Author Topic: Codex Cyona: The D&D Lore Topic  (Read 12117 times)

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Offline Krakow Sam

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Codex Cyona: The D&D Lore Topic
« on: December 27, 2010, 09:59:35 pm »
Update: I indexed all of the old Lore entries in this thread and will now unlock this one to take new submissions!

Our current project is writing legends and religious stories to give our gods some more history and character to fall back on. Anyone interested in contributing please contact me (this includes people who are not involved in any dnd games currently).



Codex Cyona










« Last Edit: January 03, 2011, 10:17:56 am by Krakow Sam »


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Offline Krakow Sam

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Re: The new D&D Lore Topic (under construction)
« Reply #2 on: December 27, 2010, 10:01:14 pm »
Eyvind
Silence and Shadows
« Last Edit: December 29, 2011, 05:27:42 pm by Krakow Sam »
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Re: The new D&D Lore Topic (under construction)
« Reply #3 on: December 27, 2010, 10:01:26 pm »
Fiction and Fragments

Locations

Entities and Organisations
Sisters of Madness and Mercy

History and Lore
A Rudlecian account of Maswokark
Ghul
Vryll
« Last Edit: May 28, 2011, 03:36:09 pm by Komedy Sam »
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Re: The new D&D Lore Topic (under construction)
« Reply #4 on: December 27, 2010, 10:01:38 pm »
Kendara
Woodlands and Warriors

Locations


Entities and Organisations


History and Lore
Bokra Gan
Deepwood Beasts
Geldryn
Ghul
Mandrake
Nalori
Nalori Redux
Saak
Skirrin
« Last Edit: January 02, 2011, 11:07:24 pm by Krakow Sam »
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Offline Krakow Sam

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« Last Edit: December 29, 2011, 05:19:08 pm by Krakow Sam »
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Re: The new D&D Lore Topic (under construction)
« Reply #6 on: December 29, 2010, 08:53:32 pm »
The Planes
Chaos and Concord, Righteousness and Ruin
« Last Edit: December 29, 2011, 05:26:47 pm by Krakow Sam »
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Re: The new D&D Lore Topic (under construction)
« Reply #7 on: January 01, 2011, 03:11:53 pm »
Cyona Pantheon  Alignment Map

Lawful Good        /
Valo Planaemorndinson
Vatkir
Ysvester
 Neutral Good  /
Calliesta
Lilin
Melech
 Chaotic Good
Albatross
Valian
Lawful Neutral  /
Crosimus
Buggles
Machiliss
Rahdin
Thub
 True Neutral   /
Ashra
Charakimin
Disp
Iolar
 Chaotic Neutral
Anath
Iaxa
Ral-Ral (Scroll down)
Ssfgnbr
Thysellia
Lawful Evil            /
Matriarch
Tsamina
Tychan Indictrius
 Neutral Evil      /
Ayaio
Kzerz
Speyrir
Vaurer Indrus
 Chaotic Evil
Kraken
Koth
Naritche





Dead Gods

Lawful Good        /
Cadeyrn
Calathus
 Neutral Good  /
Galep
Rammelech
 Chaotic Good
Hanafuss
Morna
Noelan
Lawful Neutral  /
The Spinner
Innichanne Indictrius
 True Neutral   /
Roedor
Saulemene
 Chaotic Neutral
Mang
Zloataq
Lawful Evil            /
Baloria
Imornouz
 Neutral Evil      /
Javoras
Naheqi
 Chaotic Evil
Karrghan
« Last Edit: March 03, 2011, 07:54:30 am by Krakow Sam »
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Offline Krakow Sam

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Re: Codex Cyona: The D&D Lore Topic
« Reply #9 on: January 12, 2011, 05:59:42 pm »
Vryll

Also known as the Mage-Barbarians of Urevur, and sometimes as the Afir, the Vryll are the barbaric bird-like remnants of civilisation which once stood at the pinnacle of mortal magic.

The Vryll are native to Maswokark and are rarely seen outside this continent.

