Author Topic: Codex Cyona: The D&D Lore Topic  (Read 12090 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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« 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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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
Sam is basically right, he's just cranky.

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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 »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #15 on: April 11, 2011, 11:43:39 am »
Sam's patented previous adventures table extravaganza!

Are you tired of making an adventuring party higher than level 1 and then struggling to think of what major adventures they might have had together previously? Well, despair no more! Simply find your party's starting level below and roll as many times as you like (recommended no more than three) on the appropriate table (protip: Also roll on the preceding tables for an entire timeline of adventure!).

Level 1-5

01-08Cleared a camp of troublesome little humanoids (Goblins, Kobolds etc)
09-14Recovered some livestock
15-25Pest control in the catacombs/sewers
26-35Caravan escorts
36-42Ingredient gathering for lazy but overly generous wizard
43-49Spent a night in a haunted house
50-57Raided pirate/smuggler hideout
58-63Spelunkers of the forgotten temple of many traps
64-70Thwarted outbreak of lesser undead
71-75Looted the lair of a terrifying monster while it was out
76-88Ran away or hid from a terrifying monster
89-94A creepy old man gave us a treasure map
95-00Previous party member killed by something pathetically weak

Level 6-10

01-08Thwarted the invasion of a town
09-14Rescued a the kidnapped loved one of an important person
15-25Slew a legendary and dangerous animal
26-35Helped settle a score for a wealthy person
36-42Bodyguarded for a wizard or cleric on an expedition
43-49Exorcised a restless spirit
50-57Helped root out a villain gone to ground in a city
58-63Discovered an important ruin and uncovered its secrets
64-70Defeated a horror of local lore (vampire, werewolf, etc)
71-75Faced a beast and took its treasure (minor dragon, giant, etc)
76-88Survived an encounter with a powerful entity (old dragon, lich, etc)
89-94Completed a quest given by an oracle or prophet
95-00Previous party member cut down in their prime

Level 11-15

01-08Thwarted the invasion of a region
09-14Rescued an important figure from capitivity
15-25Eradicated an infestation of deadly beasts
26-35Undertook a quest for the leader of a nation
36-42Lead an expedition into the unknown
43-49Lifted an ancient and persistant curse
50-57Discovered a traitor in an important person's closest circle of confidants
58-63Reclaimed an ancient relic long thought lost
64-70Defeated a lord of the undead (Lich, Vampire Lord, etc)
71-75Faced a powerful entity and took its hoard of riches (dragon, collosal giant, sorcerer lord etc)
76-88Survived an encounter with a terrifying entity (Great Wyrm, Greater Demon etc)
89-94Helped to fulfill a prophesy
95-00Previous party member has a glorious last stand

Level 16-20

01-08Thwarted the invasion of a kingdom or empire
09-14Saved the life of a figure who will live in legend
15-25Destroyed a unique and powerful monster
26-35Undertook a quest for a powerful extraplanar entity or demigod
36-42Explored a supernatural realm
43-49Freed an entire region, city or important family line from an ancient curse
50-57Discovered and thwarted a plot to usurp the leadership of a major organisation or nation
58-63Recovered an artifact of immense power and importance
64-70Destroyed a transcendent undead or construct (Demilich, Glorious Servant, Pure Elexrin etc)
71-75Became ludicrously wealthy
76-88Defeated a terrifying entity (Great Wyrm, Greater Demon etc)
89-94Created or became the subject of a major prophesy
95-00Previous party member suffered fate worse than death
Sam is basically right, he's just cranky.

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Re: Codex Cyona: The D&D Lore Topic
« Reply #16 on: July 31, 2011, 02:24:09 pm »
The Emperor's Grave

After his regrettable death, the charismatic and wise Emperor of Rudlec was buried as per his wishes in a simple grave in the grounds of his childhood home. Following his death, many made the pilgrimage to pay their respects at the site, but as the Kingdom fragmented and more and more thoughts turned to war, the grave began to be forgotten. After its last caretaker died, without an apprentice or son to take over his duty, the grave fell into disrepair, overgrown with weeds, the name of the late Emperor crumbled away. So it was for many years.

