Showing posts with label Dungeon Master Downloads (DMDs). Show all posts
Showing posts with label Dungeon Master Downloads (DMDs). Show all posts

Sunday, February 5, 2012

Valsic Pantheon [DMD]

[This one is a special treat, having been printed out -- not from my e-mail -- but from the OLD Greytalk Archive website. So here is a chance to see what it looked like back in 2005, along with an early take on the pantheon I worked out for South Province (and wrote about much better later for Canonfire!).]


Monday, December 7, 2009

DMD: The Dragons Rest [Pocket Guide to Verbobonc]

Date sent: Sat, 25 Apr 1998 15:56:25 -0400
Send reply to: The GREYtalk Discussion List
From: Noel Graham
Subject: [GREYTALK] DMD: The Dragons Rest [Pocket Guide to Verbobonc]
Originally to: greyhawk@MPGN.COM
To: GREYTALK@MITVMA.MIT.EDU

----Begin forwarded message -----
From: Vision.at.Work
Subject: Greyhawk's Inns, Taverns, and Shops

As always, this looks a might better dressed up in the bells and whistles of WordPerfect 7.0. I've also had to insert the footnotes [ ] near the text in order for them to translate. “Cariel” is, of course, Cariel Mansharn of the GH MTU, the man responsible for developing the Pocket Guides (as you know from my longbill post); “Sparius Ersitan” is one of Cariel's trusted itinerant merchants whose travels make him quite knowledgeable concerning Verbobonc.
Incidentally, the Yeoman Knight, Sir Bastromel, is NOT a member of a Yeomanry order of knighthood (as I didn't intend they have any), but rather an indication of his espoused origins.

Water/Noel

The Dragons Rest
Tavern/Inn

This well-known innhouse stands a brisk walk up from the Bailey Gate. Some of you know it as the Inn of the Sleeping Dragon or Green Meadows Inn, but be assured it's still a place of familiar faces, the lettering now reunited with the signboard.
It's easy to find so locals, who well make up half the taproom business, often meet with travelers here or each other[1]. The draconic tokens which are the inn's heritage draw as many gawkers as earnest guests. On some nights it's difficult to be heard the length of your table and almost impossible to leave it, although overly roisterous patrons are encourages to go elsewhere.

[1]Sparius Ersitan: Nearly any Gent'lman of the Watch this side of the Lords District can direct ye there if ye've trouble finding it.

What to Expect
The Rest is built from creeper-sieged quarry stone and timber with distinctive decklo woodwork: portals, wingswept shutters, scaled shinglry, and the like. Rounded lamps with frosted glaziery are mounted abreast the signboard and entry, whose hinge and band work are vaguely claw-shaped works of aged brass. A fieldstone wall along the inn's rears encloses the Damaris family's semi-private garden.
Inside, lighting is supplied by three candle wheels suspended from the pleasantly high rafters. A large stone hearth a perfect backdrop for tale tellings and minstrels stands opposite the counter (not a bar!). Perched high above the mantle, twinned dragon ribs almost from over an empty hanger that once cradled the mighty battleaxe[2] charged with their capture, long gone.
Alas, the bone-handled tableware and flagons are far between too, so don't come expecting to toss back ales from a hollowed dragon tooth. No doubt a few pieces proved the tales of less valourous men or fueled the magicks of arch-sorcerers. The remainder are now served up so infrequently that curious attentions make them less likely to regrow legs and wander off unseen.

[2][For more information on Toblin's axe, see Appendix II of this guide]

The host, Senan Demaris, is a tall and amicable enough presence in the taproom, unless he's called upon to be otherwise. Patrons have pointed out a collection of tapping mallets he keeps close to hand and remark at his aim, should trouble brew anywhere in the crowd. Take heed those who'd remark too loudly or too often on the similarity to a certain less reputable locale of the Free City[3].

[3]Cariel: While presenting herein, it seems the subject of Senan's familiar surname is rarely delved. Though, given his skill at negotiation and the jawset scowl he received, Sparus could offer only a hasty “M'haps ye should ask of Ricard.” In its stead, he was able to share a curious observation.
Patrons of suspicious airs tend to receive a piece of dragon ware with their drink or meal. Whether those who attempt to strike up conversations do so at Senan's behest, Sparys couldn't say, but the reactions are often telling.

