched fist

Power, greed, and any means to obtain each Erend Weaver of Magic are the basis of this pantheon. The path that Ardem followers travel leads them to power that will eventually Symbol: The Loom destroy them. Ardem's followers tend to be crooked Erend is the pantheon of Magical powers and business men, crooked politicians, and the like. The mysticism. The followers of Erend tend to be drawn teachings of Ardem are of sacrificing others for gain. tword ley lines or points of magical power. Most Ardem is mostly worshiped by Dark Elves. followers believe that Erend walked the lands opening Others who disappear into these temples are not seen

up the ley lines to the mortal peoples, bringing magic into the World. The Destruction of the Silver City is often translated as a sign of Erends disapproval of the use of his powers in the city. So it is taught that magic is to be used responsibly, or the backlash of Erend could doom you and the peoples around you. Erend is never depicted, as it is believed that Erend is a source of magic and power. Paladin Divine Gift: Shock Touch

should destory yourself for Tznck. And do not destroy the world for Tznck, that would stop destruction altogether. Tznck is often depicted as a Large Orc, with a skull of a Foe in one hand, surrounded by flames. Paladin Divine Gift: Flame Ray

The Laws of the Kingdom


A Sheriff is the interpreter of the Laws of Amrath and Keeper of the Peace. His decision on all matters, including sentencing, is supported by the kingdom. 1. A High Offense is punishable by any sentence a Sheriff sees fit including and up to Death.

Iseton The Dragon Mother


Symbol: A Dragons Claw and an Egg

2. A Low offense is punishable up to a fine or loss of Iseton is believed to be a Celestial Dragon that Citizenship. laid a clutch of eggs on this world, giving birth to High Offenses Dragons in this world. Her followers interpret the beliefs in different ways. Some view her as a creator of 3. The Practice of Necromacy Magics are life, others see her as the creator of power and Expressly Forbidden. destruction, and others see her as a balance. Bringing 4. Pretending to be a noble. life and death, a natural cycle. As such her dragons tend to be of a balance of extremes, of Good and Evil. 5. Slavery - Including the use of slavery spells and potions. Paladin Divine Gift: Resurrection (OUT)

Ishara Ma'arti The Just


Symbol: The Red Rose The youngest of the gods to Amrath, Ishara is popular amongst the soldiers who call her the battle maiden or the Lady of Law. She is seen as a bringer of wisdom and justice in the midst of battle. Followers of Ishara believe the world is in a constant state of flux, and Ishara is no exception. However, Ishara believes that as long as good intentions serves the ends that the courses of action to get there are just. Ishara interacts with mortal real frequently. Ishara uses her paladins as avatars from time to time. Ishara appears with golden skin, red robes, and a mask. Anyone who serves as the Avatar bears the mark of a rose somewhere on them. Paladin Devine Gift: Duel

6. Murder, without a legal guild order. 7. Manslaughter. Low Offenses 8. Theft. 9. Fighting inside a city or town. 10. The Casting of spells inside city or town limits. 11. Mocking a noble. 12. Not paying taxes to the guild. 13. Entering a town without citizenship. Law Enforcement in Amrath Characters can and will at times break the laws, either willingly or coerced. If you break the law and are reported to authorities, a bounty for your capture will be placed on you. Low Offenses carry a bounty of 1 to 100 gold. High Offenses carry a bounty of 100 to 400 gold. The higher the bounty you carry, the more NPCs and PCs will come looking for you to claim their reward. If your bounty exceeds 1000g, your citizenship will be revoked. Absolving Yourself of Your Crimes You can eliminate your bounty all together by obtaining a Writ which forgives your misdeeds, or by

Tznck The Destroyer


Symbol: A Cracked Skull with one eye. Tznck is the creator of Orcs, Trolls, and Goblins. Shamans of Tznck can whip followers into a destructive frenzy. The teachings of Tznck are relatively simple. Tznck wishes for destruction. Tznck says that the best destruction is of living things. You

paying the bounty amount yourself.

Around Amrath
Cities Of the Kingdom Cirith Seat of the Kingdom (+-0)
The Kingdom of Amrath is ruled from this walled city. The city itself is seperated into two tiers. The Upper teir of the city contains the Noble Houses and Quarters, The Mage's Guild Spire, and the Royal Castle and Mansion. The upper tier is walled and gated from the lower tier. The Lower Tier contains the docks, the marketplace, the Cathedral of Ceron, and the common quarters. Facilities in Cirith: Royal Palace, Full Marketplace, Guild of Magic, Trades Guild, Merchants Guild, Headquarters of the White Rose.

their own halls along the Worlds Edge Mountains. Mines run deep out of Kharak Vor, and some of the finest metals come from this dwarven city.