One day, a group of adventurers saught out the grave in the hopes of finding something of value, or at least a good story to tell. As they approached the grave, they were surprised to find it had been recently weeded and tidied. Stranger still, before the grave in the damp earth stood two weapons crossed. A silver shortsword and a scimitar of unusual design. Unable to glean the significance of the sight, but sensing that somthing of import had occured, the adventurers each left a weapon stuck in the earth before the grave, each vowing to one day return and take up their weapon for a righteous cause.

The adventurers went their separate ways and each told the story of their visit to the grave of the Emperor. Most dismissed the story, but a few were inspired by the tale, and saught out the site themselves, tending the little grave and leaving a weapon before it, vowing one day to return. As the years passed, the weapons before the grave massed, until they filled an entire field. Though it would seem such a collection would be a simple matter for theives to make off with, it is said none dare, or that something protects the site.

The Sword of the White Giant
This collosal greatsword dominates the field before the Emperor's Grave. It is said to have been left by a giant among giants, clad in shining silver platemail. According to local legend, the giant placed a tiny delicate flower on the emperor's grave, and then drove the sword into the earth half way to its hilt with a single thrust, before striding across the horizon.

The Shortsword and the Scimitar
The first weapons to be discovered before the grave, neither are of Rudlec craftsmanship. Some say the shortsword is of Abyssal design, but it does not seem to carry demon taint, as though never used by one of their kind. The Scimitar is clearly of great antiquity, and is not recognised by any Rudlec scholars. Although old and tarnished, it is still sharp, though it seems as though it had not seen much use immediately prior to being placed in its current resting place.
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Offline Mr. Wizard

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Re: Codex Cyona: The D&D Lore Topic
« Reply #17 on: August 03, 2011, 10:31:21 am »
Reytaff's Ray of Crumbling
Transmutation
Level:
Components:
Casting Time:
Range:
Effect:
Duration:
Saving Throw:
Spell Resistance:
Sor/Wiz 3
V, S, M
1 standard action
30ft.
Ray
Instantaneous
Fortitude Partial
Yes

A thin, orange ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d4 points of damage per caster level (to a maximum of 20d4). Any creature reduced to -10 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is entirely destroyed.

When used against an object, the ray simply disintegrates as much as one 5-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 1d4 points of damage. If this damage reduces the creature or object to -10 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Arcane Material Component
a handful of dry clay
« Last Edit: August 03, 2011, 10:34:26 am by Mr. Wizard »

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Re: Codex Cyona: The D&D Lore Topic
« Reply #18 on: August 05, 2011, 08:11:42 am »
House Roethas

A joke among the drow families of the Ur-hollow, the young house Roethas is a minor family that maintains its small amount of influence by performing services for the other houses. A family of mostly nomads, they travel the vastness of the underworld on foot. As a result, they maintain the best relations with every race and house, and despite their low standing are often called upon for diplomatic errands by other houses. However, they are apathetic to the needs and desires of other houses, and care not for rank and privilege. Only their terse manner has been the cause of conflict with other houses. Drow of this house are quiet and aloof, facing all the scorn from members of greater houses with stoic indifference. They dress in sensible and unremarkable outfits, usually the most utilitarian style offered by other houses, often leather.

They have recovered a great deal of old lore taught to them from Roedor, and their warriors and are outfitted with incredible wonders from their past. They wield highly intricate repeating crossbows, finely crafted armor, and mechanical devices of all shapes and sizes. Even still, they are too few to defend all the wandering nomads and settled families from marauding threats and attacks from other houses. They supplement their warriors with the magical Warforged, recreated from ancient schematics recovered from Eyvind mixed with modern magical expertise. Their industry produces the majority of the Warforged in existence, and as a result, the family owns the fewest traditional slaves. They prefer the enduring labor of Warforged to the fragile and lazy efforts of living slaves.

They are the descendants of the ancient House Roedremar, a once glorious Drow house that worshipped industry and technology. Their patron deity was Roedor, god of crafts and metals. The founder of the ancient House, Andar Roedremar, was highly favored by Roedor, and his descendent ruled their house from the surface of Cyona, on the continent of Eyvind. When their god was slain, they launched fruitless attacks against their neighbors, driven mad with rage against the followers of still living Gods. They lost their wealth and their lands in war, and receded from history. They reemerge as House Roethas much later, as wandering descendents rediscovered the proud history of their House, reborn under Gunden Roethas. He rules them still as an autocrat from their only recovered holding, a pillar-like keep that was once a forward outpost of house Roedremar under Rudlec. In place of Roedor, they worship Disp, who whose general apathy matches their own, and Speyrir, to whom they pray for diplomatic guidance to maintain their house.