His charming wife, Jessra, oversees the kitchens and the results are more than palatable. Scales branded into fare lists have been affixed to walls about the taproom. A copy has been rendered herein to show its eccentricities. Meals are generously portioned and can be taken there or carried up nearby stairs to lodgings above, as can complimentary pitchers of brandymint water.
Sauces available range from a spicing of crushed peppercorn and herb left to roast in the catch pan and ladled over afore serving to a broth of crushed Keoish firefingers. The latter is best reserved for the strong of constitution.
Together, the proprietors direct a staff of three kitchenfolk, six innhands (who also service the taproom), and two ostlers. This includes their youthful son, Arik, and fostered daughter, Tresea.

The Dragons Platter[4]

For the Feast

Roast Game (basted with spiced wine broth):
Hare 6 cp
Hen 4 cp
Fine Fowl (when available) 9 cp
Lances
(your meat and garden choices) 1 sp
Venison (slow simmered in garlic red stock) 2 sp
Roast chops (done to taste):
Mutton (with our crème sauce) 2 sp
Dragon (aged and seasoned) 6 sp
Lairs, Great and Small
Meat and Garden 4 cp 8 cp
Liver and Kidney 3 cp 5 cp
gravyed mild or with piper sauce
Garden and Grains
Three of: hand loaf, greens, tubers, cheese, and sauces for the feast order two-fold as a feast!) 5 cp
Yarpick Loaf 6 cp
Shielf Loaf 8 cp

By Your Command

Soup (garden broth) 2 cp
Soup (meat and garden) 4 cp
Whitebroth Stew
(spiced fish and garden) 3 cp
Grilled Fish and Other Freshwater Fare (from the Velverdyva)
3-10 cp
Kettle Roast (meat, leaks, greenstalks, and red tubers) 7 cp
Eggs, Pan-Freyed (or as you like)
Hen 2 cp
Fine Fowl 5 cp
For the Trail (most items packed cold in decklo leaves) 2 cp

For Merryment
By the Flagon or Globeglass, Also By the Bottle or Hang Keg

Ale (common) 3 cp 12 cp
Stout 7 cp 3 sp
Toblin's Taste 4 cp --
Mead 6 cp 25 cp
Wine & Hard Cyder 1 sp 4 sp
Silaurey 8 cp 3 sp
Gauglathiir 3 gp 21 gp
Brandy (by the quaff):
Galda-fruit 3 sp 2 gp
Keoish 8 sp 8 gp
Ulek Elixir 5 gp 27 gp
Raritys & Exotics 1 gp and up
Sweet Cyder 2 cp 1 sp

[4]Fine fowl is, as ye must know, goose, duck, grouse, quail, or other game bird. The smaller one come spitted in pairs, but can be had of half the cost fer one. Lances are small pikes impaled as ye like, caught in wyrm's breath, to tell, and eaten asizzle. An' while good turn on the inn's fame, to truth a dragon chop means more a maw-size cut of steer – us'aly. Dragon-kin are known to the nearby wilderlands, after all.
Small lairs are pies sized to fit in a full grasp, with the great'ns bein' full-grown pies. Shield Loaf is freyed and battled in frothe wedges of loaf grilled 'til crisp and moist within. Try it at dawnfeast with crème butter and olven sweet sauce.
Toblin's Taste is a bitten but tasty ale p'culiar fer its ruddish cast, guarded recipe, and the practice of serving it fresh from the cold cellar. Mind ye, locals call it Redhand and mark outlanders by that. Of wines there's that olven wintagreen, Greyhawk's cinnamoned Silaurey, and of times Furyondian apple wine, Voll Shamarit, and more. Ask when ye get there.
A quaff is what we'd call a gill. A globeglass is likened to a goblet without the stem. Exotics is, m'haps, Samberra or that baklunish brewed kaffet.

Charges have increased only slightly with the past few moons. A cozy room with twinned beds, wash basin, low table, and stout lock[5] is 7 sp from one suncrest to the next. Each of two “master rooms” adds a small hearth, comfortable chairs, locking trunk, and bathing chamber use – a real luxury for the road weary (and 15 cp for others). These cost 12 sp/day, though both charges vary according to business, if stays at length are arranged, and the like.

