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Chieftain Twilight
Captain

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200
PostPosted: Mon Dec 21, 2009 11:58 am


Quote:
here i will put my alotted paperwork for one of my worlds, Andor.


Al-Vheda
Al-Vheda is also known as The Freelands. It is a democratic nation on a large island. It has no codified laws, but is governed by a judicial system. each city has a Mayor who doubles as a Local Court Judge, and a Jury. each State also has a Governor who doubles as a State Court Judge, and a State Jury. At the top sits the High Senate, a council board of 8 Senators and a 9th member, the Grand Judge. All decisions and cases are handled in Court, wheher Local, State or National. In all cases, the Judge has final say unless 5 of the 8 Senators or Jurymen agree to a contrary vote.

Capital City
Towering masonry buildings with beautifull carvings and architectural designs. Falling water from gargoyle mouths, huge fountain statues, layered streets and highways.

Inhabitants
All races can be found here. Many citicens are cybernetic in some form or other, whether it be an enhncement or simply prostetics. Cyborgs and androids are also on the market here. A Gold Dragon Lord lives in the sea at the north coast.

Factions and Orginzations
There is the High Senate, the ruling body of Al-Vheda. It is made up of eight Senators and one Grand Judge.

There is also TechCorp, the largest and most influential Technology Industry in all of Andor.

Then There is The Al-Vhedan Supreme Crime Investigation Agency. Like The CIA of America, they serve the High Senate, but more importantly the nation.

And The Navy, The City Guard, The Army, The Air Force and The Coast Guard.

Various churches and ministries.

The Mist Society, which is a Magic Guild.

The Second Bardic College.

The Cartographer's Guild is dedicated to information about maps and geography, as well as culture and bestiaries, and even the Planes.
Finally, The Peace & Liberty Union, which is a nonprofit orginization that provides all services it can to anyone in need. They have multiple buildings throughout the nation that all stay in direct contact to HQ.

Tol-Quendi
The Elf-Isle. All but a few city-states of elves have migrated here to this island kingdom, which is exclusive to elves; only elves may come on shore. the elves still deal with humans and other races.

Capital City

Inhabitants

NightFall Kingdom
Nightfall Kingdom is a Monarchy run by a sorcerous family. It's laws are subject to the whim of the Crown Ruler, be that the King or the Queen. An expansive and gorgeous marketplace is one of the kingdom's most prominent features, as the nation is anti-capitalistic.

Capital City
Classical-Style buildings, the largest set closer to the coast. A market plaza lies in the center of town and stretches westward Uptown (which is actualy lower elevation). Highways are crossed by Chokri Trails often.

Inhabitants
All Races are found here, some more common than others. Cyborgs and androids are not sold here, except by the occaisional booth merchant, and are scarecly found here.

Factions and Orginizations
The Knights of Nightfall Kingdom are sepperrated into two Orders, and those Orders each into two Branches.

The Temple is devoted to the faith of all diceased. It draws it's power from the spirits of those who have passed on and still linger, more or less. Necromancy is focused on greatly here.

Many other churches and ministries are located throught the nation, mostly in the southern end of the capital city.

The Justice Guild is an Assassin's Guild who's location is a secret. They are not assassins for hire, but self-rightchous killers placing marks on convicted criminals or those who's crimes go unpunished.

The High Bardic College.

The University trains and educates in all fields, and is the most reknowned Adventurer's Guild as well.

The Institute of Science & Technology is a Mage Guild and Science Lab dedicated to the pursuit of Knowledge.

The Navy, The Nightfall Guardiands, The Airforce, The Army, and The Marines.

The Darkmoon Elite are Nightfall Kingdom's Special Tasks Force. The handle the problems that are too big for the Guards, the Army or other military.

The Nightwind Agency is the Secret National Intelligence of Nightfall Kingdom. Agents are call Stars, and Executives are called Moons. The Chiefs are called Masks.

The Shimmering Plains
A vast grassy expanse between Nightfall Kingdom and Ghaza.

Ghaza
Ghaza is a Democratic nation north of Nightfall Kingdom. It is Governed by a 3-branch system: The Executive, Legislative and Judicial (like america, japan and china).

Capital City

Inhabitants

Factions
The First Bardic College

Iclaria
Iclaria is a small city-state on a glacial plataue north of Ghaza, that is only accessible via a thick forest (which is hom eto two lvish nations). The Palace of Iclaria doubles as a Temple.

Capital City
A beautifull Palace build into the ice and designed to suspend in the air against a frozen cliff face, supported by gigantic pillars of marble. It is reachable by a beautifully designed ramp-like bridge over a gorge. smaller buildings designed to trap heat inside line the village on this tundra, which is guarded by beautifull a forest.

Inhabitants
More Dwarves, Orcs, Half-Orcs and Half-Elves live here than in other nations. The only Ice Elves in Andor, an offshoot of the Night Elves, live in a crystal forest-city to the northwest of Iclaria. These elves have grey-blue skin and eyes any shade of pink, blue, purple or red. Their hair is white, silver, blue or black, and lightens to a glistening translucent with age.

Diamondwood
this frozen forest lies to the Northwest of Iclaria, and is completely controlled by Ice Elves.

Crystalwood Forest
A forest northeast of Ghaza that leads to the glacial plataue of Iclaria. two Elven Citystates are found here, the High Elf nation (name), and the Night Elf nation (name), as well as a Fog Giant tribe, (name).

Mistveil Forest
A forest that blends into the Midnight Swamp to the south of it. these woods are home to the Vierah tribe (name), and a Wood Elf city (name).

Midnight Swamp
to the east of Nightfall Kingdom, this swamp is home to another tribe of Fog Giants, under the control of one of the Dragon Lords.

Mt. Shido
Mt. Shido is a sacred mountain, and ancestral home of the Leonin race. it sepperates the western reaches of Andor from the eastern reaches. the mountain is protected by the Leonin, and also by the spirits of willing sacrifices.

