The Phyloctæte
This empire was once ruled by a council of four powerful mages, who, in their lust for control, ended up waging war with one-another in a three month period which has been come to be known as the Four Mage War. Nestled in between three other human-controlled lands, their war bled over into neighboring lands, with mages flying through the air, wyrms and other creatures battling across the lands. This made the Phyloctæte a feared land in bard’s tales, and to this day, people fear the regime of the victor, Feryn Dyndle, who shares her human lineage with that of the elves. Some people have spread rumors that full-blooded elves from faraway lands had something to do with her success in wresting control of the Phyloctæte from the other, full-human mages.
At the end of the war, one of the mages was killed, another sought refuge in the Astral Plane, and the other surrendered to Feryn Dyndle.
To the northwest of the Phyloctæte, across the Windplains, lies the Kingdom of Altæa. King Harald Altæa has no patience for the war that has affected villages in his domain.
To the west, over the Mountains of Insor, lies the relatively peaceful, multi-racial democratic republic of Nelshun. The Phyloctæte has had few dealings with Nelshun, so it remains to be seen how the new ruler will be received.
To the south, the militaristic Republic of Esrun controls the vast plains of Yæns. Esrun has for years planned to move on the Phyloctæte, and now may be their chance, with the council at it’s weakest. Rumors have it that they have stepped up production of swords and spears, and have recently domesticated some Yæns horses, which make powerful mounts.
To the southeast, through the Border Forest, the Ten Princedoms have formed out of the old Kingdom of Vandor, following the death of King Vandor.
The people of the Phyloctæte have grown weary of the Four Mage War, and have welcomed the recent cease-fire. They are busy rebuilding the towns and villages that make up their nation. Many of them could care less who rules the land, as long as they are left to their arts, crafts, and other skilled trades. Many would like to reap the benefits of trading with the neighboring nations.
Meanwhile, Feryn Dyndle is installing her elven brethren as the ministers and administrators of the nation.
Posted in Region and tagged Location, nation or organization by Stephen Hilderbrand with no comments yet.
Lítlos Islands
The island of Lítlos became the “islands of” when the volcano that originally formed the landmass erupted, killing all but a few of the original inhabitants, and leaving the crater that the present day islands surround. The largest of the islands has been reinhabited by those who were away on fishing and trade voyages on that fateful summer night. Though stone ruins dot the other islands, they have remained too unstable to support any new structures.
Feriño, the single town on the island shares its name with the island itself. The inhabitants, upon returning to find their homes destroyed and their people covered in ash or utterly disintegrated, decided upon the new name, their word for an aquatic creature resembling a phoenix. They built all their new structures using the lava rocks cast out by the volcanic eruption.
Most of the inhabitants believe that an aquatic fire dragon lives under the island. This leads to a nominal level of fear which surfaces in the dour tales woven by local bards, and mothers to their children.
The fashion on Feriño consists largely of togas and sandals, though the rulers of the land tend to dress in tunics and light trousers. The people mostly eat fish wrapped in seaweed, but the volcanic deposits that have enriched the soil have provided the islanders with a more rounded diet including fruit resembling plantains, pomegranates and dates. The government is largely hands-off, though the head of each household serves as part of a council that meets every month, and the eldest sons in each family serve in the navy. The people of Feriño barter with one-another in well-established tight-knit groups, so they do not willingly trade with outsiders unless offered an item they think is unique.
Posted in Uncategorized and tagged islands, Location by Stephen Hilderbrand with no comments yet.
King Vandor
The sole heir of the namesake of Vandor, Han Vandor came of age when his father was prematurely slain in a battle over the lands to the west. Generally regarded as a benevolent ruler of his own people, Vandor wisely made peace with these lands, and they coexisted for sixty years. Vandor saw many of the leaders of the neighboring lands come and go; his kingdom flourished while they waged trade wars. Despite the aggressive neighbors, he helped maintain the borders of his lands without igniting a war. Vandor had 10 sons and one daughter, his youngest, who it is said was lured into a witch coven, causing the venerable king to succumb to heart troubles and pass within six months of the news.