The Duchy of Easthaven (+7)


This city is the Eastern most province of the kingdom. Many dwarves and elves travel through and dwell in this city. Most people travelling into the east country stop here before heading on.

The Barony of Westerling (@6)


Westerling is an old city. This is actually whats left of the last High Elven city on Amrath. Silver Spires rise in the center of the city, while the city that has sprung up around them is of multicultural designs. This city is known for having the last of the true High Elven Magic. Facilities in Westerling: Full Marketplace, Warriors Guild, Merchants Guild

The Shire of Huckleberry (@5)

Huckleberry and the surrounding lands is quiet farming villages. The Village of huckleberry is widely The Barony of Swordhome (+5) known for its herb market and savory foods. This is the The Barony is a city of Mercenaries and most unspoiled part of the kingdom as it lies so deep adventurers. The city is rowdy and bustling with activity within the boarders. at all times of the year. When there is war, the city turns Facilities in Huckleberry: Trades Guild, Minor into a sprawl of tents and travelers. Marketplace. Facilities in Swordhome: Warriors Guild, Guild of Magic, Full Marketplace

The Duchy of Fenen (+2)


The Southernmost province of the kingdom. Fenen has some of the largest problems of the kingdom as the Largest threats to the subjects of Amrath come from the south. Its a popular location for traders and adventurers seeking exotic wares from Urnal Valley and the Jungles to the south. Facilities in Fenen: Magic Guild, Trades Guild, Full Marketplace.

The Barony of Stormgate (-3 Potions)


Stormgate is a fortress built to replace the keep lost in Ochea. This fortress is placed to dispatch troops quickly around the kingdom. The guild of magic has a large keep here. Facilities in Stormgate: Warriors Guild, Trade Guild, Mages Guild, Minor Marketplace.

The Grand Duchy of Crossroads (+1)


This was once a simple crossing, but as time went on people began to build here as merchants would swap wares before heading into Cirith. The city here is quite large, and has one of the largest markets on this land.

Vornburg (@4)
Vornburg is the gatway to the Dwarf cities in the north east, as well as access to the wastelands beyond the mountains. Dwarves come down from the mountains and trade metal wares. Facilities in Vornburg: Minor Marketplace, Trade Guild

The Home of Wyld Elves Gheal (-1 Wooden Items)


While inside the Kingdom boarders, Gheal and the surrounding forests is not part of the Kingdom. This city is home to the wood elves, and also the former home of Queen A'miste.

Kharak Vor Home of the Dwarves (-1 Metal Items)


The Hall of Kharak Vor is home to King MacGruder, head of all Clans. Most of the Dwarven Clans have homes in Kharak Vor, but they may have

Wyr (-1 Wood Items, +2 Metal Items)


Wyr is a Wyld Elf village just outside the forest. This secretive vilalge is the gateway for Wyld Elves to interact and trade with peoples of the Kingdom. Karis(+7)

The Spires of the High Elves Astera (+-0)


Astera is the last of the High Elven cities on Amrath. The city itself sits on a mana node. Because of all of the power in Amrath, Astera draws lots of Feykin from both courts. The silver towers and spires shine in the distance. History

F actions of Amrath
The Guilds
King Lorien organized the guilds in Amrath to help stabilize the kingdom. The regulation of Magic, Mercenaries, and other unsavory acts brought in much tax revenue, spread knowledge, and cut crime rates. With the regulation welcoming these types of acts, many adventure seekers came to the kingdom. Work flourished.

The Darkened Chambers of the Dark Elves Sericea (+2)

The Warriors Guild

Home to the Dark Elves. Life in this city isnt This guild came about as conflict fills the lands easy, as it is ruled by the Noble Houses of the Dark inside and outside the kingdom. This guild Elves. Political Jockeying and Positioning is what matters most, and getting anything done here depends encompasses guild masters of all the Martial Classes, on who you know. Some say that the Dark Elves keep such as Samurais, Paladins, and Veterens. Most of all, the Warriors Guild acts as an slaves in the city, but this has never been confirmed. agency to recruit mercenaries and adventurers. Seeking out those that meet the requirements for the job. And XIX (-1) also in time requisition units in times of War. XIX (Pronounced ZICKS) is a subterranean The most famous of Mercenary companies in Dark Elf city. This city hasnt been seen by many, but the kingdom, The Wolves, have been operating inside the dwarves in the south say that the tunnels from this the guild laws for 4 generations. city reach far.

The Silver Pit


This large crater is the site of the once Silver City. 200 Years ago, the city exploded in a blue light as wit was besieged by the Sorcerer Kings of Vercei and their army of undead. Now it is a pit that contains entrances to many caverns and portals. Many say that some of the evils that roam the lands come from here, but none dare to venture here except the bravest.