Physiology

The Vryll are avian-like humanoid averaging just under six feet in height, though their size varies somewhat less than other humanoid species. Contrary to some depictions, they do not have beaks like birds in place of mouths. Their mouth is more similar to that of other humanoids, and is set beneath a large beaklike nose, the mouth has very short, serrated teeth suitable mostly for slicing flesh or tough vegetable matter. The teeth are not suitable for grinding, and as a result the Vryll consume grit and small stones which are stored in a gizzard-like tract of their digestive system to aid in grinding up tough food. The eyes of a Vryll are large and expressive, and come in a large variety of colours, though their pupils are very large and dark and usually hide their colourful irises.
Vryll are not entirely feathered. Many regions of their body are devoid of visible feathers, being covered only in a fine hair almost identical to the fine hair found on humans, in other places they have varying amounts of downy feathers which serve mainly as a secondary sexual characteristic and offer some insulation from the elements. On their heads, and along their arms and legs and at the base of their back the Vryll have long feathers more similar to the flight feathers of actual birds. Those on the head can grow more than two feet in length and come in a fantastic variety of patterns and colours, they sprout from the top and back of the head and point backwards. Limited muscular control over this head crest allows the Vryll to raise or lower these feathers as the situation demands. The feathers on their arms are less decorative and much shorter, being more similar to the feathers found on the wings of large flying birds. The arm-feathers generally match the head-crests, albeit in more muted colours, and are strong enough to allow the Vryll a limited ability to glide. The feathers on the back of the legs and body are shorter still than the arm feathers and usually of a similar colour and pattern, they serve no practical purpose.
The skin of the Vryll is composed of extremely fine scales, and is almost identical to that of humans at first glance and even to a cursory touch, skin colour tends to be somewhat dark, and of hues more toward the red end of the spectrum, though almost any hue imagineable has been reported.
The hands and feet of the Vryll are a hybrid of standard humanoid hands and feet and the talons of birds, with five digits ending in short talons.
While they do not have a great variety in size and build, the Vryll have a huge variety in the colour and pattern of their feathers, skin colour, eye colour, beak shape and beak colour.
Vryll males and females are fairly similar in most cases, though females posses small breasts used for feeding young. Otherwise, differences between genders are limited to subtleties of face shape, crest shape and voice pitch and timbre which most non-Vryll never bother to learn to distinguish. To outsiders a female Vryll dressed to hide her raised chest can easily pass for a male and vice versa.

Lifecycle

Vryll are born as single live babies (though twins and triplets are not unheard of), rather than hatched from eggs, with their beaks and feathers barely formed. They can crawl within a week of birth and stand and walk within six months.
Vryll are physically mature at 14, sexually mature at 22 years old and mentally mature in their mid to late twenties. Vryll youngsters have a rightful reputation as hellraisers, and are best avoided until they mellow slightly towards the end of their second decade.
Vryll have no biologically preset standard for pairings, and occupy a dizzying spectrum ranging from monogamy for life, polygamy for life and serial monogamy through to polygamy for both genders, and occasionally even life-long abstinence.
Vryll are not as long lived as most would suspect, averaging a lifespan of around 120 years, which is usually cut brutishly short at some point or another, however they suffer minimal infirmity until the last decade or so of their lives, which is marked by a rapid physical deterioration combined with the sudden onset of a strongly altered mental state akin to a drug-induced or religious trance, said to bring with it prophetic ability and supernatural insight.

There are unsubstantiated reports that Vryll are able to produce offspring with various other races, including humans, elves and orcs.

Culture

The Vryll culture is best explained through their origins and history. In the mists of ancient times they were the Vryllumitu Yomynys Vavr Yc Syllmynvenix Rycumel Iutvy Yc Eaursalyller. Great Vryll, Glorious Servants of Saulemene the Phoenix, Ancient and Wonderful Masters of Arcane Fire.
Created by the Phoenix god himself to be his agents on the material plane, the Vryllumitu presided over a civilisation of unsurpassed wonders and monstrous power, each commoner holding as much magical and material power as a great wizard of the modern age. However, it was not to last. Saulemene perished in the god war and the Vryllumitu were cut off from his favour. Rather than despair and destroy themselves, they took a rather pragmatic and philosophical position on the matter. Contenting themselves with what gifts remained to them (and they were still considerable) and taking it as an indisputable article of faith that Saulemene would return eventually, they put their entire ancient and exquisite civilisation of laws and luxuries 'on hold' until their god's return, living as 'lemyllu', roughly translated as 'holy barbarians'. All laws and traditions were suspended save the most basic rights of the individual, and the Vryll set themselves free to live in a fantastical anarchy for however many aeons it took for Saulemene to return.
This system has persisted to this day and the Vryll still live in the lands that once held their seats of power, among the ruins of their metropolises of old, free to pursue lives of feral hedonism and self-expression.
No external power has been successful in invading Vryll lands, and no Vryll has succeeded in imposing his will on any great number of his brothers and sisters or trying to recreate their old society, or indeed a new one. This may be because the Vryll are positively lousy with sorcerers, with fully 70% of all Vryll posessing innate magical ability and around 5% of those posessing truly fearsome inner potential for arcane mastery, with so much power invested in so many individuals, it is little wonder they can never be shackled for long.
Vryll who do not have the gift of sorcery usually travel away from their homelands as adventurers and experience what it is like to live as others do, though they have trouble comprehending the concept of laws at first, and usually never completely internalise the behaviours expected in non-Vryll society.
A petty few non-sorcerer Vryll seek out magical texts and rituals and become wizards, though they are rare, as few have the intelligence or patience for it.

Settlements

What cities the Vryll inhabit are the ruins of their old cities, mere dormant shadows of what they once were. The bulk of the Vryll population live nomadically or in fixed villages of primitive construction, hunting and farming for what little they need and devoting most of their time to personal fulfillment.