Capital City
A small town built naturally into the mountain around the pass near the middle reaches. The Leonin here guard the pass and have a set of trials that must be passed at the summit as well as a shrine that must be visited at the peak before they allow travelers to cross either end.

Inhabitants
Leonin are the main inhabitants here, and their tribe is exclusive. Also, many spirits reside in or under the mountain. Several Dragon Lords make their lairs on perches along the mountain summit.

Khelika
Khelika is a land steeped in deep occult mysteries. the most powerfull of mages hail from this land, or else come to reside here to further their powerfull and ancient arcane studies. while many masters of the Light Magic are found here, also the Darkest and most foul secrets are hidden here.

Capital City

Inhabitants

Factions

Underdark City-States

Nilyasevher, The City of Weeping Webs

A Dark-Elf city-state located in a lake-filled cavern West of the Kuo-toa city-state (name), and below Khelika. The lake is fed by a river that runs off from a spring under Mt. Shido. The river comes in through a tunnel, spills out into the cavern and then comes out on the other side in a wider tunnel that is used as a two-lane trading route. The cavern itself is full of stalagmites, stalactites, and columns, and littered with little islands. The buildings are carved from these rock formations and built on the islands, and the ruling house is built into a structure of columns on a large central island and is made of adamantite. Faerie fire decorates the columns so that teh whole cavern glimmers faintly. The columns are connected by a network of suspended streets, though the lake is also used as a canal system. Nilyasevhr has abundant resources, as the lake is fresh water and teeming with aquatic life. The dampness of teh cavern is also perfect for cultivating fungus, and many farms exist on the walls and islands of teh city. imported land meet and semi-aquatic reptiles and other animals round out the diet of the Dark-Elves of Weeping Webs. the style of dress here is simple yet striking. Materials used most often are silk, reptile skin, fish skin, leather, steel, mithril and adamantite. Commoners dress somber, while nobals dress frighteningly. Most outfits are either skimpy or form-fitting, so as to show off the body while allowing the wearer to swim unrestricted.

Inilaraafin, The Spiraling Cacoon

A Dark-Elf city-state under (halfling nation). The city is a large cone-shaped cavern with a gigantic column extending down the middle. This column acts as the city clock, and the uppuer portion of it is also the ruling house (which also extends into a treehouse fort on the surface in the woods). The walls are carved in such a way as to spiral upwards with considerable sized layers with streets and buildings. generally, noble houses are built into the wall while businesses and pathetic shelters are built on the layer itself. some cars are used here, as surface trade allows the Dark-Elves of Inilaraafin to aquire oil without drilling too deeply for it (which would invoke the wrath of the Sea-Elves to the south).
PostPosted: Mon Dec 21, 2009 12:00 pm


Games and Sports ((will be edited for cleanness and neatness.))

Fieldball

Fieldball is played on a special terrain designed by the home team of the stadium it is played on. Each half of the court is identicle in setup, ensuring a fair game. The point is to get the ball into the goal on he opposite team. Whichever team ha sthe most goals at the end of 10 minutes wins the game.

RULES:

The Field is a circle 360 feet in diameter, with obstacles and features specific to the stadium.

Each team has 7 players; 1 Goalie and 6 Fielders. They can be arranged in any formation before the game starts, but the Goalie must never leave the goal area, which is a hemisphere 5 feet in radius, and the no player can start less than 30 feet from the ball.

The ball starts off on a platform in the center of the field, and when the signal to begin sounds the players race from their starting positions for it. Tackling, intercepting, tripping, and grappling are all excepted, but hits below the belt, and excessive force get you a warning once, and then a personal foul. For each foul the offended player can make a Foul Shot from 30 feet away, and after 3 personal fouls a player must sit out teh rest of the game.

The game is 10 minutes long, divided into 2 5-minute halves.

Team uniforms are specially designed to neither hinder nor help any player. they must pass scrutiny before being excepted by the Official Fieldball League. They grant a +2 armor bonus to AC, have a +8 max dexterity, 10% arcane spell fail chance, no check penalty, are enchanted with an ability to cast Water Breathing 1/day as a 5th-level wizard, and they weigh 3 lbs. they cost 6015gp.

STADIUMS:

Nightfall Kingdom Stadium
This stadium is designed with 18 pillars spaced 5 feet apart in a line on either side of the center platform. another pillar stands in the center of each quarter-court point, and a pool of water 60 feet in diameter and 30 feet deep surrounds both.

Al-Vheda Stadium
The Al-Vhedan Stadium is on of the most interesting ones. the platform in teh center is 30 feet up a staircase encircling a gazebo, and the base of the platform is 30 feet wide. knotted roppes dangle from magnetic platforms hovering 30 feet above the ground and evenly spaced throughout the field. the goals are placed diagonally 60 feet up facing downwards at a 30 degree angle, and the goalie's platform is an elevator that reaches the goal.

Stadium of Iclaria
The center platform rests on top of a 60 foot tall icey precipice that is 60 feet wide at the base. two trees flank the area 20 feet from each goal, and a 10 foot deep, 5 foot wide trench with rope ladders on the inside span edge to edge another 30 feet from them. the area on teh goal side of the trench is covered in slippery ice.

Stadium of Ghaza
The Ghaza Stadium is mostly a flat grassy expanse, but outcroppings and ledges surround the 15 foot wide straight path through the middle on either side.

(halfling nation) Stadium
The goals are each up a hill and the platform is in a sinkhole in the center, surrounded by trees, three to a side.

(gnome nation) Stadium
this stadium is a flat expanse, but is covered in trees with only 5 feet of distance between each one. only the area 30 feet from each goal is clear.