[5]Sparus: Afore ye scoff, the Rest may look of just a piled stone, but test yer eye. Thick walls are bane to thieves and spell-throwers, and to here it, the cover-all moss counts to proof ag'inst visits from the ethers. Aye, the Rest offers up safety enough fer its coin.

Fear not a night of tossing due to noise from below. The floors have been cleverly rendered proof against such nuisance. Extra coverlets or bed warming (3 cp) are also available for colder nights.
Bunk space in a common room is 1 sheridan/night and includes a flagon of ale or soup and a handloaf of (day old) bread on the dawnsbreak. Lastly, stall fees are 1 sheridan/day per steed. A green coiled wyrm sigil has long been used to mark linens, furnishings, and oddments against pilferage. For the most recent seasons of visitors, however, this seems only to have increased their value as keepsakes. To curb losses, the sigil-branded platters and hand size paste-wood scales[6] are being offered for purchase at 3 sheridans and 5 (copper) commons, respectively.

[6]The scales bring coin as trinkets and pass on the Rest's fame in the bargain. In Baranford, whole sets were made to talis decks of paint'n their backsides.

Legends & Lore
There's much to tell here. The Rest was constructed on the whim of the Yeomen mercenary, Toblin “Redhand”, after a successful season of dragon hunting in the Gnarley Wood. As the tale goes, Toblin, once known as “Axehand” for his favored weapon, and a band of compatriots took up the hunt and, though reduced in numbers, emerged victorious a sennight later.
Though doubters have tried to cast Toblin's tales as tall indeed, it's hard to argue with proof. Several items, the scales and hide-bound faldstools for starters, have been authenticated through the years by a variety of scholars. It's also clear he wanted for little for the remainder of his days, lending some to conclude Toblin made a secret cache of the dragon's horde.
Once every few seasons he'd make a foray into those forests, taking a different course each time. Noone ever claimed knowledge of his destination and when questioned, he'd only giver a wide grin and say his children would profit from his ventures.
Fortune seekers far afield still flock to the Rest with each new rumor of a lost map[7]. The stay of a Yeoman knight, one Sir Bastromel, a few seasons back started tongues wagging anew. Was he, as some thought, retained as part of a recovery party or the heirs of Toblin's surviving partner, come for his share[8]? Whatever the case, Senan appears disinterested, but is known to have short shrift with gossip-mongers (or mongrels, as he puts it) and those who'd press him on such points.

[7]Senan: Don't you believe any of this. The Freeholders were set upon by a green alright, but it was by mercy of the gods he survived. The attack left him with lasting red splotches and a chronic cough from the beast's fell breath. He built the inn from coin of selling the hide and such. Look to his name, man, his days as a freesword were over!
There's no map nor treasure, though I'm sure he looked ever for it. His profits come from good business sense, tall tales and rumors together.

[8]Sparus: The last tale's gained the widest hold, since the knight report'ly regaled lis'ners with stories, first of being set upon in the Gnarleys by a green and next a fellow trav'ler. Some say this was done to test Damaris' reaction.
That Sir Bastromel awoke to thieves few nights later and was forced to draw steel fer his life...was judged a hap of bad fortune. Now, these same sources crook finger at past tries to name changes as proof the inn had something to hide—and Damaris hadn't found it yet!

Summer will see the expansion of the Rest. Many have wondered aloud at whether this could be from a new-found source of wealth or if the fell of hammer blows will reveal what was once thought lost.

Appendix I:
Folk of Verbobonc
JESSRA DAMARIS (CG hf P0; DEX 14, WIS 13, CHA 13). Brown-flecked bright blue eyes and a slim build mark her ancestry to Toblin and his half-elven lady companion. Jessra is patient (lending calm to Senan), caring, but not easily fooled. Her quiet reverence of Hanali Celanil seems reflected in the vitality of her gardens and family. One of a collection of dragon bone figurines is of the Power, to which she makes offerings of fresh-made potpourri.