  • +4 charisma, -2 wisdom, -2 intelligence. The Vryll are radiant beings, but their long detachment from civilisation has dulled their minds
  • Medium: As Medium creatures, Vryll have no special bonuses or penalties due to their size.
  • Vryll base land speed is 30 feet
  • Glide-wings: Vryll gain a +4 racial bonus to jump checks to cover horizontal distance and to tumble checks to avoid fall damage
  • Vryll gain a +2 racial bonus to ride checks, in addition they gain a +4 racial bonus to concentration checks to avoid spell failure caused by riding a mount
  • Hollow Bones: Vryll take a -4 racial penalty to resist being bullrushed, over-run or knocked over by force, including strong winds, force effects and environmental hazards
  • Vryll take a -4 penalty to bluff, diplomacy and forgery checks when dealing with situations pertaining to laws, contracts and other aspects of civilisation
  • Automatic Languages: Vryll, Maswokark Common and Saulemic. Bonus Languages: Ghul and other appropriate local languages.
  • Favored Class: Sorcerer. When determining whether a multiclass Vryll takes an experience point penalty, his Sorcerer class does not count.
  • Vryll are usually of chaotic alignment



« Last Edit: January 19, 2011, 08:29:31 am by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #10 on: February 01, 2011, 10:12:04 am »
Special Materials of Cyona

Universal
These materials are found on all continents of the material plane, though their availability may vary based on geography and the disposition of the local inhabitants.

Adamantine

Adamantine is generally found in only small deposits and is very difficult to work. This combined with its legendary strength and hardness has given it a great prestige, and many cultures regard it as sacred. Wherever it is found, Adamantine is generally monopolised by whichever race or civilisation is the most adept at mining and smithing, such as the dwarves on Rudlec.

This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/- if it’s light armor, 2/- if it’s medium armor, and 3/- if it’s heavy armor.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Dragonhide
Some armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. Dragons have significant mythic resonance and the making and wearing of dragon-derived objects carries a plethora of connotations depending on local attitudes.
One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.

Dragonhide has 10 hit points per inch of thickness and hardness 10.

Cold Iron
Cold Iron is a catch-all name for a variety of metals, characterised by their effectiveness against fey and demonic creatures. Some varieties of Cold Iron appear to be a distinct variety of metal, mined from deep underground and sometimes with the literal property of always being cooler than the ambient temperature. Other varieties are simply mundane iron which has been prepared by special, low-temperature means ranging from traditional methods of producing wrought iron, to obscure alchemical methods of precipitation. Much mystification and controversy surrounds these various varieties and scholars have worked their whole lives without discovering any concrete explanation for why these materials share properties in common.

Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.

Cold iron has 30 hit points per inch of thickness and hardness 10.

Mithral
Mithral is a silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

Rock-Fleece
This strange fibrous substance is mined from the ground and used in armor and buildings to give them fireproof qualities. Those who mine rock-fleece are known to suffer from debilitating lung conditions, leading some to believe the material is cursed, or a focus for evil spirits.

Rock-fleece can be used to enhance Padded, Leather and Studded Leather armour. This decreases the max dex bonus for these armours by 2 due to the added bulky padding, but grants fire resistance 5 to the wearer.

Silver, Alchemical
A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.

The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and hardness 8.

Spider Silk
Generally harvested from various species of giant spider, this silk is extremely strong while also being flexible, making it perfect for a wide range of applications.

Bow and crossbow strings can be made of spider silk, and increase the range increment of the weapon by 25%

Padded armour can be made of spider silk. Spider silk padded armor weighs half as much as normal.

Bandages made from spider silk grant a +2 bonus to heal checks for treating injuries.
« Last Edit: February 02, 2011, 09:49:00 am by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #11 on: February 02, 2011, 05:42:22 am »
Eyvind
These materials are principally found on Eyvind, where they are produced and worked. It is not unknown for examples of these materials to be found elsewhere, but they are much rarer, and knowledge of how to correctly work these materials will not be common. As a rule of thumb, multiply the cost of one of these materials by 10 when it is found outside of Eyvind or Eyvind's underworld.

Myrntwood
Myrntwood is wood from the trees that are spawned after the death of a Myrnt. Myrntwood is red, and very dense and heavy. The trees attract many bolts of lightning from the sky, and as such are imbued with their power. All items made from Myrntwood are masterwork quality. Arrows, darts, and bolts made from Myrntwood add +1 lightning damage to the the damage total. Clubs, Short/Long/Normal Spears, Javelins, Quarterstaffs, and Greatclubs gain +2 lightning damage, and it cannot hold an edge to work as a slashing weapon. Weapons and shields made from Myrntwood weigh twice as much as a normal wooden version. Armors made from Myrntwood weigh just as much as their normal counterparts. Armor and shields gain energy resistance 2/- against lightning. Items made from Myrntwood add 5 gp per pound to the cost of the base item.

Myrntwood has 15 hit points per inch of thickness and hardness 8.

Underworld
These materials are principally found in the caverns of the Underworld, where they are produced and worked. It is not unknown for examples of these materials to be found elsewhere, but they are much rarer, and knowledge of how to correctly work these materials will not be common. As a rule of thumb, multiply the cost of one of these materials by 3 when it is found on the continent situated immediately above the region of Underworld in which it is common and by 10 when it is found elsewhere.

Alchemical Leather
A strange, leather-like substance made in vats by the alchemists of the Zchernan empire, Alchemical leather is as tough as regular leather, and more resistant to caustic chemicals, which makes it ideal for the clothing of alchemists and those who work in dangerous or filthy conditions. It is also prized for its easy to clean surface.