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Re: Codex Cyona: The D&D Lore Topic
« Reply #19 on: August 05, 2011, 10:47:46 am »
House Vos-Elien

Motto: The Flame Conquers All

Vos-Elien are a powerful Drow house who proudly claim to be able to trace their history back to the time before the drow migration underground. They are a particularly militant house, setting great store by their armies, and especially their battlewizards, who traditionally specialise in manipulating and calling forth flame. Despite their reputation, they generally temper their bloodlust and pyromania with a keen sense of strategy and a questing intellect, often using tactics of misdirection and asymmetrical warfare when brute force would not suffice. If they have a military flaw, according to most of their enemies, it would be their adherance to a scorched-earth policy where their conquests are concerned, preferring to destroy their enemies outright. This limits their intake of slaves and plunder and forces them to maintain a much larger sphere of influence to stay materially solvent.
Culturally, Vos-Elien traditionally appreciates scholarly works to the exclusion of artistic ones, and dress in expensive but severe manner. Their alliances to other Houses and races are as shifting and impermanent as any other drow house, though other Houses generally avoid crossing them for fear of bringing the Vos-Elien war machine upon themselves.

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Offline Krakow Sam

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Re: Codex Cyona: The D&D Lore Topic
« Reply #20 on: August 06, 2011, 05:57:08 am »
House Ylorenvas

Motto: Mind Eternal

Ylorenvas are a scholarly house of moderate standing, and are regarded as somewhat strange by the mainstream of Drow society. Ylorenvas produce excellent scholars and mages, but hold unorthodox beliefs and are in general rather eccentric. Like other Drow they hold their ancestors to almost god-like esteem, but they are one of the few houses so bold as to claim one of their family's early luminaries is still alive, despite him allegedly having first lived before the great migration. Outsiders have never been permitted to meet him, but Ylorenvas stubbornly maintain they still receive guidance from Uv Tor Ylorenvas, who dwells in an almost impenetrably guarded chamber in their capital city. If this is true, the years have not been kind to their living ancestor, as the actions the House takes under his advice are often considered somewhat odd, usually centering around recovering apparently inconsequential items, retaking worthless territory from rivals and the persecution of seemingly random individuals.
Ylorenvas pursue a historical feud with House Rcarthae, and take every opportunity to oust their presence from the Underworld and chase them into banishment on the surface. Rcarthae on the whole take a bemused defensive position in the conflict, but are not above bloody retalliation when Ylorenvas pushes them too hard.
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Re: Codex Cyona: The D&D Lore Topic
« Reply #21 on: November 04, 2011, 10:00:14 am »
Rosa Pharae
The Balefire Rose

The Balefire Rose is a mythical holy relic of Cyona whose origin is tied to the gods Lilin and Ysvester. Much sought after by adventurers and heroes, the Balefire Rose is said to have tremendous miraculous properties, purported to be a panacea, a bane to evil, and an instrument of interplanar travel.

Legend:
The legend of the Rose comes in two main variants, depending on the leanings of the society in which they are found.

The first states that the god of heroism and valour, Ysvester, was engaged in courting the goddess of mercy, Lilin. Lilin was receptive to Ysvester's noble advances, and invited him to one of her gardens for a tryst. While the two engaged in coitus, Lilin noticed an unfortunate soul in distress and fled the garden mid-act to administer her mercy, causing Ysvester's seed to drop onto the ground. Here it sprouted and began to grow into a flower, which was tended by Lilin when she returned.

The alternate legend, for the easily offended, states that the two gods never got around to physically expressing their love, and Ysvester turned up to the garden at the appointed time to find Lilin absent, at which point he shed a single manly tear, which grew into the rose.

When the rose was fully grown, and bloomed for the first time, its flower burned with a dazzling warm light. Recognising its great power for good, Lilin sent the rose to the material plane.

Properties

The rose always grows in a secret grotto somewhere on the material plane, where only the most deserving and worthy may find it. If the Rose is found and used for good, it will stay in the hands of its discoverer for an uncertain amount of time, after which it will dissapear, to grow anew in a new location.