Templatyalie

Templatyalie is an elvish game, meaning "Game of Magic", though it is also a common game among the Viera. It is a match of magical prowess and physical/mental reflexes. Two players at a time, each on teams of 12, create balls of magical or psionic energy in their hands and must concentrate on it while attempting to shoot missle-type spells at a target facing towards the players right. one point is earned for each strike, but the other player can counter his opponents blasts and even attempt to break his opponent's concentration on his energy ball. the round ends when either players' energy ball ends, which causes that player a loss of 4 points. whoever has the most points at the end of the round wins. At the end of the game the team with the most total points wins the game, and awards are given out for each winning player and also the top scorer as well. Templatyalie is often played for lots or ante.

Chieftain Twilight
Captain

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200

Chieftain Twilight
Captain

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200
PostPosted: Mon Dec 21, 2009 12:01 pm


Regions Controled by Monstrous Races

Frost Giants
East of Iclaria

Fire Giants
Northeast region

Titans
Southeast Region (desert oasis)

Goblins
Any Mountain, Forest, Swamp or Hill areas

Orcs
Any Mountain, Desert, Plains, Forest or Hill areas.

Minataurs
Northeast and Southcentral Regions (but not in between).

Merfolk
Region between Nightfall Kingdom and Al-Vheda.

Merrow
Region North of Merfolk Region and East of Locathah Region.

Locathah
Region North of Al'Vheda and West of Merrow Region.

Sea Elves
Region South and East of Tol Quendi and to the South of Halfling Nation.

Kuo-Toa
one group East of Sea Elf Region and South of Gnome and Southern Dwarf Regions.
one group East of Khelika.

Dark Elves
one group East of Kuo-toa Region and below Titan Region.
one group Below Iclaria.
one group Below Halfling Region
one group Below Ghaza
one group Below Mt. Shido (Central Region).

Grimlocks
one group Below Mt. Shido (North Region).
one group Below Region between Crystalwood and Ghaza.
one group Below Al-Vheda.

Deep Dwarves
one group Below Mt. Shido (South Region).
one group Below Crystalwood.
one group Below Nightfall Kingdom.

Svirfneblin
one group Below Mt. Shido (Northeast Region).
one group Below The Shimmering Fields (region between Nightfall Kingdom and Ghaza).
one group Below Mistveil Forest.
PostPosted: Mon Dec 21, 2009 12:05 pm


The Zodiac of Demigods

Alukolindo, The Bearer of Water
Demigod (rank 5) Wizard20/Cleric20
CG. Domains: Air, Chaos, Good, Charm, Knowledge.

Lingwe, The Fish
Demigod (rank 4) Druid20/Cleric20
CN. Domains: Water, Chaos, Charm, Healing, Strength.

Nyeene, The Goat
Demigod (rank 5) Barbarian20/Ranger20
CE. Domains: Chaos, Evil, Fire, Destruction, Strength.

Karaar, The Cow
Demigoddess (rank 5) Barbarian20/Fighter20
CE. Domains: Chaos, Evil, Earth, Darkness, Destruction.

Gurtha and Umbar, The Death Twins
Demigoddess (rank 3) Rogue20/Bard20 (Gurtha)
Demigod (rank 3) Sorcerer20/Cleric20 (Umbar)
NE. Domains: Evil, Air, Death, Darkness, Trickery, Magic.

Rakkas, The Claws
Demigoddess (rank 5) Barbarian1/Fighter10/Druid29
NE. Domains: Evil, Water, Death, Plant, Moon.

Raa, The Lion
Demigod (rank 5) Ranger 20/Fighter20
N. Domains: Animal, Fire, Travel, Community, Protection.

Wen, The Maiden
Demigoddess (rank 5) Monk20/Cleric20
LN. Domains: Law, Earth, Community, Nobility, Protection.

Meiva, The Measurer
Demigoddess (rank 5) Paladin20/Monk20
LG. Domains: Law, Good, Air, Glory, Community.

Liante, The Stinger
Demigod (rank 5) Ranger20/Rogue20
LG. Domains: Law, Good, Water, Luck, Charm.

Cuar, The Archer
Demigod (rank 5) Ranger20/Bard20
NG. Domains: Good, Fire, Luck, Travel, Healing.

Rombas, The Horned Woman
Demigoddess (rank 5) Barbarian1/Ranger10/Bard29
CG. Domains: Chaos, Good, Earth, Healing, Creation.


The 12 Valarhini

Bahimiron
Correspondence: Aquarius. Title: The Bestial One.

Nashimiron
Correspondence: Pisces. Title: The Malignant Woman.

Beiriron
Correspondence: Aries. Title: The Trampler.

Adimiron
Correspondence: Taurus. Title: The Bloody One.

Tzelilimiron
Correspondence: Gemini. Title: The Clangers.

Shichirion
Correspondence: Cancer. Title: The Black One.

Shalhebiron
Correspondence: Leo. Title: The Flaming One.

Tzaphiriron
Correspondence: Virgo. Title: The Scratcher.

Abiriron
Correspondence: Libra. Title: The Clayish One.

Necheshthiron
Correspondence: Scorpio. Title: The Brazen One.

Nachashiron
Correspondence: Sagittarius. Title: The Snakey One.

Dagdagiron
Correspondence: Capricorn. Title: The Fishy One.


The 20 Vakhathule

The Vakhathule are guardian spirits with divine power that guard the most holy or most vile of places in Andor. 12 of them guard the Valarhini, the other 6 guard ancient tombs on the Khelika side of Mt. Shido. These tombs hide powerfull ancient artifacts that were put away for eternity.
Each Vakhathule has divine rank 1, and even grants spells to worshipers, what little they have.