Alchemical leather can be used to make leather and studded leather armour. Alchemical Leather armour grants the wearer acid resistance 5 and grants a +2 competance bonus to survival checks in chemically harsh environments. Alchemical leather takes only 1/4 damage from Acid, however, it reacts strangely to cold, and the material takes normal damage from cold based sources, instead of one-quarter of the damage. Items made from Alchemical Leather add 5 gp per pound to the cost of the base item.

Alchemical Leather has a hardness of 2 and 6 hit points per inch of thickness.

Earthbone
Earthbone is pulled from the deepest mines on Cyona by the dark dwarves, so far beneath the earth that even other underworld residents dig only furtively. Not exactly metal, Earthbone has strange physical properties, in some ways behaving as if it were denser or heavier than it really is. Earthbone is difficult to work and can only be roughly carved and deformed into large lumps or plates, and can only be made into bludgeoning weapons, shields and breastplate, half plate and full plate armours.

Weapons made from Earthbone add an extra 0.5 times the user's strength bonus to damage inflicted (for example, a heavy flail would deal 1d10+ 2 x strength bonus damage, instead of the usual 1.5). Armor made from Earthbone adds +2 to its check penalty +10% to its arcane spell failure chance, but grants a +4 enhancement bonus to all bullrush checks and checks made against being knocked over and a +4 enhancement bonus to checks for resisting trip attempts.

Earthbone has a hardness of 10 and 50 hit points per inch of thickness.

Ekraxogyrum
A sinister variant of Melogyrum, Ekraxogyrum or "screaming steel" is produced for the Mandrake by captive Skirrin artisans. Though manufactured by the same general process as Melogyrum, it is somehow affected by the misery of the captive slaves. The production process is finished by plunging the white-hot blade into a living prisoner (for bludgeoning weapons, a prisoner is simply bled into a vat, the weapon is tempered in their blood and then used to deal the finishing blow). This process results in a weapon which produces a harsh and mournful keening or roaring when swung, and a cacophony of shrieking when it produces a destructive resonance, however it is more brittle than its more finely crafted cousin.

Creatures hearing the keening wail of a screaming steel weapon must pass a DC12 will save or suffer a -1 morale penalty to attack rolls for the remainder of the combat.
On an attack roll of 20 an Ekraxogyrum weapon (or shield, in the case of a shield bash) deals 1d6 bonus nonmagical sonic damage, In addition the target must pass a DC 16 fort save or be deafened for 1d4 hours.

Ekraxogyrum has 20 hit points per inch of thickness and a hardness of 8

Exkraxogyrum is expensive due to its Baloris content and method of production, and items made out of this material cost 300 times more than their usual price.

The Planes
These materials are found scattered among the various planes. Some find their way to the material plane as well, others almost exclusively are found on their plane of origin. There is no reliable way to estimate the price of an item from the wider planes.

Soulsteel
Created in the crucibles of hell from metal imbued with the tormented souls of the righteous, Soulsteel is used by officers in the armies of hell, and by hell's elite servants on other planes. The name is a reference to the material's construction, in addition to being a rather obvious pun. Soulsteel is roughly the colour of steel with a glistening dark purple to red patina, and is almost as strong and hard as Adamantine. It grants no special properties when used to make armour and as such is never wasted on its production. Weapons made of Soulsteel bypass all material-based damage reductions (Alchemical silver, Cold Iron, Adamantine) as well as counting as a magic weapon. On an attack roll of natural 20, a Soulsteel weapon inflicts a negative level on its target and gains the equivalent of a +1 enchantment for 24 hours. Further levels drained reset the time until the effect wears off and increase the enchantment level by an additional +1 up to a maximum +5 bonus. If a creature is slain by this negative level its soul is entirely trapped in the weapon as per the spell Soul Bind.
Soulsteel will not hold enchantments and can not be enchanted normally, however it can still have spells such as 'magic weapon' cast upon it.

Soulsteel has a hardness of 18 and 35 hit points per inch of thickness.
« Last Edit: February 02, 2011, 08:47:16 am by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #12 on: February 02, 2011, 09:06:48 am »
Kendara
These materials are principally found on Kendara, where they are produced and worked. It is not unknown for examples of these materials to be found elsewhere, but they are much rarer, and knowledge of how to correctly work these materials will not be common. As a rule of thumb, multiply the cost of one of these materials by 10 when it is found outside of Kendara or Kendara's underworld.

Baloris
This wondrous material is neither metal, nor wood, nor stone. It occurs in rare pockets in the mountains of Kendara and is exclusively worked and mined by the Skirrin, who discovered the methods for extracting and working the substance aeons ago. Many other races have since tried to unlock its mysteries but have all been confounded.
Baloris can be melted, cast and beaten like a metal, stretched into a wire, woven into a fabric, carved like wood or stone, precipitated alchemically into glass or crystal gemstones, processed into inks and dyes or moulded like clay. When made into musical instruments it provides remarkable acoustic properties. However in spite of all this it is entirely unsuitable for making tools or weapons of any sort, the properties of the baloris in question somehow aligning perfectly to render it completely unsuitable for the purpose it was meant to fill.