The Tradesmans Guild


This guild was formed to regulate the potion makers, blacksmiths, tailors, and any other tradecraft. Here in this guild, these crafts are taught to new members. The knowledge of these crafts are guarded closely. If you dont know anyone with the required skill to teach you your new skill, you can find someone here to teach you for a price.

Vercei
The first Dark Elven city on Amrath. The city was legendary for its brutality and sorcery. Ruled by a Council of Nine calling themselves the Sorcerer Kings. The population of the city was wiped out by the Sorcerers to create a massive army of undead. The city lied as a necropolis for an age. Now it has become an active city of the living and the dead. The city is currently under constant attack from the Warrior Priests of Ceron. The Clutch (@8) The clutch is the underground Dragonborne fortress. From here the chromatic council rules, and defends their people against the ancient Red.

The Merchants Guild


Any item bought or sold in the kingdom falls under the jurisdiction of the merchants guild. The kingdom uses the guild to collect taxes on items sold, while the trades guild transports items all across the kingdom(wherever they would fetch the highest profit, of course.)

The Guild of Magic


The Guild was formed originally by the High Elves. After the arrival of humans, and the completion of Cirith, there was a need for the regulation of magic. Thus the Guild of Magic was re-founded. Organized into thirteen circles, the mages guild policed the use of magic and shares it knowledge with its members. The first five circles of the guild are more like

ranks to climb. Once you climb to the top of those circles, you may choose the other circles to move into. The tenth circle and above are the administrative circles of the guild. The guild members in these circles oversee the operations of the circles directly. Some of the most powerful mages in Amrath belong to these circles. Note that being part of the guild of magic is different than being a guild member or guild master in a Mage class. Being a member of the Guild of Magic means you are part of an organization devoted to magic itself, whereas being a Guild Member or Guild Master in a Mage class means you are part of an organization devoted strictly to one type of magic. You do not have to be part of either in order to be part of the other. Entering the Guild of Magic Anyone wishing to study magic may become a member. When you enter your membership, a vial of blood is taken from you. This is to track you should you abuse your magic. Once you join the guild and pass your first test, you are given a license to practice magic inside the kingdom. NECROMANCY IS NOT TAUGHT IN THE GUILD!

Are there other means of becoming a Citizen? Yes, there is. For a Tax of 250 gold, you can obtain citizenship.

The Order of the White Rose


History: The White Rose is the symbol of strength and loyalty to the kingdom of Amrath. White Roses are grown in the gardes of Cirith around the royal palace. Members of the White Rose have served in the Military and are Citizens of the Kingdom. The Order has existed since the founding of the kingdom. Members of the order answer directly to the King and the Royal Family. Roles in the Kingdom The White Rose Guards the Royal Family, carries out their orders, and serve as officers in the Armies of Amrath. The other function is to quell any unrest, at any means nessacary. Order of the White Rose are Citizens. Playing the Order of the White Rose

Roleplay: Benefits of Belonging Members of the Order are fiercely loyal and Besides the fact that it is one of the very few patriotic to the kingdom and the crown. They will meet ways to obtain a license to practice magic, you gain anyone with opposition that denounce the crown. access to the expansive libraries for research, and the You may get orders from your superior to carry expertise of master wizards to help you craft items. out. These orders are to be executed, or you may face extreme consequences.

Citizens of the Kingdom

Citizenship in the Kingdom is highly regarded by all. Most Citizens of the Kingdom obtain Citizenship through forced conscription. At the age of 14, Children are conscripted into the service of the Kingdom. Most of them use their trade skills learned from their parents Until the age of 16 or they are large enough to learn the fighting arts. They then serve in the Royal Army. Fighting battles and maintaining the peace. At the age of 25, they are released from their service with Citizenship of the Kingdom. What does it mean if Im not a Citizen? If you are not a citizen, you are not allowed to enter the cities of the kingdom. You will be barred entry at the gates. This will restrict non citizens to the markets outside the cities. Non citizens are not allowed to arm themselves inside kingdom borders as well. Also, prices of goods inside the city walls are always better than the prices in the town.

Noble F amilies and Titles

Inside the Kingdom of Amrath the lands are ruled by the Nobility, the highest of which being the

King. Most nobles are born into the titles and positions and power, the few others are bestowed titles and land through service to their lords or in battle. With a noble title, a player will gain the benefits of owning land in game, collecting taxes, and having servants. The Order of Precedence The order determines who is higher than who in the noble society and who they answer to. Title King & Queen Archduke & Archduchess Duke & Duchess Prince & Princess Count & Countess Viscount & Viscountess Baron & Baroness Lord & Lady Knight Address Your Majesty/ Highness Your Lord Grace Your Grace Your Royal Highness My Lord Count/Countess My Lord Viscount/Viscountess Your Excellency Lord, Lady Sir

company is made up of paladins and knights. Mordin's Magisters The Magisters are a company made up of all types of Mages. They specialize in taking care of their business with magic.