The powers of the Rose are said to repel any evil on which its light shines. Its touch can remove curses, and if brewed into a medicine it can completely cure the most terrible diseases or raise the dead. The light of the Rose also emboldens the good and just and drives fear from their hearts by its very presence. The grotto in which the rose is found is also a place where the walls of the world are thin, and it can be used to travel to the divine realms of both Lilin and Ysvester.

The Knights of The Rose

Also Known as the The Knights of Heroic Mercy are an order of questing knights of Rudlec devoted to locating the Balefire Rose and using its powers for good and justice. The militant knights of the order ride under the banner of a lantern enwrapped with thorny rose-vines and travel the lands seeking the Rose, doing good deeds and helping those in need or peril. Clerics and other non-militant members of the order bear a banner of a rose flower with a halo of light and devote themselves primarilly to helping the needy, though they do also seek information about the Rose by more passive means, such as searching archives or questioning those who may have such knowledge. The knights of the Rose are among the few followers of Lilin on Rudlec, and have chapter houses in several cities across the continent, the largest of which is in Alta Siria, as the Knights supported the Emperor's vision of unification.

« Last Edit: November 04, 2011, 01:17:08 pm by Krakow Sam »
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Offline Mr. Wizard

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Re: Codex Cyona: The D&D Lore Topic
« Reply #22 on: November 09, 2011, 06:01:11 pm »


House Aedithelas, House Idithela, House Ithisais, and the Crossroad Accord

Motto: Thela Alde, Thoth Sala
                 -"Wealth Leads, Might Follows."

Among the crossroads of the Ur-hollow, three families fought to control the slave trade lanes between major settlements. House Ithisais, Aedithelas, and Idithela were the three most recent families to lay claim to them. It seemed for many decades that these families were doomed to repeat the fate of all previous upstarts. Previous owners would amass some wealth and power through the trade and acquisition of slaves along the crossroads, before they each grew too big for each other and the houses would fall to new upstarts through war and death.

A change started with House Idithela. The matriarch of the house decided to buy the loyalty of the smallest competitor, House Aedithelas, in order to bolster it's position against its chief rival, House Ithisais. House Aedithelas, realizing that this gave them a superior position among the three than the other two knew, immediately approached house Ithisais with an offer. If they were to give them more money than house Idithela, House Aedithelas would happily help them instead. House Ithisais agreed to pay them.

House Aedithelas played it's two rivals against each other, demanding higher and higher tributes from each house. By the time the reality of the situation occured to either the Idithela or Ithisais, it was too late. Aedithelas had grown larger than either house, and had aquired enough wealth to threaten them both. Finally, House Aedithelas offered them a choice, continue the payments and exist as vassal's to House Aedithelas, or fight a war that would only weaken them against external threats and ambitious lesser houses. They signed the agreement, which became known as the Crossroad Accord.

House Aedithelas, known as "The Hawk Mouth House" for its clever diplomacy and maneuvering during its rise to power, is the unquestioned ruler of the Crossroads. As set up within the Accord, they are the only House allowed to capture new slaves. This keeps the House Aedithelas retainers the most martially adept of the three houses while providing a decent profit, ensuring their place among the Houses. Their rigid hierarchy and emphasis on calculated risk has served them very well over the decades. It's Matron is Quasomo Aedithelas, an old and wise cleric of Tychan.

House Idithela, known as the "The Death's Head House" for its brutal treatment of slaves and prisoners, is the inglorious and least respected House of the three. Within the Accord, they provide all transport and delivery of important persons, slaves and prisoners along the crossroads, using their fleet of menacing wheeled iron cages and swift monstrous centipedes. House Ithisais pays them to deliver slaves to buyers all around the Ur-hollow. They have a loose hierarchy, and respect the swift and mighty over arbitrary rank. It is ruled by a Patron, a wild warrior named Dwyvn Idithela.

House Ithisais, known as "The Fat House" for its hedonistic ways and prodigious pot bellies, are the adept traders and entertainers of the three Houses. Their power in the Accord is trade, the right to buy and sell slaves for profit instead of only personal use. This allows them to amass the most money, even with their tribute to the Aedithelas and their reliance on the Idithela transports. Despite this advantage, their decadent lifestyle and lavish parties puts a constant drain on their funds, which brings them in line under House Aedithelas. They have embraced the Accord the most, seeing it as freeing them from any military responsibility. They rely entirely on Aedithelas retainers and Idithela mercenaries for protection. It's matron is a sorceress named Parzaxim Ithisais.