Any item made of Baloris is, at minimum, worth 10,000 time more than the standard version of that item, and is always masterwork. Owning a Baloris item is a sign of immense prestige anywhere, and simply being seen with one grants a bonus of at least +4 to diplomacy checks, depending on the type and value of the item in question.

The physical properties of a Baloris object vary depending on its type.

Darkwood
This wood is as hard as normal wood but very light, and grows quite abundantly in a wide range of varieties in Kendara's deepwoods. As such it is mostly harvested and used by the Bokra Gan and the Geldryn. A few Geldryn-made items find their way to market but the majority of Darkwood items are Bokra or Comiri in origin. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.

Elexrium
This mysterious metal is one of the rarest in Cyona and is rumoured in legend to be from outside the normal fabric of the planes. Silvery and smooth in appearence, Elexrium posesses some sort of alien intelligence, and objects made from it would be more properly considered to be living constructs. These 'Elexrin', or 'Men of Elexi' once walked the material plane alongside the mortal races, but in some forgotten event they left the material realm for another plane of existence. Small samples of Elexrium still occasionally surface, liberated from extremely ancient ruins, or mined from the darkest and most dangerous caves of the underworld. What little can be found is powerful and dangerous, but few survive anywhere on the planes who still know the secrets of its true use. The most common form in which anyone is likely to encounter Elexrium in this age is in the form of an impure alloy.

Elexrium Alloy, Impure
An alloy of Elexrium with some other metal, containing a maximum of one part of pure elexrium metal to ten thousand parts of other metals. Impure Elexrium alloy has the same base stats and special qualities as the metal which forms the bulk of the alloy (Impure Elexrium-Iron alloy has ten hardness and 30hp per inch of thickness and has all the same vulnerabilities as regular iron). When an Elexrium alloy object is completed, roll a d100 and consult the following tables to determine what special effect the Elexrium content of the metal has bestowed on the object.

Weapons:
d% roll   Special Quality
01-05   Weapon has no special qualities
06-10   Weapon vibrates and twitches constantly, imposing a -4 penalty on all attack rolls
11-25   Weapon has the Bane Quality against a randomly determined creature type
26-40   Weapon has the Throwing and Returning enchantments
41-55   Melee weapon has the Defending enchantment and the equivalent of a +1 enchantment bonus
   Thrown weapon or Ammunition has the Seeking enchantment
56-70   Weapon has the Speed enchantment
71-85   Weapon has the Dancing enchantment
85-93   Weapon becomes an Animated Object (see spell) under the command of its creator
94-97   Weapon becomes an unconctrolled Animated Object (see spell) hostile to its creator and all other creatures
98-100   Weapon dissappears immediately on completion to an unknown location, discernable only by Epic magic

Armor and Shields:
d% roll   Special Quality
01-05   Armor or Shield has no special qualities
06-10   Armor or Shield vibrates and twitches constantly, increasing check penalty by a 2 and arcane spell failure chance by 10%
11-25  Armor or Shield has the Light Fortification enchantment
26-40   Armor has the Improved Silent Moves Enchantment, Shield has the Arrow Catching and Arrow Deflection enchantments
41-55   Armor has the Improved Shadow Enchantment, Shield has the Animated enchantment
56-70  Armor or Shield has the Moderate Fortification enchantment
71-85   Armor has the Greater Silent Moves and Greater Shadow Enchantment, Shield has the Reflecting Enchantment
85-93   Armor or Shield becomes an Animated Object (see spell) under the command of its creator
94-97   Armor or Shield becomes an unconctrolled Animated Object (see spell) hostile to its creator and all other creatures
98-100   Armor or Shield dissappears immediately on completion to an unknown location, discernable only by Epic magic

Miscellaneous Items and Tools:
d% roll   Special Quality
01-05   Item has no special qualities
06-10   Item twitches and vibrates constantly, tools have a -6 penalty to use
11-25  Item can become malleable at the user's will, taking up 1/4 of its usual space when being stored
26-40   Item moves gently in response to external stimuli, for tools have a 50% chance on each use of having a +1d6 bonus or -1d6 penalty
41-55  Item levitates in place when released, but is normal weight when being held
56-70  If item has internal spaces, they are twice as large, similar to a bag of holding. If not, item is 1/8th its normal weight
71-85   Item gently moves in relation to its intended function, tools gain a +6 bonus to use
85-93  Item becomes an Animated Object (see spell) under the command of its creator
94-97   Item becomes an unconctrolled Animated Object (see spell) hostile to its creator and all other creatures
98-100   Item dissappears immediately on completion to an unknown location, discernable only by Epic magic

Any special qualities an Elexrium alloy item posesses can not be dispelled or surpressed, except by epic magic. Any special properties which mimic the effects of enchantments do not count towards enchantment limits usually placed on items, and Elexrium objects can be enchanted the same way as any other object.

The price of an Elexrium object is subject to a lot of variation, but as a rule of thumb generally 5,000 times more expensive than a similar object made of more mundane materials.