The 16 Dragon Lords

Gold Dragon of Al'Vheda
Ancient Cleric 10 of Yunalesce

Bronze Dragon of Tol Quendi
Great Wyrm Kineticist 7

Black Dragon of Midnight Swamp (east of Nightfall Kingdom)
Wyrm Rogue 5

White Dragon of Iclaria
Great Wyrm Barbarian 1/ Fighter 4

Song Dragon of Mt. Shido (Leonin sacred mountain)
Great Wyrm Bard 16

Blue Dragon of Khelika
Wyrm Fighter 6

Brass Dragon of Mythril Mountain (southern dwarf region)
Ancient Bard 8

Copper Dragon of southeastern desert
Wyrm Barbarian 1/ Nomad 5

Red Dragon of Iron Mountain (east of Ghaza)
Wyrm Barbarian 6

Green Dragon of Mistveil Forest (Vierah and wood-elven territory)
Great Wyrm Sorcerer +7

Deep Dragon of Icesteam Sea (northwestern volcanic region of ocean)
Great Wyrm Telepath 10

Shadow Dragon of Neiphlholme (underground Iclaria)
Great Wyrm Cleric 7 of Damisera

Silver Dragon of Iclaria (between the red and white dragon regions)
Great Wyrm Seer 12

Green Dragon of Crystalwood (forest south of Iclaria, home to Night Elves and High Elves)
Ancient Telepath 10

Red Dragon of Mt. Shido (south end)
Great Wyrm Sorcerer +12

Gold Dragon of Mt. Shido (north end)
Great Wyrm Sorcerer +11


Demon Lords

The first principall spirit is a king ruling in ye East, called Bael. he maketh men goe Invisible, he ruleth over 66 Legions of Inferiour spirits, he appeareth in divers shapes, sometimes like a Catt, sometimes like a Toad, sometimes like a man, & sometimes in all these formes at once. he speaketh very horsly.

The second spirit is a Duke called Agares, he is under ye power of ye East and cometh up in the form of a fair Old man riding upon a Crocodill, very mildly, carrying a goshawke on his fist. he maketh them runne that stand still, and fetcheth back ye runnawayes. he can teach all Languages or Tongues presently, he hath the power also to destroy dignities, both supernaturall & Temporall; & cause Earthquakes. he was of the order of Vertues; he hath under his government 31 Legions &c: & this is [his] seale or Character wch is to be worne as [a] Lamen.

The Third spirit is a mighty prince, being of ye same Nature as Agares, he is called Vassago, This spirit is of a good nature, & his office is to declare things past and to come; and to discover all things hidden or lost &c: he governeth 26 Legions of spirits.

The 4th spirit is called Gamigin, a great Marquise, he appereth in ye forme of a litle horse or asse and then into humane shape he putteth himself at ye request of ye Master and speaketh wth a horse voice; he teaches all Liberall siences, and giveth and account of ye dead soules of them that dye in sin. & he ruleth over 30 Legions of Inferiors &c.

The 5th spirit is called Marbas -- he is a great presedent, and appeareth at first in ye forme of a great Lyon: but afterwards putteth on humane shape at ye Request of ye Master he Answareth truly of Things hidden or secreet, he causeth deseases and cureth them againe & giveth great wisdome & knowledge in mechanicall arts, & changeth men into other shapes he governeth 36 Legions of spirits.

The 6th spirit is Valefar -- he is a Mighty Duke, & appeareth in ye form of a Lion wh a mans head Lowring, he is a good femiliar, but tempteth those he is femiliar with to steale, he governeth 10 Legions of spirets.

The 7t spirit is Amon. he is a Marquis great in power & most strong, he at first appereth like a wolf with a serpents taile, vomiting out of his Mouth fleames of fire, but at ye command of ye Magician he putteth on ye shape of a man, with dogs Teeth beset in a head like a Raven, or in a Ravens Head, hee telleth [of] all things past & to come, and procureth love, and reconcileth controversies between freinds & foes, [1] & governeth 40 Legions of spirits.

The 8th spirit is called Barbatos he is a great duke & appeareth when ye is in , with four Noble kings and their companions in great troops, he giveth ye understanding of ye singing of Birds, and ye voice of other Creatures and ye [such as] barking of dogs &c, he breaketh hidden treasures open, that have been Laid by ye Enchantment of Magicians, & [he was] of ye order of vertues, [of] which some part beareth rule still &c he knoweth all things past and to come: and reconsileth friends & those that are in power, he ruleth over 30 Legions of spirits.

The 9th spirit in order is Paimon; a great king, & very Obedient to Lucifer, he appeareth in ye forme of a man, sitting one a dromedary, wh a Crowne most glorious on his head. Three [There] goeth before him a host of spirits like men with Trumpets and well sounding Cymballs, and all other sorts of musicall Instruments &c. he hath a great voice, and roareth at his first comming, and his speech [voice] is such as ye Magician cannot well understand, unless he compelleth him. This spirit can teach all arts and siences, and other secret Things; he can discover wt ye Earth is, and wt holdeth it up in ye waters, & wt ye wind is or where it is, or any other Thing yu desire to know, he giveth dignity and confirmeth ye same, he bindeth or maketh a man subject to ye Magician if he desireth it he giveth good familiars, and such as can teach all arts, he is to be observed towards ye North west, he is of ye order of dominions and hath 200 Legions of spirits under him, one part of them is of ye order of Angells & ye other of Potestates [Potentates], If yu call this spirit Paimon alone yu must make him some offering to him & there will attend him 2 kings called Bebal & Abalam, & other spirits of ye order of Potestates [Potentates] in his host are 25 Legions because all those spirits wch are subject to him, are not allwayes wth him unlesse ye Magician compelleth them.

The 10th spirit is Buer, a great president and appereth in that is his shape when ye is there, he teacheth Phylosophy [both] Morall & Naturall, & ye Logicall arts, & ye vertues of all hearbes & plants, & healeth all distempers in Man, & giveth (familiars) good familiars, he governeth over 50 Legions of spirits.