SENAN DAMARIS (NG hm F3; DEX 16, CHA 12). Senan is 6', 200 lbs. Or so, and patronly for his 41 winters; has brown eyes, hair, and thick sidebars, the latter two now streaking with gray. He's a thoughtful and pragmatic man whose obvious concerns are his family and the prosperity of the Rest. Of course, if beset, his temper is quick and hot (and +2 to hit with mallets in the taproom), the result of recurring incidents connected with the inn's fame.

TRESEA is a quick-witted lass of some sixteen winters with short-bobbed sandy hair. From her years prior to the Damaris family she learned to tread softly and conceal her presence. Tresea's since stolen a lesson or two at the blade, from which it's clear there's warrior spirit in her. She's also heard her share of tales while working the taproom and is slowly growing infatuated with the wandering life.

Appendix II:
Pars Arcanum

Magical Items
Toblin's Axe
While this battleaxe predates Toblin, its origins and true name have been lost. The axe bears a +1 enchantment, emits a flickering light (equal to torchlight) which seems to arc like heat lightning throught the head when so willed, and can discharge a 6d6 lightning bolt upon utterance of an unknown command word, twice per month. Its present whereabouts is uncertain, but one story puts it in the possession of a Pomarj orog chieftain.
----End forwarded message-----

Monday, November 16, 2009

DMD: Witchfire stones

Date sent: Fri, 17 Apr 1998 17:29:22 -0700
Send reply to: The GREYtalk Discussion List
From: Chris Anderson
Subject: [GREYTALK] DMD: Witchfire stones
To: GREYTALK@MITVMA.MIT.EDU

Since I've seen some posts on the Ghost Tower of Iverness, I thought that I would post my material on the “witchfire stones”. These are a set of artifacts which I designed that include the Soul Gem. It was my intent to make the Soul Gem part of a group of artifacts, rather than existing by itself.

In my campaign, the party managed to recover three of these gems before internal tensions (caused by the gems) tore them apart. These were created early in my career as a DM, so you'll notice that they are a bit unpolished... :-)

My standard disclaimer:

I specifically forbid the WoGFC, or any of its members, to use this material in any of their publications. The rest of you are free to use it in any manner that you see fit, as long as you maintain a reference to the author.

The Witchfire Stones

The Witchfire Stones were first created during the time of the Suloise Empire. At least five of the seven known stones were enchanted during that time. Most accounts agree that many wizards were involved in their creation and design, although at least two were created after the Rain of Colorless Fire by Galap-Dreidel and Vecna. It is unknown whether they independently reinvented the concept, worked from written descriptions, or had a stone to copy.

After the Rain of Colorless Fire, the stones were lost and nearly forgotten. Certain tomes mention them in passing, so it is possible that they resurfaced during the long years following the fall of the Suloise Empire. There are rumors that the Soul Gem has resurfaced recently in the County of Urnst, but this has not been proven.

Common Powers

The Witchfire Stones all have the same common properties:

User gains 25% magic resistance while the stone is on their person
Two stones, acting in concert, can create a permanent “gate” between them
User can use any of the stone's powers through a crystal ball
User becomes more and more protective f the item (see DMG for details)

Each stone has an alignment, and will attempt to change the users alignment to match. This is determined by checking the stone's ego against that of the players, just as an intelligent sword. Each failed check will move the players alignment one step closer to that of the stone.

In addition, all of them can be affected by the following:

Any stone can be rendered inactive for 1-4 weeks by a successful Dispel Magic vs. 25th level magic. During this time, they cannot be used.

All powers operate at 25th level unless otherwise noted.

The Hearth Stone (Red)

Location: Depths of the Nyr Dyv (in Vecna's castle)
Alignment: Chaotic Evil
Ego: 22

This pulsating fiery red gem is uncut, and exceedingly beautiful. It is the size of a large mans fist. It's radiance extends 30' at all times.

It's powers are:
[insert missing page]
User does not age
Cast a Timestop which lasts 2 rounds 1/day
Cast a Temporal Stasis 1/week
Charm (-4 on saving throws) at will

Those who spend time in the radiance of the gem, who are not the user, will age 10 times as quickly. Any magic item which slows or erases aging will be destroyed if taken into the radiance of the gem (potions of longevity, etc.) Any effect which induces aging (a ghost, for example) will have 10 times the effectiveness.

The Heartstone can only be destroyed by throwing it into the flames of an arising Phoenix.