After his death, there was much disagreement about the governance of the lands, so the kindom split into the Ten Pricedoms, each led by one of his sons. Shaana has not been seen since the rumors hit the streets.
Many paintings and mosaics show the king as an introspective soul. There are almost no artistic renditions of him in an unfavorable light.
Posted in Character by Stephen Hilderbrand with no comments yet.
Firefox
Firefoxes resemble foxes, but have a bright red fur and breathe fire. They are fast, sleek and agile hunters. A full-grown male can stand as tall as 2-3 feet and weigh up to 150 pounds. They wander forests by day and dungeons by night, and are mostly nocturnal.
Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (50 hp)
Initiative: +4
Speed: walk 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d8+3 + 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breathes fire: 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Special Qualities: DR/5 (Cold)
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and cave entrances
Organization: Pack
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: —
Firefoxes occupy cave entrances and shallow caves, where they can take advantage of both the overland and underdark.
Combat
Firefoxes attack their prey on sight, and have a ferocious bite, though they often begin combat by breathing fire at their enemies. They slash with claws and bite with their ravenous, flame-tipped jowels.
Breathes fire (Su): 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Stone Troll
Stone trolls keep their hearts on frigid islands in the middle of fjords and other hard-to-reach places. They can only be killed, or reasoned-with if you bring them their hearts back.
Unfortunately for them, they live lonely lives of solitude because every living being they gaze upon turns to stone, even loved ones. It is this that creates the cold place where a warm heart belongs. Bring a stone troll his heart and he will be grateful, as well as stop turning everyone to stone.
Stone Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) or rock +9 ranged (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Petrifying Gaze
Special Qualities: Darkvision 90 ft., low-light vision
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 12, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5
Stone trolls walk upright but because of their lonely depressions, are hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. Stone trolls are not nearly as agile as their brethren, though they are rather strong, able to hurl boulders and former foes encapsulated in stone.
A typical adult stone troll stands 8 feet tall and weighs 1,000 pounds. Females are very rare and are slightly smaller than males. A stone troll’s rocky underbelly is a limestone white, and the rest of the body is a granite gray. The hair is usually greenish black or iron gray, and has the consistency of a clump of sticks.
Stone trolls speak various giant tongues, especially stone giant but also some hill or frost giant, depending on where they have spent most of their time. Their gaze does not effect giants (except other stone trolls), so they are the only creatures that stone trolls often communicate with.
Combat
Stone trolls have no fear of death: They launch themselves toward combat without hesitation, often gazing into the eyes of their prey. They even have no fear of fire, they try to get around the flames and attack.
Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16 negates. The save DC is Charisma-based.
Posted in Creature and tagged giant, proppian by Stephen Hilderbrand with no comments yet.
Nagy Tömeg Mountains
The Nagy Tömeg are a Mountain range in the center of the Farghol, the northwest border of the Lands of Northbay, the southeast border of the Central Valley.
Deep in the mountains live Deep Gnomes, though they are not often bothered by the Gnomes who live closer to the surface, so there has been little contact between the groups over the ages.
Surface Gnomes live in caves above ground on the north side of the mountains facing the valley, and have built an elaborate series of mechanized lifts to move goods out of the mountains. These lifts also operate in subterranean mines that dot the range. The raw materials and the goods crafted from these materials are the main source of the local economy.
Much of the interior of the range has not been explored by those friendly with humans. It is rumored that fierce Giants live in the center of the mountains. In addition, the bellows of an ancient wyrm have also been heard, coinciding with thunder and lightning storms that rip through the valley in the spring. These have been isolated to emanating from the side of the range that faces Elsemere Wood, where no humans dare go.
Rivers run down the north side of the Nagy Tömeg into the Central Valley. On the floor of the Central Valley live halflings and quarterlings, also more appropriately called three-quarterlings. There are also a few human settlements in the valley, numbering close to 300 inhabitants.