The 11th spirit is a great & strong duke called Gusoin [Gusion], he appeareth like a Xenophilus he telleth of all things past, present & to come: he sheweth ye meaning of all questions you can ask, he reconcileth friends and giveth honour and dignity to any, and ruleth over 40 Legions of Spirits.

The 12th spirit is Sitri, he is a great prince & appeareth at first with a Leopards face, and wings as a griffin. But afterwards at ye command of ye exorcist, he putteth on a humane shape very Beautifull, Inflaming Men with womens Love, and women with mens love, and causeth them to shew themselves Naked, if he [it] be desired, &c. he governeth 60 Legions of spirits.

The 13 spirit is called Beleth, he is a mighty king and terrable, ridding on a pale horse wth Trumpets and all other kinds of Musicall Instruments playing before him, he is very furious at his first apperance That is whilest ye Exorcist allay his Courage, for to doe that, he must hold a hazel stick in his hand, streched forth towards ye South & East quarters making a Triangle without ye Circle, commanding him into it by ye vertue of ye Bonds & chaines of spirits hereafter following, & if he doe not come into ye by your Threats, rehearse ye Bounds & chaines before him, and then he will yeild obediance and come into it and do what he is commanded by ye Eorcist [Exorcist], yet he must receive him courteously, because he is a great king & doe homage to him, as the kings and princes doe that attend him, and you must [also] have allwayes a silver Ring on the middle finger of the left hand, held against your face as they do for Amaimon, This king Beleth causeth all ye love that possible may be, both of Men and women till ye Master Eorcist [Exorcist] hath had his mind fullfilled &c. he is of the order of Powers and governeth 85 Legions of [102v] spirits.

The 14th spirit is called Leraye (or Leraje) [written intra linea]. he is a Marquize great in power shewing him selfe in ye likeness of an archer, cladd in green carring [carrying] a Bow and quiver, he causeth all great Battles & contests, & causeth ye wounds to putrifie that are [made] wth arrows by archers this belongeth to he governeth 30 Legions of spirits.

The 15th spirit is called Eligor [Eligos], a great duke, he appeareth in [the] form of a goodly knight carring a lance an Ensigne & a serpent, he discovereth hidden Things & knoweth things to come, & of warres and how the soulders will & shall meet, he causeth the love of Lords and great persons, and governeth 60 Legions of spirits.

The 16th spirit is called Zepar, he is a great duke & appeareth in red apparell & armed like a souldier, his office is to cause women to love Men and to bring them togather in love he also maketh them barren, and governeth [over] 26 Legions of Inferiour spirits.

The 17th spirit is called Botis a great president and an Earle; he appeareth at ye [first] shew in ye form of an ugly viper Then at ye command of ye Magician he putteth on humane shape, with great teeth, Two horns, carring a sharp bright sword in his hand, he telleth of all Things past and to come and reconcileth friends and foes, he governeth 60 Legions of spirits.

The 18th spirit is called Bathin, he is a mighty [and] strong duke & appeareth like a strong man wth ye Taile of a serpent, sitting on a paile couloured horse he knoweth the vertue of hearbes & precious stones, & can transport men suddenly from one Country into an other, he ruleth over 30 Legions of spirits.

The 19th spirit is called Saleos, he is a great and mighty duke, & appeareth in [the] form of a gallant souldier, ridding on a Crocodile, wth a dukes crowne on his head peaceably he causeth ye love of women to men & men to women, he governeth 30 Legions of spirits.

The 20th spirit is called Purson a great king; he appeareth commonly like a man wth a Lyons face, carring a cruel viper in his hand, and ridding on a Bear goeing before him [are] many Trumpets sounding; he knoweth hidden things and can discover Treasures & tell all Things present past and to come; he can take a Body either humane or aiery, and answareth Truly of all Earthly Things, both secreet & devine, & of ye Creation of ye world, he bringeth forth good familiars, & under his government [power] are 22 Legions of spirits, partly of ye order of vertues & partly of ye order of Thrones.

The 21 spirit is called Morax he is a great Earle and a president, he appeareth like a great Bull wth a mans face; his office is: to make men very knowling [sic] in Astronomy, and all ye other Liberall siences; he can give good familiars and [very] wise, wch know ye vertues of hearbes & precious stones he governeth 36 [30] Legions of spirits.

The 22d spirit is called Ipos --, he is an Earlr and a mighty prince, and appeareth in ye forme of an angel, wth a Lions head gooses feet & a haires Taile, he knoweth Things past and to come; he maketh Men witty and bold, and governeth 36 Legions of spirits.

The 23d spirit is called Aim, a greatt duke and strong, he appeareth in ye forme of a very handsome man in Body, [but] wth 3 heads, The first like a serpent ye second like a man wth 2 starrs in his forehead, The Third [head] is lik [sic] a Catt; he rideeth on a viper, carring a fire brand in his hand burning, whereth [wherewith] he sets Citties Castles & great places on fire he maketh one witty [in] all manner of wayes, and giveth true answares to privy matters, he governeth 26 Legions of Infernall spirits.

The 24th spirit is called Naberius, he is a most valliant Marquiz, & appeareth in ye forme of a Black Crow, fluttering about the Circle, & when he speaketh it is with a hoarse voice; he maketh men cunning in all arts & siences, but especially in ye art [of] Rhetoric; he restoreth lost dignity and honours, & governeth 19 Legions of spirits.

The 25th spirit is called Glasya Labolas, he is a Mighty president & sheweth him selfe in ye forme of a dog wth wings like a griffin; he teacheth all arts in an Instant, and is an author of Blood shed & Manslaughter, he telleth all Things past & to come, if desired, & causeth love of friends and foes; he can make a Man goe Invisible, & he hath under his rule 36 Legions of spirits.