« Last Edit: November 12, 2011, 12:52:07 am by Mr. Wizard »

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Re: Codex Cyona: The D&D Lore Topic
« Reply #23 on: November 10, 2011, 03:55:21 pm »
House Loquist

Motto: Victory Likes Careful Preparation

House Loquist is a relatively minor house who make most of their coin through agriculture, with their holdings encompassing many rich fungal plains, silt basins and root canopies. As with most Drow they are generally unwilling to do the dirty work themselves and are bulk importers of slaves, which has put them in good standing with the dominant slaver houses. In order to expand, they favour strongarm intimidation and extortion tactics to bully independant farmers into selling off their land for a pittance. Should they come to blows they generally hire mercenaries and assassins to fight their wars by proxy. Their lack of commitment to any kind of standing military means their in-house forces are usually just expensively equipped thugs. One area in which they have some expertise is in their cavalry, as they train many outriders to help them push their expansionist policies. These cavalry are usually mounted on the reptillian steeds known as Zirgs, which are common in the region of the Caverns of Blood.
The current house head is Iziro Loquist, a shrewd merchant prince, who has been carefully buying and selling comodities in order to drive up the prices of the goods the house produces while seeing through a policy of aggressive expansion which has so far gone unopposed.
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Re: Codex Cyona: The D&D Lore Topic
« Reply #24 on: November 13, 2011, 03:40:49 pm »
The Paladinate of Broda

The Paladinate of Broda is a nation state located in the southern lands of Rudlec, famed for its unusual government and persistant holy wars.
The Paladinate is named for its rulers, a council of empowered Paladins following a tradition which was established centuries ago, when the holy warriors of the region decided they were not content with simply fighting the symptoms of evil when they emerged, and staged a coup of the kingdom, installing themselves as rulers in an attempt to purge evil from society entirely through their enlightened leadership.
They were arguably successful, and were able to establish a stable and prosperous theocratic despotism in the city of Broda, largely eliminating crime and unrest through a combination of draconian punishments, wealth redistribution and genuine charity. The wealthy were stripped of many of their idle luxuries and forced to engage in more humanitarian activities, while the poor were set to work building improvements to city infrastructure.
With the city cleaned up, the Paladin council set their eyes outward, and began what would become a series of crusades against evildoers, raising huge levy armies led by Paladins and clerics to travel the continent fighting evil regimes and powerful evil individuals. These armies of righteousness have become the sole recourse for the destitute of Broda, as crime is simply not an option in the capital city. Though the Paladins are effective leaders, the nature of the enemies they fight often means the survival rate of those marching under them are woefully low.
While the Paladins have a strong hold over the city of Broda, they have only achieved this by concentrating their forces. Outlying settlements of the Paladinate are often poorly managed due to lack of resources, and have become a beacon for the unscrupulous folk forced from the capital. Consequently they are somewhat lawless, and often serve as proving grounds for zealous young warriors. Occasional efforts are made to bring them into the fold, but the Paladin council is so obsessed with their foreign wars that they have little time to spare for their internal problems.
The Paladinate is currently technically at war with both the Eastern and Western Kingdoms, Kekhem, Iatu and the Tuataran Empire, though these states are currently too absorbed in their own issues to pay much mind to the occasional crusader army turning up on their doorstep. Armies are repeatedly sent to Vaurindr, but none are reported to have ever successfully traversed the desert. Relation are also tense with the Ixan city states and Oex, which are viewed as decadent and best and amoral at worst. Relations are cool with Alta Siria, owing to the fact the late Emperor was said to be distrustful of the Paladin Council. Broda's primary diplomatic and trading partner is Mesana Runedar, on which they rely for much of their armaments.