Melogyrum
Melogyrum is one of the only successful applications of Baloris for practical purposes. A carefully concocted alloy of Baloris and several other metals, Melogyrum or "Singing Steel" is a dull, light gold-coloured metal with unusual acoustic properties. When swung, a Melogyrum weapon emmits a melodic tone as it moves through the air. If the intended target is struck just so, sonic resonances are established in the weapon and emmited in a destructive burst of sound. Melogyrum weapons are usually used for artistic purposes, since they are rather soft and easily damaged, but certain high-status individuals wield them on the battlefield. They are especially favoured by the Nalori, who incorporate the weapons in their ritualised artistic combats.

On an attack roll of 20 a Melogyrum weapon (or shield, in the case of a shield bash) deals 1d6 bonus nonmagical sonic damage, in addition the target must pass a DC 16 fort save or be deafened for 1d4 hours.

Melogyrum has 30 hit points per inch of thickness and a hardness of 5

Melogyrum is expensive due to its Baloris content, and items made out of this material cost 100 times more than their usual cost.

Saak Blackglass
This darkly coloured glasslike substance, similar to obsidian, is manufactured almost exclusively by the Saak, who have successfully monopolised the secrets of its creation for millenia. The Saak widely claim that Blackglass is stronger than steel, but in truth only a high master alchemist would be able to make glass of such fantastic quality with any degree of reliability. While not as as strong as steel, blackglass is just as hard and much lighter and can easily hold a very sharp edge, making it most suitable for bladed weapons. It is also widely used for surgical purposes, in which capacity it is often superior to metal tools.

Items made of Blackglass weigh 1/3 as much as the equivalent metal item.

A bladed weapon made from blackglass is lighter and more finely balanced than one made of metal. Two-handed blades made of blackglass can be treated as one-handed, one-handed blades can be treated as light. Light blades allow the user to add their dexterity bonus (or half, for off-hand) to damage rolls instead of strength bonus provided they possess the Weapon Finesse feat.
Blunt weapons can be made of blackglass but do not gain any special benefits and deal damage as though they were one size category smaller. Piercing weapons made of blackglass gain no special benefits or penalties.
Blackglass can only be used to make weapons up to the size of a two-handed weapon of Large size. Any blackglass weapons of larger size will be too weak to be useable, and are likely ceremonial or ornamental weapons.

Certain armors can be made of Blackglass. Blackglass armor has an armor check penalty 2 points lower than a metal equivalent, and its arcane spell failure chance is reduced by 5%. The following armor types can be made of blackglass: Studded leather, Scale mail, Banded mail (blackglass bands reinforcing regular chainmail), Splint mail, buckler, shield (light)

Blackglass has 4 hit points per inch of thickness and a hardness of 10

Blackglass items cost the same as metal items within areas populated by Saak and twice as much elsewhere.

Saak Splinterglass
A particularly lethal invention of the Saak, also known as Shatterglass or Bleed-glass. Splinterglass is favoured by assassins and mercenary killers. Splinterglass is extremely brittle but lethally sharp, designed to shatter on impact with its target and create a ragged wound filled with deadly splinters.

Splinterglass is usually used for arrow and boltheads, but can also be used to craft daggers, spearheads, throwing axes and shuriken. Ammunition or thrown weapons crafted from Splinterglass increase their critical hit multiplier by one step. In addition, any creature which is vulnerable to critical hits who takes damage from a splinterglass weapon must succeed on a DC 14 fortitude save or immediately take additional damage equal to the damage of the weapon which struck them (not including damage bonuses).  Splinterglass ammunition and thrown weapons are always shattered and lost after they hit any solid object. Piercing melee weapons made from shatterglass are shattered and lost if they deal damage, in the case of missed melee attacks, compare the attack roll against the target's flat-footed AC (even if the target would never usually be caught flat-footed for any reason), if the attack roll would have scored a hit the weapon shatters uselessly against the target's armor.

Blunt weapons, slashing melee weapons, armor and shields are generally not made of Splinterglass as they would be utterly useless.

Splinterglass has 1 hit points per inch of thickness and a hardness of 6

Splinterglass objects cost three times as much as their usual price in Saak-occupied areas and ten times as much elsewhere.

Shell, Nalori
The Amphibious Nalori are well known for their mastery of various aquatic beasts and have bred several for their tough shells and skins, which they use to make armour. Nalori shell armour is made from sturdy shell material fixed together into a suit of plate. Shell armour is weaker than metal, but does not hinder the user when worn in water, thanks to a clever series of bouyant bladders incorporated into the design, which offset the weight of the suit. Shell armor does not give a penalty to swim checks, but its armour value is reduced by 2 and max dex bonus outside of water is reduced by 3, to a minimum of 0. Shell armor is available as Scale mail, Breastplate, Splint mail, Banded mail, Half plate and Full Plate

Shell has a hardness of 8 and 25 hit points per inch of thickness
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Offline Krakow Sam

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Re: Codex Cyona: The D&D Lore Topic
« Reply #13 on: March 04, 2011, 09:31:58 am »
Trituru

The Trituru are a humanoid race of amphibians who dwell in the Underworld.