The 26th spirit is called Bune [or Bime], he is a strong, great & mighty duke, & appeareth in ye forme of a Dragon wth three heads, one like a dog, The other like a griffin; The 3d like a man, he speaketh with a high & comely voice, he changeth ye places of ye dead, & causeth those spirits that are under him, to gather together upon their sepulcheres, he giveth Riches to a man & maketh him wise & eloquent, he giveth true Answards to yr demands, & governeth 30 Legions of spirits.

The 27th spirit is called Ronove, he appeareth in ye forme of a Monster, he teacheth ye art of Rhetorick very well, and giveth good servants knowledge of Tongues, favouer of friends & foes; he is a Marquiz & a great Earle, and there obeieth him [he commandeth] 19 Legions of spirits.

The 28th spirit in order as salomon bound them, is named Berith. he is a Mighty great and terrable duke, he hath two other Names given to him by men of latter Times, viz: Beal & Bolfry, he appeareth like a souldier wth red clothing, ridding on a red horse & [having] a Crown of Gold upon his head he giveth True answards of things [concerning the] past present & to come; you [must] use a Ring as is before spoken of [with] Beleth in calling him forth; he can turne all mettals into Gold, he can give dignity & [can] confirm them to Men, he speaketh wth a very clear & subtill voice, he is a great Lyer and not to be Trusted much he governeth over 26 Legions of spirits.

The 29th spirit in order is Named Astaroth, he is a Mighty & strong duke, & appeareth in [the] forme of an unbeautifull angel, ridding on an Infernall like dragon, and carring in his right hand a viper (you must not lett him come to neare yu least he doe yu damage by his stinking Breath. Therefore ye Exorcist must hold ye Magicall Ring nere to his face and yt will defend him he giveth true answares of things present past & to come & can discover all secreets; he will declare willingly how ye spirits fell, if desired, & ye reason of his own fall. He can make men wounderfull knowing in all Liberall siences; he ruleth 40 Legions of spirits.

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PostPosted: Mon Dec 21, 2009 12:06 pm


Playable Races:

Human Subraces:

Dajeeti: black hair. blue, green or pink eyes. dark brown to black skin (yes, the Dajeeti are darkies). average human hight, take 10 pounds off the base weight.

Traits as Human except:

-2 Str,+2 Con. Dajeeti are accustomed to extremely high altitudes, where the gravity is lighter but the air is thinner. as such, they are less muscular, but much hardier.

+2 Craft (Mechanic) and Drive Aircraft. the Dajeeti are pros at Airship manufacture and use.

-2 Climb and Swim. there arn't many places to do either of these activities on the floating islands that most Dajeeti grow up on.

Udori: black hair. red or purple eyes. tan skin (most people in my game are either White or Brown. the Udori are Brown). add 6 inches to the base hight and 5 lbs to the base weight. the Udori are more imposing in appearance.

Traits as Human except:

+1 on all Caster Level checks and spell save DCs. the Udori have very powerfull magic. this works equally well with Arcane and Divine magic, and can also be applied to Psionic Powers.

+2 to saving throws against magic or psionics of any kind. the Udori have an innate understanding of magic through generations of mastery.

Udori do not recieve a bonus feat or bonus skill points.

Favoured Class: Wizard. Udori are reknowned mages.

Iclarians: hair blonde to light brown. blue or green eyes. fair skin.

Traits as Human except:

Cold Endurance: +4 racial bonus to Fort saves to resist cold weather or exposure. Iclarians live in a frozen land to the north.

-1 Spot. the brightness of snow and ice is painful to the eyes, and storms can obscure vision completely. Iclarians don't rely on good eyesight.

Kheliki brown hair. brown eyes. tan skin. the people of the 12 tribes of Khelika are generally very brown people. each tribe has a different Hight and Weight.

Traits as Human except:

Heat Endurance: +4 Fort saves to resist hot weather or exposure. the land of Khelika is a burning desert and savannah.

-2 Swim. lack of water means that Kheliki don't get much swimming in.

+1 Spot. the flat lands of Khelika are very open, and being a lookout is easy and common there.

Futhrons: light brown to black hair. brown, green or hazel eyes. fair skin.

Traits as Human.

Al-Vhedans: blonde to dark-brown hair. blue, green, turquoise or hazel eyes. light to ruddy skin, or lightly tanned. add 10 lbs to base weight.

Traits as Human.

Elven Subraces:

High Elves: as Elf, but hair golden-blonde or black to platinum-blonde. eyes green, blue, turquoise or pink. skin fair.

Wood Elves: coppery-blonde to dark-brown hair, lightening to silver with age. olive-toned skin.

Traits as Elf except:

+2 racial bonus to Knowledge (History) checks. Wood Elves pride themselves on being the keepers of lore that others have lost.

no ability to sense secret doors by passing within 5 ft. of them.

proficient with Wood Elf Weapons (Dagger, Handaxe, Rapier, Shortsword and Kukri) and Bows. this replaces the normal Elven proficiencies (Bows and either Heavy Blades or Light Blades).

Favoured Class: Sorcerer. the Wood Elves are more "primative" than their High Elf cousins.

Dark Elves: as Player's Guide to Faerun.

Ice Elves: bluish-grey or ashy skin. white hair. blue eyes. use Human base Hight and Elf base Weight.

Traits as Elf except:

-2 Str, +2 Dex. Ice Elves are hardier, but prefer quick actions when necessary over physical exertion.

Cold Endurance.

+2 racial bonus on any one Craft skill, and on Survival checks made in arctic environments. Ice Elves are naturally adept at staying alive in their harsh homeland.

no racial bonus on search checks, and no ability to sense doors by passing within 5 ft.

Sun Elves: hair golden-blonde to coppery-brown. eyes brown or hazel. skin tan.

Traits as Elf except:

-2 Str, +2 Dex. Sun Elves are weaker than their cousins, but also hardier, because of the harsh reality of desert life.

Heat Resistance.