The City of Broda
The city of Broda is famous for its six rings of defensive walls, which are considered a wonder of the world and have stood with antiquity. The city had become quite squalid prior to the Paladin's coup, and had fallen into disrepair, with many slums crowding its magnificent walls. These were quickly cleared out and replaced with many solidly built apartment-style houses, with aquaducts and communal gardens. Many temples to the gods of law and good were constructed, and religious imagery dominates the architecture of the whole city, with bas reliefs of warrior gods, saints and angels dominating public spaces. Each wall is dotted with garrisons and training grounds, which constantly bring in new recruits to be molded into righteous armies.
The Paladin's Citadel stands in the center of the city, a building which was once the palace of the nation's King. It is a sprawling military and beurocratic complex, as well as a pantheon temple to all gods of law and good. In its highest tower the Paladin council meet to govern the nation.
The Paladin council is currently composed of Lord Oropher, Elf Paladin of Melech, Lord Lykourgos, Human Paladin of Crosimus, Lady Kari, Human Paladin of Vatkir, Lord Horendithas, Halfling Paladin of Albatross and Lord Eldred, Half Orc Paladin of Calliesta. Respectively, they concern themselves with fighting Evil against Justice, Evil against Order, Evil against Law, Evil against Nature and Evil against Life.
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Re: Codex Cyona: The D&D Lore Topic
« Reply #25 on: December 01, 2011, 02:36:07 pm »
Utterances of the Arch-Prophetess of Eyvind

II: The forest beneath will rise and probe the crown of the world. Three times the lion will call at the gates of the Old High Bastion where the shepard breathed the half light of death into hollow sand and clay. The truth is unveiled by a great wave, but late.

XII: The houses of the Old High ones are consumed by sparks and shaken. The divine vibration of Noelan's cymbal unmake the flesh of our mother's Mother.

XIX: The grave of the old high spire will lie buried in blades. The WOLF will tear the home of man asunder when those led from its shores by the Bird return. The Dictum-flock will pass the torches of Alán and roost atop the red-gold mountain.

LXXIIX: The walls of ZARA's tombs will crack, and no mortar will fix them, nor stone fill them. As birds become mortals, scattered before the great huntand hounds, hasten to the trees. The remedy lies in the bed of the Dark Mother and her Grey Mistress.

LXXXIV: Four gather amidst the Dictum-storm to parlay with their saviour-uncreators. The Tongue of Iron, Oiled Feet and Mailed Fist, The Shadow reflected within a brass feather.

CCCLV: The destructive impulse is ensnared as envisioned by the AKSORI in the year of generations, the destroyer-changer who preserves life is born of three mothers. The FIRE returns, the monsters are reborn and mortals return to their source as the age of Dancing with Abandon begins, where destiny trails loose and all live as the RYLL of the shattered place, blissful and without direction.   
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Re: Codex Cyona: The D&D Lore Topic
« Reply #26 on: December 02, 2011, 09:38:30 am »
Ahria: The Organised Religion of the Eyrun

In the period following the restoration of the Eyrun and the eventual return of the High Grandmaster and the Archprophetess, the Eyrun began to once again embrace the worship of gods and steered away somewhat from the old mystic traditions which had been established by Makos Sotun millenia ago. The religious transformation was largely spearheaded by Emperor Raban I  (Voicegiver), who used the teachings of his Mistress the Prophetess Sylvestri to form the basis of a caste-based system of deity worship modelled around dichotomous pairings of masculine and feminine deities of civilisation and wilderness, with Speyrir, the god of voice, deception and language re-envisioned as a two-faceted androgynous pantheon head who bestows freedom and self-determination on mortals by gifting them the power of words.

The Ahriate religious system is divided into five caste-like groupings, four of which are held in equal standing, and the fifth of which is held superior to all others. Each caste worships a combined deity composed of two dichotomous gods, one of which represents or governs a sphere deemed 'civilised' while the other governs a 'wild' sphere, one male or regarded as masculine, the other female or regarded as femenine.

The Pairings are as follows

Iolar and Albatross: Iolaros, The Foundations
Iolar and Albatross are taken together as the solid basis on which all life can exist and endure. Iolar is worshipped in a masculine aspect as the deity who sees fit that all forces are balanced in such a way that creation can be maintained, a meticulous balancer and auditor of all basic requirements and needs. Albatross is worshipped in an aspect of freedom and constructive dischord, who's wingbeats create patterns of life and legend within Iolar's perfect balance of elements. The mortal albatross bird is mostly unknown on Eyrun so the god is envisaged as the Thunderhawk Queen, said to be the progenitor of the formidable predator which is her namesake, and also responsible for thunderstorms and the capricious acts of the climate.
Working together, the two create conditions suitable for mortal life to exist. Opposed, Albatross' chaotic nature often threatens to tip Iolar's balance.
The Foundations are especially worshipped by peacekeepers, philosophers and explorers.
Priests of the Foundations often fulfil the same functions as rangers or watchmen, they are mediators of material disputes, defenders against unnatural threats and guides in both cities and wilderness. They generally follow ascetic lifestyles and dress in understated costume.