The Verminhost

The Verminhost is a group made up of Rat descended Untamed that live underground. Rats of the verminhost have become known as "Verminkin." In their underground lairs, the Untamed of the Verminhost use slaves to dig new pits and labor for their great machinations. The Seers of the verminkin combine their magical knowledge and the industriousness of rats into great machines of huge cogs and slave power. Using these abominations of technology, the Verminhost uses their power to fuse living things together in awful experiments in magic. Often creating terrible things that are unleashed into the wild or left in empty warrens to fight intruders.

The most basic of nobles, a Knight of the Kingdom, becomes a knight by first being a squire. A squire learns the combat arts from his knight.

Nobility is bestowed either by being born into a Assassins in the Night noble family, or being granted a title from the crown. The Verminhost is also infamous for their These titles are usually only given for great or Assassination Cults. Some verminkin are trained from impressive feats. their birth in martial arts and stealth, creating the ultimate assassins that can get into any stronghold, no matter how fortified. Mercenaries are welcome in the kingdom. The Alchemists of this cult use their craft to Many Mercs join companies after their departure from create terrible poisons of all kinds, the worst of which the are infused with magical enchantments. If you kingdom's service. Others come from far away lands. encounter a Verminkin from this cult you can count on Whatever their backgrounds, many are members of all of his blades to be poisoned, down to the metal barbs the Warriors Guild as most work is handed down from on his tail. the kingdom these days. Playing a Verminkin Major Mercenary Companies It is possible for players to become involved with the verminkin. But this comes at great risk as any The Wrath Company The Wrath Company is Verminkin and allies are usually killed on sight. A renowned for taking contracts of Vengence. Filled with Verminkin player will have to disguise their motives and very shady characters, the Wrath company specializes ideas as other players may come after them. in intimidation and assassination. Verminkin Magic The Light Host This company specializes in The Magic of the Verminkin twists it users and vanquishing evil and bringing evil to justice. A lot of this targets forms and corrupts. After being the target of a

Becoming a Noble

Mercenaries

Verminkin Spell, you may be left with a physical mutation or effect.

Chaos

dragon's noisy, noisy influence. During a fly-over innocently quiet bystanders can get beaten into a pulp while the dragons are enraging the gargoyle(s). Verminkin: Stealthy Rat-Wilders who've trained as assasins. They like to waylay travelers for fun or when paid or ordered to do so. Always be prepared for an attack from the side or rear. Chaos Critters: Left over from the sacking of Swordhome, these critters are twisted by chaos forces. Thier powers and appearance vary- usually a fusion of 2 or 3 creatures into one being. Kill them if you can to make the roads safer for others.
The War Song
By Queen Meg and Lady Dee

The Forces of Chaos have entered the realm through the Ley Lines, which are already responsible for the Untamed and the Fey. The Elder Gods on the plane of Chaos whisper to the minds of men, and feed on their weaknesses and desires. As such, there are many followers of Chaos on the other side of the Chaos Rift waiting to embark upon the realm. Cults to the Elder Gods have been showing up in Amrath, being put down as they are found by the priests of Ceron.

Writings From the World


Travel Hazards: A short guide to the perils to be found near the ruins of the city of Swordhome. Compiled by Lady Tarnisha

A fire in the hearth is nice like a lady in our bed. The hunt is quick, the stag is fat, the hounds have all been fed, And though theres food aplenty, we hunger for much more, For stories may be told of peace but songs are sung of war. Chorus:

Time it has its turnings like the seasons of the year. Blind gargoyles: When all is silent these gargoyles are A time will come for death, but its idleness we fear. Oh give us a strong leader and a lady to fight for: calm and tend to remain stationary. However, they are enraged Its time we turned our plowshares into swords. Let the knights assemble, spears glinting in the dawn. by sounds, Let the Queen take up her steel and put her scepter especially loud ones, and seek out the source. Once down. they find the You feel safe within four walls and with a moat around, source they try their best to beat the source of the But I feel safer when my foe is six feet underground. noise into silence with their clubs. These creatures are extremely resistant to physical damage, and in fact the sound of steel upon their stony skin seems to be loud enough to really enrage them. causing them to strike out fiercely. It is best to just give them a wide berth, walk softly, and abstain from even whispering until far away from them. SInce these creatures are blind, light doesn't affect them. These creatures tend to drift along the highly frequented dragon flight paths and take quite a while to work free of the Chorus Were not sure why weve been called, were not sure that we care, The only know that we must fight, by foul means or fair. The peace that most men long for is a treasure we hold dear: Its paid for by the blood weve shed and the fellowship thats near. Chorus Repeat first verse to fade.
Chimeron War Song