The Twister (Green)
---

Location: The Suloise City in the Suss Forest
Alignment: Chaotic Evil
Ego: 20

This cut, glowing, green gem is about one foot across by two feet long. It is cut in the fashion of a rectangular, beveled, plate. It’s powers are:

Polymorph Self at will
Dispel Magic at will
Polymorph Others 3/day
Shape Change 1/day

All those inimical to the jewel must save vs magic each round spent in its radiance or be inflicted with with a random lycanthropy. Is someone already infected with lycanthropy fails their saving throw, then they fall under the command of the user of the jewel for 1-3 days.

The jewel may only be destroyed by being bathed in the life blood of a *willing* sacrifice.

Mindfire Gem (Amber)
Location: Somewhere in the Sea of Dust
Alignment: Neutral Good
Ego: 25

This stone is an uncut gem about 2” in diameter which glows with a restful amber light. The last records of it indicate that it was set into the pommel of a magical bastard sword. It's powers are:

The stone confers psionics (150 ps) to any who claim it, along with two major, and four minor disciplines. If the bearer already has psionics it adds 150 to their current strength and gives an extra major and minor discipline. All psionics are performed at a level of mastery 4 levels higher than normal (ie if someone who did not have psionics previously claims this gem, they will be granted psionics at 1st level. While using the gem, they will perform all psionics at 5th level. Should they not be in possession of the gem, their psionics will revert back to 1st level)

The Mindfire Gem may only be destroyed by casting it into the River Lethe.

The SeaStone (Blue)

Location: The Hold of the Sea Princes
Alignment: Chaotic Neutral
Ego: 24

This glowing blue sphere is about 6” in diameter. It is uncut and unusually heavy – at least 50-60 pounds. It's current owner has set it into the center of a heavy table so that the upper half of it extends above the surface of the table. It's powers are:

No creature of the sea may harm the bearer
Water Breathing, on command, which lasts for 1 week
Weather Summoning 3/day
Charm Sea Creature (-4 to saving throw) 1/turn
Calms the sea on command in a one mile radius

Those who spend much time in the glow of the stone will gradually be changed into a deathless merman. Once the change is complete, the merman will fall under the command of the owner of the stone. Once the owner changes, he/she will immediately take the stone and disappear into the nearest ocean, there to hide and guard the stone.

It can only be destroyed by casting it into the Elemental Plane of Fire.

The BaneStone (Yellow)

Location: Somewhere in the Great Kingdom
Alignment: Neutral Evil
Ego: 20

This stone is about 3” across, and is uncut. It glows with a soft yellow light, which prickles on the skin. Ancient records are unclear, but it was apparently set into something, possibly a necklace or the end of a staff. It's powers are:

Bestow Curse at will
Know Alignment
Cause Serious Wounds on touch
Finger of Death 1/day
“Decree” 1/year

All who are bathed in it's rays cannot be healed by any magical means. All wounds caused in its presence cannot be healed by magic, and heal at the rate of 1hp per week. The user is subject to “withering” (as a staff of withering, on a random extremity) each time the “Decree” is used. The BaneStone can only be destroyed by the direct touch of Pelor.

(DM's Note: A “Decree” is an 11th level spell similar to a wish, but of more powerful nature. This is a spell developed by the Suloise, that can only be used by a Suloise Mage of Power).

Monday, July 13, 2009

Hardby: Ilshar Aki

Subject: [GREYTALK] Hardby: Ilshar Aki
Date: Wed, 14 Jul 1999 00:44:27 EDT
From: ""
Reply-To: The GREYtalk Discussion List

This post is mostly inspired by Chris Jarvis' concept of Ra'al'tsvar, the keepers of the sacred bloodlines. I absolutely adore his work on ancient societies of Oerth. Basically, what I'm attempting to do here is use this concept in the context of Hardby as described in The Adventure Begins and Artifact of Evil, and the Suel language and culture from The Scarlet Brotherhood accessory. I am using tSB's Suel language, though in Jarvis' terms it should probably read Il'shar'aki, or perhaps Il'shar'tsvar. If I'm horribly misusing his ideas, I apologize.