Crosimus and Iaxa: Croxa, The Pillars
Crosimus and Iaxa present the extension of the potential layed down by Iolaros. They represent the intrinsic drive of material reality to create and multiply of its own accord. Crosimus is the masculine deity of the world, physical laws and the land itself, the architect and cartographer of a reality in which intelligent life can exist and thrive. Iaxa is the feminine fertility goddess, worshipped as she is elsewhere for the spontaneous creative power of life and its rampant increase.
Working together, the two create life and a place for it to thrive. Opposed, Crosimus' desire for perfection can create conditions inimical to life, and Iaxa's multiplying life can undo the work of Crosimus.
The Pillars are worshipped by those who make their living by agriculture or resource gathering, builders and architects, healers, rangers and frontier dwellers.
Priests of the Pillars serve basic material and social needs, often giving alms to the poor, helping with construction and repairs, advising on agricultural matters, medicine and especially childbirth. Priests of the Pillars are notorious for carrying the tools of their profession with them at all times, and are well respected in frontier communities and among the less fortunate, but are often looked down upon somewhat in more illustrious circles.

Anath and Ashra: Anashra, The Steps
Anath and Ashra represent the ways in which mortals can enrich themselves and prosper. Anath is the masculine deity of wealth and material riches, he is said to give mortals the spark of temporal ambition and the masteries of trade and economics. Ashra is the feminine mistress of lore and secret knowledge, granting mortals the ability to grow intellectually and spiritually, to observe their environment and kin and see the patterns they follow.
Working together, they give mortals ambition and the resources to act on it constructively. Opposed, they embody the selfish nature of individuals, discarding morality in favour of physical or metaphorical gain.  
The Steps are worshipped by traders, mercenaries, scholars, legislators, bankers, students, viziers, spies, and theives.
Priests of the Steps facillitate the increase of wealth and knowledge, running loanhouses and libraries, giving financial advice or working as tutors for students. The Ahria's spies and secret agents are usually taken from the ranks of the Steps. The Steps usually wear a uniform of robes or fine clothes in rust brown or slate grey, often embellished with gilt, jewels or runic inscriptions.

Charakimin and Rahdin: Charadin, The Vaults
Charakimin and Rahdin represent mortal mastery over their own creations and the creations of nature. Charakimin is the feminine deity of creation, craft and magic, granting mortals the tools they need to become masters over material, and to make their own tools to further ends. She also represents how mortals may tracend their mortality through artistic endeavor and invention. Rahdin is the masculine deity, often called the Thunderhawk King, who allows mortals stewardship over nature and the ability to live in harmony with the wild. He allows mortals to break away from the reality of nature red in tooth and claw by domesticating savage beasts and building strong walls against the storm.
The Vaults are worshipped by craftsmen, artisans, artists, scholars, philosophers, governors, guardsmen, husbanders, mages and thunderhawk riders.
The first priest of the Vaults, Parzi, was the first Eyrun in centuries, if not millenia, to tame and ride one of the formidable thunderhawks. As such the bird is strongly associated with the Vaults, and the Eyrun thunderhawk cavalry, the Parziyureh are entirely taken from the ranks of those most faithful to the Vaults.
Working together, Charakimin and Rahdin leave mortals strong against internal and external threats, able to live forever through their works and their connection with tranquil nature. Opposed, Charakimin's artifice can destroy the delicate equilibrium between artifice and nature, while Rahdin's wilderness can become hostile and leave mortals with no energy for invention or artistic pursuits.  
Less specialised and high-vaunted priests of the Vaults are master artisans and stewards of all life, they work to advance mortal mastery and aid in the defense of their wards against both artificial and natural threats. Their uniform colours are flame orange or thunderhawk blue.
Many of the rites used to worship Charakimin are taken from ancient scriptures dedicated to the long-passed god of the forge Roedor, recovered from the ancient Drow ruins which are common on Eyvind.