Physiology
The Trituru are amphibious humanoids averaging around three feet in height. They stand on two powerful hind legs and posess a vertically flattened tail which reaches almost to the ground when standing. Their faces are quite flat and dominated by very large saucer-like eyes. Their mouths are somewhat broader than a human's and filled with pointed teeth. On either side of their head they bear pinkish frills which act as gills when in water. Their hands and feet have four digits each, these have a special gripping surface which aids the Trituru in climbing. Trituru have no differences between genders aside from their role in mating, and can in fact change freely between genders at will. This process is triggered at will and takes a month to complete, while changing gender, a Trituru is unable to mate, but suffers no ill effects. Trituru have also been known to be able to reproduce without the intervention of another, effectively producing a clutch of clones.

Lifecycle

Trituru mate and lay their small frog-like clusters of eggs in clear natural pools, lakes and slow-flowing rivers. The locations of their traditional mating sites are closely guarded, and with good reason. Trituru tadpoles emerge from their eggs after a week or so, and live like wild animals, foraging for their own food in the water and evading predators on their own. Once their legs and lungs have grown they crawl out onto the land and are raised by the adults who are present collectively, as it is generally not possible to identify which infant is the child of which adults. Survival rates for Trituru tadpoles are very low, with only about one in one hundred surviving to crawl out onto land.
The young reach physical and mental maturity in around 14 years, after which they are ready to mate themselves.
Trituru have a natural lifespan of around 50 years, but rarely die of natural causes.

Culture

The Trituru live a nomadic lifestyle within the underworld, moving their settlements to capitalise on optimum locations as conditions change around them. Lacking permanent settlements, they are not very technologically advanced, lacking sophisticated metalworking and the like. Despite these potential drawbacks, they stay competative with the dominant Underworld races thanks to their natural racial affinity to for Divination magic. All Trituru communities have one or more seers. These do not usually lead the settlement directly, but use their mastery of scrying and precognition to advise the wisest course for their people. Their superior information has made them adept at manipulating situations for their own benefit, and have been able to sustain their traditional way of life for many generations, despite pressure from all directions and the generally hostile situation of the Underworld.
The Trituru religions primarilly worship Ashra, whose spheres include divination and cunning. Other gods are also worshipped, especially those who govern knowledge, lore and subtle means of gaining power. Trituru religion generally takes the form of a clandestine cult, in which initiates are intentionally denied information. Only by proving themselves worthy and rising in the ranks can the worshippers hope to discover their cult's mysteries.
Trituru partially make up for their shortfalls in technology and broader arcane expertise with their mastery of certain Underworld beasts, including fearsome giant arachnids they use as mounts, and cunning impish creatures often used to assist in theiving and spying.
Trituru have a rich artistic tradition of mural painting. They decorate their sacred sites with extremely complex designs which are expanded, retouched and altered each time their nomadic travels take them past that site again. These murals are equal parts for entertainment, historical records, prophesy, religious significance and magical instruction. As a result they are often saught out by other races as treasure-troves of knowledge, and their locations are fiercely protected and kept secret by the Trituru.
The Trituru are also known for their haunting songs.

Settlements
The nomadic Trituru do not settle down permanently, but live in temporary camps constructed from the hides and bones of great beasts, or burrowed into soft ground. Cavern systems are also a popular site to temporarilly settle down, especially those near rich sources of food or plunder.

Technology
The Trituru do not build with stone or mine systematically for minerals. They can smelt various copper alloys such as brass and bronze, the latter of which they use to make their simple but effective weapons. What metal ore they require is usually located by divination or traded for with other races. They occasionally make magic items, but they too are simple, little more than charms and wards.

Underworld Politics
The Trituru and Drow are sworn enemies, and it is rare that the Drow ever tolerate the presence of Trituru in their territory, exterminating them with extreme prejudice or taking them as slaves. In turn the Trituru raid Drow holdings quite frequently, taking for themselves the products of the superior technology and magic of the dark elves. They also share a frosty relationship with the Deep Dwarves and the human empire of Zcherno, though some settlements are willing to deal fairly with Trituru when it serves their own best interests.
The Trituru have a fairly amicable trading relationship with the Skirrin, for whom they accquire rare items and share secrets in exchange for ore or finished goods. However, the most close allies of the Trituru are the Mandrake. The Trituru frequently share their divinatory information with the Mandrake, allowing them to further their machiavellian schemes. In exchange the Mandrake help safeguard the Trituru way of life by hiring out their master assassins. With excellent information and excellent killers at their disposal, the Trituru are able to neutralise threats to their standing before they are fully realised.



  • +2 wisdom, -2 strength. Trituru are wily, but their small stature makes them weak.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • Trituru base land speed is 20 feet, they also have a swim speed of 20 feet
  • Climb and swim are always class skills
  • Darkvision out to to 60 feet.
  • Loreseeker: A Trituru automatically gains a bonus feat at first level, chosen from the following: Skill Focus (Any knowledge) or Spell Focus (Divination)
  • Trituru can breathe underwater
  • +2 racial bonus to climb checks
  • +4 racial bonus to balance checks (tail)
  • Automatic Languages: Trituru and Undercommon. Bonus Languages: Mandrake, Skirrin, Elven (Drow), Dwarven
  • Favored Class: Ranger. When determining whether a multiclass Trituru takes an experience point penalty, his Ranger class does not count.
« Last Edit: March 04, 2011, 09:37:19 am by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #14 on: March 27, 2011, 03:37:17 pm »
The Demon Lords