+2 racial bonus to Handle Animal and Ride checks. Sun Elves spend most of their time riding and working with animals.

no racial bonus to Listen checks.

Half-Elf Subraces:
all half elves appearance-wise are a blend of the features of their elven and human parents.

Half High Elf: as Half-Elf (with appropriate appearance adjustments).

Half Wood Elf:

as Half-Elf except:

+2 racial bonus to Bluff and Sense Motive instead of Diplomacy and Gather Info. Half Wood Elves must maintain a constant awareness of their place within society.

Half Dark Elf:

as Half-Elf except:

Darkvision 60ft. instead of Low-Light Vision.

Half Ice Elf:

as Half-Elf except:

Cold Endurance.

+2 racial bonus to Survival instead of Diplomacy. Half Ice Elves spend a great deal of time traveling from place to place, and are accustomed to surviving in the wilderness, but are less trusted then their cousins.

Half Sun Elves:

as Half-Elves except:

Heat Endurance.

+2 racial bonus to Sense Motive checks. Half Sun Elves must carefully gauge each situation to survive.

no racial bonus to Listen checks.

Dwarven Subraces:

Mountain Dwarves: as Player's Handbook (except +1 bonus to attacks against Goblinoids and Giants instead of Goblinoids and Orcs).

Gold Dwarves: brown to dark brown skin. black eyes. black or brown hair (sometimes golden-brown).

as Dwarves except:

Heat Endurance.

-2 Dex, +2 con. Gold Dwarves are cunning and shrewed negotiators, but less agile than their cousins.

no Stonecunning ability.

+1 racial bonus on attacks against Dragons and Reptilian Humanoids. this replaces the bonus to attacks against Orcs and Goblinoids. Gold Dwarves are trained to fight the more common enemies of their region more effectively.

+4 Dodge vs Dragons. this replaces the Dodge bonus vs Giants. Dragons are a more common threat than Giants in the desert.

+2 racial bonus on Knowledge (Architecture & Engineering), Knowledge (Dungeoneering) and Proffession (Minor) checks. this replaces the Dwarven racial bonus to Craft checks. Gold Dwarves know a great deal about what lies unde the sand and stone, and how to reach it.

Green Dwarves: olive-toned skin. black hair. brown eyes, green or hazel eyes.

as Dwarves except:

Low-Light Vision. this replaces Dwarven Darkvision.

+2 racial bonus to Heal, Knowledge (Nature) and Survival checks. Green Dwarves are self-sufficient, and know a great deal about what is in the jungle and how to find it (or avoid it, as the case may be).

+2 racial bonus to Spot checks. Green Dwarves have keen eyesight.

no Stonecunning, and no racial bonus to Craft checks.

Favoured Class: Ranger. Green Dwarves need both outdoor skills and combat training to survive.

Snow Dwaves: blonde or white hair. fair skin. blue or green eyes.

as Dwarves except:

Cold Endurance.

+2 Str, +2 Con, -4 Dex, -2 Cha. Snow Dwarves rely on heavy armour and brute strength.

Icecunning: Snow Dwarves can apply their Stonecunning ability to Snow and Ice as well as to Stone.

+1 racial bonus to attacks against Kobolds. this replaces the bonus to attack vs Orcs.

+2 racial bonus to Appraise items of Ice as well as of Stone and Metal.

Grey Dwarves (Duergar): grey skin. black eyes. white or grey hair, but usually bald. i have tables for their Hight and Weight.

Traits:

+2 Con, -4 Cha. Duergar are skinny yet tough and hardy. but they are sullen and mean-spirited.

Medium-sized.

Base Speed 20ft. however, they can stay at this speed even when on a medium or heavy load or wearing medium or heavy armour.

Darkvision 120 ft.

Immune to Paralysis, Phantasms and Poison.

+2 racial bonus on saves against spells and spell-like effects.

Stability (as Dwarf).

Stonecunning.

Psi-Like Abilities: 1/day -- Expansion, Invisibility. these effect only the Duergar and what he carries. Manifester Level equal to HD (min 3rd).

Naturally Psionic: Duergar gain 3 bonus Power Points at 1st level. this doesn not give them the ability to Manifest Psionic Powers unless they take a class that grants them that ability.

+1 racial attack vs Goblinoids and Orcs.

+4 Dodge vs Giants.

Light Sensititivity: Duergar are dazzled in bright light.

+4 racial bonus to Move Silently, and +1 to Spot and Listen. Duergar are stealthy and alert.

+2 racial bonus to Appraise and Craft checks related to Stone or Metal.

Favoured Class: Psychic Warrior.

ECL +1.

Halfling Subraces:

all Halflings call themselves the Kith in Andor.

Lightfoot Kith: as Player's Handbook.

Strongheart Kith: blonde or light brown hair. green or hazel eyes. fair skin.

as Halfling except:

Cold Endurance.

+2 Swim. Stronghearts rarely swim by choice, but are skilled enough to avoid drowning.

no racial bonus to Slings & Thrown Weapons. Stronghearts don't particularly favour Slings for hunting.

Favoured Class: Ranger.

Sandfolk Kith: olive-toned or tan skin. brown or black hair. brown or hazel eyes.

Heat Resistance.

+2 Hide and Sleight of Hand instead of Climb and Jump. Sandfolks are stealthy and nimble-fingered, but less athletic.

Ghostwise Kith: olive-toned skin. dark brown hair. green eyes.

Poison Use: Ghostwise Kith never accidentally poison themselves when applying poison. they are skilled hunters.

+2 racial bonus on Fort saves against poison. generations of poison use has granted the Ghostwise a natural tolerance.

no +1 racial luck bonus to saves. Ghostwise arn't as lucky as their cousins.

+2 racial bonus to Proffession (Fisher) checks. Ghostwise Kith live by the jungle and the ocean. hunting and fishing are their way of life.

no racial bonus to attacks with Slings & Thrown Weapons.