Posted in Region and tagged Central Valley, Northbay by Stephen Hilderbrand with no comments yet.
Phasing Wall of Force
Phasing Wall of Force
Evocation [Force], Time
Level: Sor/Wiz 4, Time 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No
A phasing wall of force spell creates an invisible wall of force that phases through time. The wall cannot move (except through time), it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It is, however, affected by Time Stop and other effects that dispel or modify the passage of time. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, temporal magic and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings), and all creatures can pass through when it’s out of phase with the current round. Gaze attacks can operate through a phasing wall of force.
The phasing effect means that the wall is there for one round, not there another (forward in time), then there, then not there (backward in time), etc.
The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object, creature or temporal effect, the spell fails.
Phasing wall of force can be made permanent with a permanency spell. Of course, it still shifts through time, even when permanent.
Material Component
A pinch of powder made from a clear gem and a pinch of sand from an hourglass.
This spell is related to phase object, detailed in an earlier post. This spell, like phase object, were developed by Faduardo Gantonín, a high mage of the Phyloctæte
Posted in Spell and tagged cleric spell, sorcerer / wizard spell, sorcerer / wizard spell level 4, spell level 4, time domain by Stephen Hilderbrand with no comments yet.
Falconfox
The younger, smaller cousins of eaglewolves, falconfoxes have the head and wings of a falcon and the bodies, legs and tail of a fox. They are sleek and agile hunters in both the sky and in the forest.
A falconfox’s coat ranges in color from a dark to a ruddy brown with occasional flecks of white; its beak is a light tan color. A full-grown male can stand as tall as 4 feet and weigh up to 300 pounds, with a wingspan of 8 feet. They fly through the sky, hunting small prey, and also have the ability to hunt on the ground as foxes, tucking their wings up against their bodies.
Size/Type: Medium Magical Beast
Hit Dice: 3d10+5 (25 hp)
Initiative: +4
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-8 HD (Huge)
Level Adjustment: —
Falconfoxes build nests at the tops of tall trees, where they live in pairs and raise chicks/pups. Some of their young are born as an falcon or a fox, and are fed to the others of the litter who retain both traits.
Combat
Falconfoxes attack prey smaller than themselves, and often present little danger to humans. But if they hunger, they will occasionally hunt halflings and gnomes. In combat, falconfoxes are ferocious, often fighting to the death, though they have been known to flee to the skies to escape the field of battle. They slash with claws and bite with their beaks, nipping at their prey until they reach a vital artery.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Pereðil Beóren Möðruvellir
Pereðil has followed his father’s leads and become a skull-collector. He wanders the world (and in time, the planes) in search of the skulls of slain enemies, which he places in his bag of holding. He may not know it yet, but one day, he will raise an undead army from this collection.
Pereðil travels under a set of dark robes and employs poison (in darts, false healing potions, poultices, dusts, and other trickery) in his attempts to murder his adversaries. Unfortunately, he is not too nimble or strong for an elf, so he has some problems following through, and needs a party’s help to survive the deep dungeons in search of new skulls.
Pereðil Beóren Möðruvellir
Medium-size Male Half-Elf
Necromancer 6 Cleric 1
Hit Dice: (6d4)+(1d8)+21
Hit Points: 43
Initiative: -1
Speed: Walk 20 ft.