By Lillia

Chorus: Spears will be shaken, Swords will be clashed In this battle before us! Shields will be broken Helms will be smashed In this battle before us! And though our foes are many, And though our friends are few, And though the odds lie against us We will still pull through! (chorus) And though we're far away From homes that once we knew And our bed's the cold, hard stone Covered in the morning dew... (chorus) Our arrows fly swift and sure Like hawks to strike our foes While our shield men will stand strong Against any might blows! (chorus) Our spears strike hard and fast To cause our foes great pain While our catapults fling rocks To crush in our foes' brains! (chorus) Our clerics dash on the field To mend torn flesh and bones While our mages will strike down Those who muss their pretty clothes! (chorus) And when the war is won And peace around us reigns We'll drink our ale with friends And sing now this refrain! (chorus x2) A Preist's Journal The Great Light, Ceron, has given Lord Torus a glorious vision of the cleansing of the Silver Pit and the recovering of artifacts of the Light. In his genorosity, M'lord has seen fit to include me in the company of great Priests chosen to go on

this mission. I have decided to chronicle this mission in my journal so that future generations can benefit from our experiences and the common people may recieve some of the blessing of Ceron in the reading of this accounting. Year 25 DT Second Month, Eigth day Here is where the accounting shall start. Lord Torus has brought us to the edge of the accursed pit. The very air is filled with the silver colored blasphemes spewed by those who tried to take on the mantle of The Great Light. Their very arrogance did them in and this is all that is left. They dared to tread where no mortal should. If only their faith in Ceron had been strong, he might have deigned to save them from their folly. The pit streteches as far as I can see. It is as dark as the hearts of the non-believers. There is a path that leads down, away from the light of the sun. I feel as if we stand on the path leading to damnation and only by Ceron's Light will we be seen through the hardships ahead. But this is all of no consequence because we are bathed in Ceron's Grace and he shall armor us against all who stand against his quest. All praises to Ceron Year 25 DT Second Month, Ninth day There is very little in this scar upon the world. We move slowly so that we might uncover any of the hidden treasure Ceron will inevitably grace us with. Silver boulders poke out of the wall. Silver dust coats everythings. Now and then we hear scurrying that seem to come from the walls. It is likely no more than vermin going about their lowly tasks but as they haven't as of yet dared to show their faces to the light of our torches or the strength of our battle prayers. The only incident of consequence today was Celia stumbling over the final stanza of the morning prayer. She has been assigned night watch to help her see the error of being lax in her praising of The Protector. All praises to Ceron Year 25 DT Second Month, Tenth day The constant silver dust coating everything has given was to natural stone and earth. Our torches will not last much longer but The Great Light saw fit to provide some of us with the

ability to conjure His Light, so the absence of torches should not be an issue. Though time has little meaning in this darkness we keep track of the time by the rumblings of Louis' stomach. You could time crossing of the sun in the sky by that noise. A strange sight did meet my eyes shortly after we stopped for our midday meal. I turned and standing behind me was the strangest beast I have ever seen. It resemebled a cross between a rat, a human, and an armadillo. Surely it had never seen the Light of day for when the light of the flames in my hand did reach it's eyes it hissed like a snake and scampered away. The skitterings in the walls continue and Celia has talked about seeing green eyes in the darkenss, but our prayers give us strength and the power of our faith in Ceron keep the noisemakers at bay. All praises to Ceron Year 25 DT Second Month, Thirteenth day Surely does He test us. We have been assaulted these last three days by nonbelieving vermin. Apparently that rat creature I saw before was but a harbringer to many more. They appear to be Wilder of the rat variety but a great many of them are warped. They descended on us like a brown wave of pestilence while we performed the prayers for our evening meal. The only warning was the shout of "To Arms" that Lord Torus gave out. Bringing our weapons and faith to bear we saw a sight to quaver the hearts of lesser men. From the walls and darkness around us sprang these foul creatures. If they had hiding holes there was no indication. Their weapons were crude and no match for the skills we have gained in our service to the Great Light. Though there seemed to be no end to them we continued to fight. Not a single one of the Keepers of Faith were lost. The heathens were slain by the hundreds. For nearly two full days and nights did we fight the horde. Our magics and strength of bodies sustained us. With a test like this there are sure to be lost treasures to acquire for our temples. All Praises to Ceron Year 25 DT