Also known as Demon Princes, some denizens of the Abyss gain such great power as to dominate their lesser kin and rule over great expanses of the Abyss as capricious tyrants, ever seeking for ways to triumph over their rivals and break through into the other planes and tear reality asunder. As they grow in power, these demons gain more power over their forms, choosing bodies crafted from the most hideous nightmares and darkest thoughts of intelligent beings. This comes at a price, however, and it becomes almost impossible for the most powerful demons to exist on the material planes for even the shortest span of time. Intrusion into true reality for these mighty beings is a collosal undertaking, requiring the darkest rituals and apocalyptic magical energies to achieve.
That being the case, demon lords will force lesser beings to work for them, spawning vile demon servitors, assembling mortal cults throughout the planes and sending forth diminished avatars of themselves to carry out their vile machinations.

Glo'bol
The Arch-Strangler, Vile Prince of the Caverns of Endless Festering, Render of the Fortresses of Nu, Bestower of Strange Hungers unto Men

Preferring the form of a collosal, pale tentacled mass festooned with writhing tendrils, snapping beaks and darting eyes, Glo'bol is a cunning and dangerous demon lord, and one of the few who was once able to manifest on the material plane, albeit for a short time. Glo'bol is mostly worshipped by various aquatic races, or by those who live near large bodies of water. It often poses as the god Kraken to steal his followers and bend them to Glo'bol's will. Glo'bol's cults on land often conduct ritual murders by way of strangulation or drowning, using the murdered bodies as hosts for demons, or transforming them into undead. Lesser demons in its service will often have features of disgusting aquatic anaimals, such as fanged deep sea fish.

Burahahon
The Infinite Jest, The Great Crimson Maws, The Lifter of the Veil of Tears, The Eater of Cares, Red Demagogue

Burahahon is a demon prince born of nihilism and cruel humour, competing and sometimes cooperating in these spheres with the dread god Naritche. He usually takes the form of a bloated lobster-red humanoid with stocky hooved legs, six arms and a bulbous grotesque head with three faces. Each face has a chubby, cherubic set and a collosal mouth filled with teeth. At any time at least two of the heads are occupied with continual laughter, with only one ever ceasing the cacophony to communicate or feed.
Burahahon's followers believe their gruesome master allows them to see reality for what it is, a purposeless jest devised by no-one and serving no concrete end. They seek to bring about final apocalypse, a dissolution of all reality and a return to primordial non-existance as a fitting punchline to the cosmic joke. As such, his followers are particularly cruel and dangeous, even by the standards of many other demon worshippers, and are always entirely willing to give up their lives or undergo indescribable torment in the pursuit of their goals.
Burahahon has a particularly large number of followers among Gnolls, and hyenas are said to be his messengers and spies.

Zhuar-ithana
The Arch-Wrongness, Lord of Obsession, The Lurker Beyond the Veil, The Unravelled Chord, The Slayer of Cats

At first glance Zhuar-ithana does not seem demonic at all, a strangely benevolent and beautiful being, but therein lies its sinister intent. Within its wholesome first appearence there lurks a grain of subtle wrongess. Morbidly compelling, it is difficult for a mortal mind not to fixate on this flaw and to attempt to learn more. As a mortal delves deeper to learn more of Zhuar-ithana, the apparent nature of the Demon Prince is slowly revealed, piece by piece. Whenever a mortal believes they have the true picture, another strange flaw in their understanding arises, prompting further obsessive seeking to uncover the truth. With each new revelation, the truth of Zhuar-ithana becomes more horrible, and thus are those who learn of him driven mad by inches.
Zhuar-ithana's followers are usually scholarly and reclusive, preferring the contemplation of musty tomes or the delving of forgotten dungeons to mass cult rituals, but are no less dangerous for it. The obsession Zhuar-ithana cultivates in its followers often results in powerful understanding of arcane and divine lore, and he is often worshipped by dark wizards. One favourite trick of its cultists is to craft puzzles or figurines in the shape of Zhuar-ithana and scatter the pieces far and wide. The curious who come into posession of these pieces inevitably seek after more, slowly being drawn into the obsession which their new master craves.

Kisikililake
Princess of Lust, Kiss of Death, Flower of Oblivion, Great Queen of Deviancy, The Arch-Perverseness

Kisikililake is the demon prince of lust, desire and deviancy. She prefers a form somewhat like that of a deep sea angler fish crossed with an beautiful orchid flower, simultaneously entrancing and terrifying. Her enticing lures take the shapes of forms pleasing to the libidos of mortals, drawing in the unwary for her evil purposes.
Kisikililake is worshipped by pleasure cults, as well as reclusive deviants, and she has more worshippers among races and civilisations known for hedonism. Her rituals usually involve all manner of depraved acts and her worshippers lose their minds in an orgy of deviant pleasures.
Deceitful and cunning, Kisikililake enjoys using her wiles to masquerade as godesses such as Iaxa and Lilin to trick those who would otherwise resist her influence.
Demons under her control are often beautiful and horrific in equal measure, and many succubi swear fealty to her.
« Last Edit: April 28, 2012, 03:41:36 am by Krakow Sam »
Sam is basically right, he's just cranky.