Favoured Class: Barbarian.

Orc Subraces:

Orcs in Andor do not have a -2 Wis. also, they are spelled Ork instead of Orc.

Brown Orks: as Monster Manual (except no -2 Wis). medium-brown skin. brown or black eyes. black hair.

Frost Orks: ashy skin. black hair. brown eyes.

as Orks except:

Cold Endurance.

Low-Light Vision. this replaces Darkvision.

no Light Sensitivity.

+2 racial bonus to Handle Animal checks. Frost Orks are herders, and they rely on their own skills to keep their tribes and communities fed. many people in Iclaria like to stay on the good side of the Orks there.

Desert Orks: brown to black skin. blonde hair. black eyes.

as Orks except:

Heat Endurance.

Low-Light Vision. this replaces Darkvision.

Endurance as a bonus feat. Desert Orks are relentless raiders and nomads.

Jungle Orks: black, brown or olive-toned skin. black or brown hair. brown eyes.

as Orks except:

Low-Light Vision instead of Darkvision.

+2 racial bonus to Heal and Survival checks. Jungle Ork must be self-sufficient to survive.

Favoured Class: Druid.

Half-Orc Subraces:

Half Brown Ork: as Player's Handbook.

Half Frost Ork: as Half-Orc except:

Cold Endurance.

Low-Light Vision instead of Darkvision.

+2 racial bonus to Diplomacy checks. Half Frost Orks often serve as emissaries for the Ork and human tribes that spawned them.

Half Desert Orks: as Half-Orcs except:

+2 Con, -2 Int. Half Desert Orks are leaner and hardier rather than muscular, but more socially adept.

Heat Endurance.

Low-Light Vision instead of Darkvision.

Run as a bonus feat. typically too poor to afford mounts, Half-Orks from the desert learn to get from place to place by running.

Jungle Half-Orks: as Half-Orks except:

Low-Light Vision instead of Darkvision.

+2 racial bonus on Climb and Jump checks. Jungle Half-Orks move through treetops almost as easily as they do on the ground.

Other Races and Subraces:

Half Fire Giant i have their physical description in the Expanded Psionics Handbook (under Half-Giant).

+2 Str, +2 Con, -2 Dex. Half Fire Giants are tough and strong, but not too quick.

Giant: they are Giants instead of Humanoids.

Medium-sized.

Base Speed 30ft.

Low-Light Vision.

Fire Acclimated: +2 saves vs all Fire spells and effects.

Heat Endurance.

Powerful Build: a Half-Giant counts as a Large-Sized creature for combat bonuses (not penalties), and can wield weapons as a Large or Medium creature.

Naturally Psionic: gains 2 bonus Power Points at 1st level. this doesn't grant them the ability to manifest powers unless they have that ability from a class.

Psi-Like Ability: 1/day -- Stomp. Manifester Level is 1/2 HD (min 1). DC is Cha-based.

Favoured Class: Psychic Warrior.

ECL +1.

Half Frost Giant: as Half Fire Giant except:

Cold Acclimated instead of Fire Acclimated.

Cold Endurance instead of Heat Endurance.

Leonin:

+4 strength, +2 Dex, +2 Con, -2 Int, -2 Cha. Leonin are strong, tough and agile, but frightening and brutish.

Monstrous Humanoid.

Large-Sized.

Base Speed 40ft.

Natural Attacks: Leonin have 2 Claw attacks (1d6) and a Bite attack (1d cool as natural attacks.

Pounce: if a Leonin Pounces an opponent on the first round it can make a full attack even if it has already taken a move-action.

Roar: a Leonin can make a mighty Roar that functions as the Kiai Shout feat.

Scent.

Favoured Class: Paladin or Ranger. a Leonin ignores either his Paladin levels or his Ranger levels when determining whetherhe suffers an XP penalty for multiclassing, but not both.

ECL +2

Arctic Leonin: as Leonin but add Cold Endurance.

Desert Leonin: as Leonin but add Heat Endurance.

Vierah:

-2 Str, -2 Con, +2 Dex, +2 Wis, +2 Cha. Vierah are thin and frail, but agile, exotic and alert.

Monstrous Humanoid.

Medium-Sized.

Base Speed 30ft.

Scent.

+2 Knowledge (Nature), Spellcraft and Listen Checks. Vierah have keen ears, and a natural understanding of magic and nature.

Magic Sense (ex): a Vierah has a constant Detect Magic effect as an extraordinary ability. the caster level is equal to her HD. she cannot turn it off.

Nature Sense: as the Druid ability. if she gains this ability from a class, she can choose a bonus feat.

Frenzy: when a Vierah is within 30ft. of a magical emanation, she must make a Will save against the spell's DC or enter a berserk Frenzy. she gets +4 Str and Con and -2 AC, but attacks the closest target (friend or foe) unless she makes a Will save DC 10 + half her HD + her Cha mod, in which case she goes to the next closest target, etcetera. she doesn't stop her frenzy until she leaves the area of the emanation.

Favoured Class: Druid.

Warforged: as in Eberron. i don't actually have the book, so i would appreciate it if someone could share with me the actual stat rules of Warforged. smile
PostPosted: Mon Dec 21, 2009 12:07 pm


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Chieftain Twilight
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Loyal Rogue

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Loyal Rogue

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PostPosted: Mon Dec 21, 2009 12:08 pm


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PostPosted: Mon Dec 21, 2009 12:09 pm


reserved

Chieftain Twilight
Captain

Loyal Rogue

14,550 Points
  • Full closet 200
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Chieftain Twilight
Captain

Loyal Rogue

14,550 Points
  • Full closet 200
  • Tested Practitioner 250
  • Elocutionist 200
PostPosted: Mon Dec 21, 2009 12:10 pm


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