Second Month, Fourteenth day Wretched beasts! Do they have no honor? No sooner did we start our morning ceremonies did they descend upon us yet again! Yet again we used the strength of the Hammer to beat them back, but something untoward happened. The tallest of them was shooting some type of green blasts at us. The blasts simply splashed against our shields but one of them hit Priestess Lucinda in the leg. It seemed to cause immense pain, but the strangest thing is that her hand grew into a claw! No matter what we tried we could not remove this unnaturalness. Torus, in his wisdom said "Cut it off and let that be a lesson to bolster your faith." She did as she was instructed and even now is binding the wound to stop the bleeding. All Praises to Ceron Year 25 DT Second Month, Fifteenth day Oh glory to the Light! We found ruins today. They seemed to have already been scoured clean, most likely by the Vermin. This gives us hope that soon we will find what the Vision sent us here to find. All Praises to Ceron Year 25 DT Second Month, Sixteenth day My night for watch. Nothing to report. All Praises to Ceron Year 25 DT Second Month, Seventeenth day Omar has fallen and rejoined our Protector. We were attacked by yet another strange beast when we came upon yet more ruins. It had the body of a snake but the legs of beast. Out of it's mouth came strange noises that sounded like words but made sense to not one of our learned Procession. It attacked in a fury when Omar entered the first building. It came boiling out of the same building with Omar dangling from it's jaws. He died following a Quest of his Faith. Father Torus had this to say over Omar's body after he dispatched the beast with a single blow the the head. "Faith is about sacrifice. Without sacrifice we will never learn and without learning we cannot become stronger. Hold the sacrifice we witnessed today in your hearts so that you will never waver. Mourn not his death but celebrate his return to Ceron"

His resurrection was unsuccesful. We take the rest of the day to perform the burial rights and rest from our trials. All Praises to Ceron Year 25 DT Second Month, Eighteenth day We found our first artifact today. It seems that that snake beast had a small horde of gathered treasures from the ruins around. Most of the horde was just trash and shiny rubble, but amongst all that we found a beautiful sword. Lord Torus wields the sword now. It must carry a holy enchantment for the blade is as clean and sharp as if it was newly forged. All praises to Ceron

energy but it simply hit Torus' shield and dissipated into nothing. The fight lasted for a good five minutes. The mage was no slouch in combat. He used his staff to parry and block every attack that was aimed his way, but however skilled the necromancer was Torus was still better. Eventually Torus was able to score a fatal wound, but as he did something odd happened. The very sword he had used to kill the necromancer seemed to twist in his hand and turn on him. It was almost as if the sword developed a mind of it's own. The world seemed to slow as the sword descended but I knew it was too late. The sword plunged into the chest of Torus with his hand still on it and a look of surprised now permanent etched on his face. What have we done to deserve this?

Year 25 DT Second Month, twenty third day We finally escaped. The day after we found that wretched sword we were ambushed again! Undead! Even here in the bosom of the land we find Undead! And if we thought the Vermin were numerous, that was nothing compared to this. They kept on coming. You destroy one of the abominations and a minute later it rises to fight again. It had to be the work of the foul necromancer. He stood on a ledge above the battle field and laughed at our fighting. LAUGHED!!!! How dare any mortal mock the Priest of Ceron. It was a mighty battle. Two days we fought. If it hadn't been for Lord Torus I swear we would have all died. The way he swung that sword was divinely inspired. It cleaved the undead like they were nothing but paper. Even the liches that appeared were as air against the Faith of Lord Torus. The entire battle that dark mage just laughed and assaulted us with his unholy spells. We lost half our company to that wretch. And he had the gall to raise our fallen companions against us! It hurt to slay the people who were just fighting by our side, but sacrifices must be made. After all the Undead were slain Lord Torus was the only one of us who wasn't injured. I had broken my leg and our two healers were some of those who had fallen. As I crawled over to one of the healers to begin the resurrection ritual (I was entrusted an item of power that allowed me to resurrect a fallen companion) Lord Torus climbed up to fight the necromancer. Obviously the man was crazy as he still had not stopped laughing. The defiler of dead started the fight with a ball of black

Year 25 DT Second Month, twenty third day I have finished the resurrections. Everyone save Torus came back to us. We have all healed ourselve except for Jason. He lost an eye and does not want it grown back. We all agree that it is a sufficient sacrifice as it was on his watch that the undead attacked. All praise to Ceron Year 25 DT Second Month, twenty fourth day Torus rose as undead. He is slain again. The sword is lost. Ceron help us but we are lost. Year 25 DT Second Month, twenty third day It does not stop. The horror....... Year 25 DT Second Month, twenty sixth day What is with this foul hell?! Every time we put to rest the body of Torus it rises again. Year 25 DT Second Month, twenty seventh day Jason did it. He declared the Undead Hunt on Torus. Torus is no more and neither is Jason. Ceron delivered us a savior in Jason, the youngest of us all. He sacrificed himself to save the rest of us. The resurrection item is not powerful enough to bring back our comrade. I am shamed to have ever doubted our reason for being here. Be safe in the Warmth of the Light Jason. All praises to Ceron