AC: 11 (flatfooted 11, touch 9)
Attacks: Dart +2;*Dagger -4;*Dagger (Thrown) +2;*Sling -8; ;
Damage: Dart 1d4;*Dagger 1d4-1;*Dagger (Thrown) 1d4;*Sling 1d4-1; ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Necromancy, +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Rebuke Undead (Su) 2/day (turn level 1) (turn damage 2d6+0), Spontaneous casting, Summon Familiar
Saves: Fortitude: +7, Reflex: +1, Will: +9
Abilities: STR 9 (-1), DEX 9 (-1), CON 16 (+3), INT 18 (+4), WIS 15 (+2), CHA 9 (-1)
Skills: Appraise 4; Balance -4; Bluff -1; Climb -4; Concentration 13; Craft (Alchemy) 5; Craft (Untrained) 4; Decipher Script 11; Diplomacy 1; Disguise -1; Escape Artist -4; Forgery 4; Gather Information 1; Heal 2; Hide -4; Intimidate -1; Jump -10; Knowledge (Arcana) 9; Knowledge (Architecture and Engineering) 6; Knowledge (Dungeoneering) 5; Knowledge (Geography) 6; Knowledge (History) 7; Knowledge (Local) 6; Knowledge (Nature) 5; Knowledge (Nobility and Royalty) 5; Knowledge (Religion) 8; Knowledge (The Planes) 7; Listen 3; Move Silently -4; Ride -1; Search 5; Sense Motive 2; Spellcraft 16; Spot 3; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Heighten Spell, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Spell Penetration
Challenge Rating: 7
Alignment: Neutral Evil
Possessions: Backpack; Dart; Bracers of Armor +2; Bullets, Sling (50); Dagger; Holy Symbol (Skull); Potion of Delay Poison; Robe of Bones; Signet Ring; Sling; Spellbook (Wizard’s/Blank);
Deity: None Domains: Evil, Death
Spells:
Spells per Day: 4+1/4+1/4+1/3+1/0/0/0/0/0
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Black Dart, Bullet, Cauterize, Cipher, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Dim, Dim Illumination, Disrupt Undead, Ember, Eviscerate, Firefly, Flare, Granitehand, Haze, Impure Thoughts, Light, Light My Fire, Lock/Unlock, Mage Hand, Mending, Message, Night-Vision, Open/Close, Pointer, Prestidigitation, Bellamy’s Proper Burial, Puff of Wind, Ray of Frost, Read Magic, Shovel, Signal, Signal Fire, Sort, Sort Coins, Spark, Spectral Dart, Startle, Summon Bag, Summon Garment, Summon Key, Summon Mug, Summon Pipe, Summon Random Item, Touch of Fatigue, Trip, Trip Line
Level 1: Burning Hands, Cause Fear, Chill Touch, Color Spray, Disguise Self, Expeditious Retreat, Ray of Enfeeblement, Reduce Person
Level 2: Blindness/Deafness, Command Undead, False Life, Ghoul Touch, Scare, Spectral Hand
Level 3: Dispel Magic, Gentle Repose, Hold Person, Vampiric Touch
Spells per Day: 3/2+1/0/0/0/0/0/0/0
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Impure Thoughts, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Cause Fear, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Infraction, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos, Protection from Good, Protection from Good, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Posted in Character and tagged sorcerer / wizard spell by Stephen Hilderbrand with no comments yet.
Eaglewolf
Eaglewolves have the head and wings of an eagle and the torsos and legs of a wolf.
An eaglewolf’s coat ranges in color from brown-black to yellowish brown; its beak is a bright lemony-tan color. A full-grown male can stand as tall as 5 feet and weigh up to 500 pounds, with a wingspan of 12 feet. They are cunning hunters who sail through the sky on their giant wings. They swoop to the ground in almost no time and attack as wolves.
Size/Type: Medium Magical Beast
Hit Dice: 4d10+15 (37 hp)
Initiative: +1
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+4)
Full Attack: 2 claws +4 melee (1d6+1) and bite +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and mountain aeries
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —
Eaglewolves build aeries high in the mountains, where they live in pairs and raise chicks/pups. Some of their young are born as an eagle or a wolf, and are fed to the others of the litter who retain both eaglewolf traits.
Combat
Eaglewolves attack their prey—any creature bigger than a fox and up to the size of a human—on sight, usually fighting to the death, though they have been known to flee to the skies to escape unexpected danger. They slash with claws and bite with their enormous beaks, trying to grab their prey and rip it apart.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.