Begin:
In the wake of the Rain of Colorless Fire, many heresies sprung up in an attempt to deal with the changes forced up on Suloise society. For a while, one of the most prevalent was allowing the belief in the sacred matrilinear bloodlines along which magical potency is passed to fill the vacuum left by the old hierarchies of power. For some, this reverence for bloodlines manifested itself as severe racial intolerance, a fear that purity was the highest and most holy goal remaining, some going so far as to create deliberate human breeding programs. For others, it meant that all of the remaining power went to the carriers of the blood -- the women (among the Cruskii and the Shnaii, it meant that women were actively repressed for fear of their potential influence, and the female thaumaturgii were forced to go underground as witches. The Fruztii remained egalitarian).

The tiny house of Norbe Nehelifon was of the matriarchal persuasion. Mob, the ancient matriarch, saw it as her holy duty to uphold the principle of Shar Aki -- Pure Womanhood -- and nearly destroyed her house warring against the barbarious Oeridians, who treated their guardians of purity like chattel. Her grandaughter Ena was wiser, and lead the survivors of the family (including such historical figures as Molly and Jaka Norbe) to the promisingly-named Wild Coast.

It was not to be. The Coast was too crowded already with crass bandits and desperados scarcely better than Oeridians, ruling each other by strength and force of arms, ignoring their ancient roots and connection to the subtle arts entirely. The Norbes moved on and settled in a deepwater port across the Wooly Bay, trading with and learning to survive from the matriarchal Flan tribes.

It was from the Flan that the new settlement -- called Il Shar Aki by the Norbes, and Harada (later vulgarized as Hard Bay, then Hardby) by the natives -- was to gain much of its culture. While still governed by the principles of its Suel founders, the daughters of Ilshar Aki found that the rather limited pantheon of Wee Jas, Xerbo and Osprem didn't serve them in their new home half so well as the goddesses of the Flan. A temple to Beory was concecrated in the first farms under instructions from the Flan as they taught the new settlements in agriculture, but the goddess that spoke loudest to the settlers was Ehlonna, the Horned Lady. Associated by the locals with moons, magic, the forest, and armed protection from those who would desecrate her, Ehlonna seemed to be the core of everything the Norbes were striving for. While Ena's name is included on the foundation stone of Ehlonna's first great church, and her body was laid to rest in the family tomb there, it isn't clear that the first Despotrix herself ever worshipped anyone but Wee Jas. Certainly, no invocations to the Horned Lady ever appeared in her tomb. Nevertheless, by the time of Ena Norbe's death, Ehlonna's reverence was
firmly entrenched.

Hardby today isn't the dominatrix paradise it is sometimes made out to be by prejudiced sailors and boastful townsfolk. It's a cosmopolitan port, and the casual visitor won't notice any marked differences from any of the other free ports in the domain of Greyhawk and the Wild Coast. Hardby depends on trade for its wealth, and it will do nothing to discourage visitors. Longtime and frequent residents know, however, that the city's balance of power is firmly in the hands of the women. Temples exist that cater to most of the Flanaess' gods and philosophies, but the biggest are the Jasidan, Ospremi, Beoric, and Istusian cathedrals, towering over the port town's skyline.

The philosophy of "Shar Aki" (still in the name inscribed in the city's record books) today refers less to the purity of fleshy blood (Hardby is now firmly multiethnic) than to the "flow" of the world and women's connection to it. The polis of Hardby believes that only women are fit to rule because only women are capable of truly understanding their place in Her greater scheme. This philosophy has also carried over to combat, and female knights are more common than male. Don't mistake this for some drippy New Age mantra; the female powers are old and fierce, and the Oerth's blood runs thick with hate as much as love. The original idea of the sacred bloodline still has currency among magical residents, though no racial stigma is attatched. Magical potential is searched for without regard to racial origin, as the existence of the half-gnomish illusionist Guma Norbe confirms.

Friday, November 28, 2008

DMD: Dune-stalkers of the Bright Desert Kit

Subject: [GREYTALK] DMD: Dune-stalkers of the Bright Desert Kit
Date: Thu, 3 Jun 1999 06:34:31 PDT
From: John Wright
Reply-To: The GREYtalk Discussion List

Dune-Stalkers of the Bright Lands

Desc: This kit is designed around the premise of a tribe of humans, all of whom live in a harsh, desert-like environment. The people of this tribe are hardy, strong, and have learned to accept life as a constant trial, and show neither fear nor compassion to outsiders. The desert sun is unforgiving, and so are they.