Year 25 DT Second Month, thirty eighth day Year 25 DT Finally I can write again. We were captured. I know not Fourth Month, fifth day by what. The world went dark and We have hope again! Our captor has not been back in about fourteen feedings. Now we are all our lights were extinguished. We fought valianty but fed by a pale white hand. It does not speak. were overcome. Only Lucinda shares Lucinda has told me that she underands my feelings for this cell with me. We can hear the screams of the her and shares them. I believe we others and can only rely on each other and are in love. Love and the beast is gone! Ceron smiles our faith to remain strong when it comes our turn to upon us once again. We plan our face the fate that awaits. escape Ceron deliver us. Year 25 DT Third Month, ninth day It is rare I can write anymore. The only possesions left me are this book, my clothes, and a pen. Lucinda was left only the beautiful combs that held up her hair. I gave her my shirt and pants so that she may cover herself. I sit here writing in my undergarments. I am shamed. All we see of our captor is a dark hand that slides a plate of food and saucers of water under our door. It told me in a sibilant voice that I must write every ninth day. No more, no less. Year 25 DT Third Month, eighteenth day Lucinda has been taken. It started two days ago. Everyday the room becomes pitch black and I can hear a struggle. Each time I try to help but I am thrown back. I fear I have become weak with the bad food we are fed. I can hear her screams of pain. After I know not how long the room darkens again and that sibilant voice says "She lives. Pray to your god she continues to do so". There is then a thump and my Light can be rekindled. Each time I find her on the floor, not a scratch on her. She refuses to talk about what happens. She will only hold my hand and cry until she falls asleep. Year 25 DT Third Month, twenty seventh day She is taken again! I fought this time. I ate my own hand to have the strength to do so. It took all day for Ceron' gifts to regrow it. I was able to jump on the captor and fight him. The constant darkness has sharpened my senses beyond what they have ever been. I know I wounded it! I have to have wounded it! The screams continue. Lucinda's screams. She no longer sleeps anymore. At least not that I can tell. She just asks me to hold her and let her know she is still alive. I feel guilt for this, but I begin to look forward to her asking me to hold her. She is beautiful, even in her distress. Am I wrong to enjoy this? Year 25 DT Fourth Month, fourteenth day Our hope is gone. The Beast lives and is worse than ever. He no longer heals my love after his tortures. I must call upon the blessings of Ceron to heal her. It takes awhile. He still says it each time. "She lives. Pray to your god she continues to do so" Year 25 DT Fourth Month, fifteenth day I break the rules set by the Beast doing this, but I write early to say that Lucinda is pregnant with my child. I do not know whether to be joyed or saddened by this. (((two pages of meaningless scribbling)) (((blank page))) (((one page torn out))) (((one page of a single line prayer written over and over))) Year 25 DT Eight Month, twenty third day I am lost. All I have left is my faith. Lucinda is dead. Her body sits next to me. He threw her in dead. This time he says "She is dead. She is free. You are mine." My tortures commence Year 25 DT Eight Month, second day The pain! It burns. My chest, he has branded his mark upon my chest. He tells me to write as I please now. Why Ceron?! Deliver me from this hell! Year 25 DT Ninth Month, second day The tortures are....numerous. I have healed my wounds and may write more freely. The worst of the tortures are what he calls "snack time". He places rats upon my body and they burrow down into my skin. All the while he tells me to pray. And I do. I pray for release. I pray for death. Ceron please, take me to your bosom. I can still see the Beast's eyes. I can still smell his fetid breath.

Year 25 DT Ninth Month, fifth day For the first time since arriving I have eaten and eaten well. Not by choice. I shall write no more of this. Year 25 DT Ninth Month, tenth day Horrors! The fiend turned my own beloved against me. She is now a perversion. An undead monster. This monster performed my tortures today. I cannot stop crying! How could any beast do such a thing to the innocent?

Treatise on Warp Magic Penned by Jeryn, wandering scholar Traditional magic can be boiled down to two types. That which draws from other planes and that which changes reality itself. The former is the traditional magic you see on a day to day basis. Things like fireballs, freezing, and healing all come from drawing on and manipulating elemental energy. When you cast a fireball you actually summon energy from the plane of fire and project it outward shaped by your will. People and creatures that can do these things naturally generally have some type of tie to that plane. The tie might not be obvious, but it is there.

Year 25 DT Tenth Month, second day Master is good. Yes he is. He loves us. We are his pet. He gives us affection when we do The second type is what is classified as Elder Sorcery. It good. He punishes us when we disobey. We no longer manipulates the energy of reality disobey. The eyes watch. itself. It does so using the medium of the "True Words". These True Words are recognized Year 25 DT by the universe as basically the true names of things, Tenth Month, Thirtieth day ideas, concepts, places, people Master gives us to our child. The child feeds on us. etc. By combining these words you can draw on the This pleases Master. essence of those words to alter reality We are lost We are lost We are lost We are lost We itself. You can use the words to attempt to bring seven are lost We are lost We are lost We are animal to your side. It is almost like lost We are lost We are lost We are lost We are lost being a god. The more True Words you use the easier it is for the universe to recognize what (((two pages torn out))) you are trying to acomplish. The more of your spiritual force (mana) you put into the spell the Year 25 DT easier it is to enforce your will on the universe and make Eleventh Month, Twenty seventh day the change happen. I am free! I haven regained my mind and finally after an eternity I am free! The Beast has Traditional magic and Elder Sorcery can both be broken released me. He claims he tires of me. He gave me my down into two component sections. journal back. I ran as fast as I could That which affects the body (like healing touch and to get out. I made only two stops. I stopped by the war polymorph) or those that affect the mind room and destroyed my love her that (identify and charm). Some spells, like summoning, can undead monster. I grabbed the twisted, beautiful bridge the gap between the two creature and twisted it's neck. I carried which leads us to believe that all magic is the same or at it with me as I ran out so that I could lay her later in a least stems from the same basic proper grave with a proper ritual. My source. second stop was to grab an item off the throne that the Beast sits on. Wherever he goes is There is however a new type of magic that has been darkness. All that can be seen are his eyes and this discovered. Warp. It is the only magic one, lone item. I take it to bring to the that requires a specific focus in order to access it's Temple. I bring it so that all the sacrifices are not in energies. Instead of using spiritual energy vain. to fuel the spell it uses Physical Energy. Currently there are few Warp Mages outside of But how can I rejoice? I couldn't even save the young the Verminkin. Unfortunately, because of the ways the ones. I couldn't pull my weight enough rats have used it Warp magic has to keep the others from dying by my sacrifice. I am garnered a very bad name. It is my hope that these certain that this was a test. And I am writings one day reach the general public equally certain, though I hardly dare put pen to paper so that they can understand the true nature of Warp. It and write it, that I failed. May Ceron is neither good nor evil, nor even have mercy on my soul. neutral. It transcends all bounds of morality for it is

everything.

using your body's energy and a sufficiently strong will you can draw out the energy of those The theory behind why the Warp was not discovered possibilities into this world and shape it as you desire. until recently is that it did not exist until So far the effects that can be shaped recently in history. Or at least, the method of accessing seem to be unlimited. I have seen shapeshifting both it didn't exist. During the formation of willing and unwilling, damaging bolts of the Silver Pit there was a massive warping of reality. energy and the transference of health of between the The people involved tried to rewrite the caster and the target. very world itself using Elder Sorcery. Unfortunately they reached too far. Some things are By bringing forth the lost possibilities you are bringing just too complicated for mortals to understand. The about that which could have happened calculations required, the loop holes that but did not happen. Granted, all types of magic could be exist in language and our incomplete understanding of argued to do this but Warp is more science all lead to the downfall of that literal about it. undertaking. This attempted warping of reality did have an unexpected side effect though. It Because of the anti-reality nature of Warp it tends to brought into being green stones, called warp stones. have odd effects on the target of the These are the stones that allow a energy. The more energy used the greater the change. person to seperate their mind from their body and It is thought a sufficiently skilled delve into the realm of possibilities. Some Warp Mage could prevent those effects but I have yet to call this realm Chaos, but in actuality it only seems that meet or hear of one. These changes way because of infinite "ifs" and "buts" are quite unpredictable and can be anything as small as that exist there. growing a new freckle or a grand as sprouting dragon wings or having an arm shrivel up Warp is the energy created when a possibility goes like a dried husk. By drawing on the unfulfilled. In the time/space relation energy of Possibilities anything becomes possible. it sits at the intersection of where the potentials happened. When a choice is made our To reverse the effects of a Warp mutation there is only dimension splits off into more dimensions. Ours, where one proven method. That would our choice was made, and others be the resurrection ritual. Whether alive or dead, the where other choices were made. Those other body is targeted with the ritual. The dimensions exists, but only within the realm of ritual reminds the spirit of what the body should be. It possibility. In essence, for every choice there are helps the spirit to reinstate reality as it dozens, possibly thousands, of possibile normaly should be. If the spirit is absent from the body, outcomes. The only one that becomes reality is the or somehow kept seperate, then the one that happens, all the others are spirit will not be able to reinstate the proper reality. pushed aside and become alternate dimensions. The Warp Stone is the physical embodiment of these choices. By attuning your thoughts to the stone you can release your mind into it and explore the realm of possibilities. By

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