Role: The Dune-Stalker takes the role of a survivalist of the worst terrains, and a hero who brooks no argument. They are set in their ways, and unaccustomed to change, but when change comes, they do not berate or whine about it. In an adventuring party, these would be the stoic and tireless people who never accept defeat, and attack an enemy army alone in the hopes that the rest will be able to escape.

Requirements: Strength 14, Dexterity 13, Constitution 13.

Races: Human only

Weapon Proficiencies: Bonus: Spear. Required: Spear Specialization, Martial Arts (A, B, C, or D). Recommended: Further Spear Mastery, Additional Martial Arts Training, Dagger, and Short-bow.

Non-Weapon Proficiencies: Bonus: Running, Survival (Desert). Required: Dancing, Endurance. Recommended: Ambush, Blind-Fighting, Camouflage, Hunting, Tracking.

Equipment: A dune-stalker begins with the light robes on their body, and any other equipment that they then purchase. Of course in the desert not all items can be easily purchased or bartered for, so the DM is allowed to veto any initial purchases of the dune-stalker.

Special Abilities: Due to the hard training, and lack of camels in the Bright Desert, the Dune-Stalkers are practiced in moving easily across the sand and dunes. Their base movement in the desert is 12, and is not lowered for terrain (although wounds and encumbrance still affect it). However, due to their ability in negotiating the shifting sands of the desert, the dune-stalker finds that on solid and non-treacherous ground, that they seem to almost fly along. On normal terrain, such as plains or hills, they are considered to have a movement of 20. In terrain which is vastly unfamiliar to them (forests, high mountains, arctic regions, jungles, etc.) then this movement is reduced to a base of 9. This reflects their unsureness of step and nervous cautiousness.

Dune-stalkers also learn early on how to blend in with the terrain. Like a ranger a dune-stalker may hide in shadows and move silently. These are at the same chance as a ranger, except in deserts they are doubled, and in cities they are quartered.

Dune-stalkers also possess the standard barbarian abilities of back-attack, less chance of being surprised, and of climbing rough surfaces.

Dune-stalkers may not wear armor, but through rigorous training have hardened their bodies into weapons. They have a base armor class of 7, and this improves by 1 for every three levels that the dune-stalker has (1st-2nd AC: 7, 3rd-5th AC: 6, etc.) and this is further modified by dexterity. Also, due to their intensive work without weapons, dune-stalkers inflict a base 1d4 with a punch, and 1d6 with a kick. They are never considered to be without weapons.

Dune-stalkers are able to and expected to specialize in multiple styles of Martial Arts as well.

Special Hindrances: Due to their life-style and training, dune-stalkers may not wear armor heavier than normal clothing.

The dune-stalker comes from a tribe where weapons other than spears and daggers are essentially forbidden. At no time may a dune-stalker learn to use, or use the following; Axes, swords, and most items designed as weapons.

Also, due to the dune-stalkers holding water in near reverance, a dune-stalker may not initially know swimming, nor even contemplate such things as bathing for many months after encountering and living in other societies. Where the dune-stalker comes from, water is the stuff of life, and it is not to be wasted or used frivolously.

A dune-stalker has a rigid clan/tribal honor system which they must adhere to. Failure to follow it can lead to all other members of his/her tribe outcasting and then considering the dune-stalker as prey and an outlander.

Wealth Options: As a barbarian, and all initial money must be spent except for up to 2 gold pieces in assorted coins of silver and copper.

Bladesinger guilds in the Duchy of Ulek

Date: Sat, 11 Dec 1999 23:07:07 +0200
From: sander
Subject: Bladesinger guilds in the Duchy of Ulek

For those who want to add some differensation to the bladesingers. It is presently very low detail, there is nothing about offices, personages, internal politics, holdings, etc. essential things.

It is probably useless to those who don't allow bladesingers or feel that there can be just one guild of bladesingers. See below the "--------".

Sander

There is no love, no good, no happiness and no future - these are all just illusions.

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Bladesinger guilds in the Duchy of Ulek. This is the *LOW* detail writeup. It is covered by a regular 4 clause BSD licence.

1. *THE* Guild of Bladesingers

The guild has it's own land holdings and is quite rich - some refer to it jokingly as the Order of Bladesingers - but this institution is what is meant when a native of the region says 'guild of bladesingers'. Due to it's land holdings, the guild has it's own seat and voice in the council of the nobles, separate from those of any members who may have a seat there.

The economic and political side (and other mundane parts) of the guild is handled by the Chancelor. The Chancelor is answerable to the Guildmaster and the Council and has to leave all personal propety and concernes behind when he or she takes the postion. Thus far, none of the Chancelors has broken the oath of 'swearing the cuting of all ties to matters personal'. Chancelor is not a postion most of the bladesingers view as desirable as it is largely bureaucratic. The Chancelor is elect from among the elder members by the Council and the Guildmaster. The Chancelor is banned from all regular bladesinger activities and may not take part in the Council or Great Assembly. To the regular guild members, the doings of the Chancelor are even more mysterious than that of the Librarian.

The Guildmaster, Chancelor, Librarian, Weaponsmaster and Master of the Arcane form the Council of the Five that is effectively the executive branch of the Guild.

2. The Guild of Shadow-singers

These bladesinger are all specialists - they are all illusionists. The guild acknowledges the superiority of the regular bladesinger guild, while the full guild views them as an offshoot for the not so competent. The running joke in the main guild (and for a long time already so) is that the next offshoot will be divination specialists - they never actually use their swords, just sit at home and try to divine the best best way how not to use these.

The members of the shadow-singers are taught a lot of skills relating to stealth, and quite a bit more about magic than regular bladesingers, and so at the expense of swordart. The shadow-singers function as one level lower when a regular bladesinger of equal level. Thus a first level shadow-singer has no bladesinger weapons abilities and second level has those of a first level regular bladesinger. On the positive side, the illusion school spells that the shadow singers cast *in combat* function as if the caster was one level higher.

The tatoo the members wear is not a tatoo at all but a version of a permanent "wizard's mark".

3. The Guild of the Prancing Pony

None of the other guilds *EVER* allow their members to call, or even think, of the members of this guild as bladesingers. And they are more than certain that they have every right to do so. After all, they are not even trained in the art of the longsword, but in the art the spear! To their mind, the originator of this guild should be crossed out from the list of all elves and be damned until the eternity of all time runs out.

The mebers of this bladesinger guild are trained in the art of riding and use of the spear - and to a much smaller amount, the use of lance. The admission requirements to this guild are very strict. In addition to that, the members are taught the variant of the bladesong of this guild (that radically differs from others) only when they have become full members after completing the TEST after reaching 5th level. The TEST is a well guarded secret, full knowledge of which is limited to those having taken it. It is a high treason to reveal it, and thus only the general impression of it is present among non-members and junior members.

The TEST consist of disarming and subduing three knights on heavy warhorses armed with swords and heavy lances. The full membership hopefull, however, must sit on an untrained pony (hence the name of the guild) and and is allowed to use spear as the only weapon.

Those that survive the test not making it become a kind of 'lay brothers'.
They remain with the guild but can not take positions in teh hierarchy and never learn the full bladesong. Full members *NEVER* fail their riding proficency checks, unless they voluntarily choose to do so. They have the normal bladesinger abilities (but with spear, not longsword) and are proficent with (any kind) of lance, but prefer to use spear.

The members of this guild don't wear a tatoo. The stance on teh thing is that they will one - that of a prancing pony - when the bladesinger guild accepts them as equals. This guild is unique to the Duchy of Ulek.

4. The Guild of the Silver Branch

This guild is a relatively recent off-shoot from the main guild. The main difference between the two is that the guild ofthe silver branch put the intrests of the Duchy of Ulek as whole - an entity consisting of not only elves but also other races - in the first place, leaving elvendom to be the second. This is something the main guild finds it cannot tolerate.

After the admission of a half-elf into the lines of this guild, there is an open feud between the Guild of Bladesingers and the Guild of the Silver Branch.

Members wear the tatoo of a silver brach done in silvery ink. This guild is unique to the Duchy of Ulek. The headquaters of this guild are in Waybury.