Speyrir: The Name
Speyrir is held as the most important deity of the pantheon, and is also the most complex and nuanced. In this aspect he is the master of all language and concept, held over all other gods because he is attributed the ability to Describe all creation, and hence make it fully 'real'. He is worshipped as a perfect androgynous being, able to take any form he chooses by describing himself in a new manner. As such, Ahria gives him thousands of names, each intricately defining a different aspect of his being. By granting mortals language (written, spoken, signed or otherwise), he grants them the ability to think (thinking without words being held to be impossible), and therefore gives them free will and the ability to break away from evil destinies.  
Speyrir is worshipped by everyone, but especially by philosophers, poets, lawyers, bards and anyone who lives by communication or their voice.
Though not clerics, the respected and feared Rabanehkeb war-chanters are among the most celebrated adherants to the worship of Speyrir.
The priests of Speyrir oversee all spiritual matters among the Eyrun and are the final authority in legal disputes, they are arch-philosophers or warrior-poets, and are in many cases held above the laws which govern even other priests. Their mark of office is a cloak of black, grey or blue feathers which often bears enchantments. The first priest of The Name was the first emperor of the restored Eyrun, Raban Voice-Giver. Raban is venerated as a Saint for his feat of giving the previously mute Eyrun the power of speech. Since previously they had been limited to sign language, under Ahrian beliefs this feat effectively doubled the Eyrun's power and ability to self-determine.  

Ahria is the official religion of the Eyrun empire, and is intricately woven into their state affairs and laws. Worship of other gods within the empire is freely allowed, but not encouraged, and other religions are not permitted influence in state affairs or given any special legal status beyond that afforded a secular organisation.
Under Ahrianism fey, elementals, devils and angels are seen as something to be approached with extreme caution by experts, but are not in any way intrinsically bad. Demons are utterly reviled and abhored, with the penalty for treating with demons being death in most cases. Necromancy is a subject with many nuanced and complex facets, as the pre-Ahria Eyrun mystical traditions were heavily grounded in necromancy. Makos Sotun, the messianic figure of the old order has been relegated from the status of an almost-deity to a saint or prophet, paving the way for the superior new order.

Sylvestri and Fletcher: Aksori, the Path
A special case within the pantheon, the demigods Sophia Sylvestri and Richhorn Fletcher are not worshipped as gods, but rather venerated as saints and philosophical teachers. They do not preside over a religious caste and have few, if any, clerics devoted to their names. Sophia is the female side of the equation, and is associated with civilisation. She is an active voice in political and religious matters on the continent and preaches largely within the cities. Richhorn is the man of the wilderness, and is said to walk among mortals in disguise when not meditating beneath rushing waterfalls or handing down wisdom from secluded mountaintop sanctuaries. Over half a century ago the two saints were mortals who visited Eyvind from a far away land, and in so doing triggered the restoration of the Eyrun, and between them taught their apprentice Raban what he would need to become an emperor.
That Sophia and Richhorn often have wildly opposed teachings on ethics is not seen as a problem by most faithful. It is seen as emblematic of the Ahriate system as a whole that the two strong personalities balance each other, and continue to have a working respect.
It is well known among scholars that the collective name for Aksori is partially formed from the abbreviated names of Sophia and Richhorn. The origin of the Ak component of the name is a mystery few could begin to unravel.
« Last Edit: January 28, 2012, 03:41:00 am by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #27 on: December 03, 2011, 06:18:17 am »
Festivals of Rudlec

Shadowmass
The cardinal feast of Vatkir is celebrated on the longest night of the year. Celebrants go to the local temple of Vatkir at sundown and the doors are tight shut and all lights extinquished until sunrise (or until it is calculated to be sunrise, in the case of subterranean temples). The night is passed in reciting memorised passages of holy works to Vatkir, of telling stories and singing songs. It is said that in the darkness people see fabulous visions and premonitions as the walls between worlds are thinnest at this time of the year. In the morning, a great feast breakfast is prepared and eaten. 

Angels Night
Celebrated by the humans of central and northern Rudlec in the early autumn, Angels Night is said to be the night when angels flock to the prime material plane in the form of shooting stars to grant wishes to the purehearted and vanquish evil. The night starts at sundown, and celebrants process through their settlement holding small white candles. After they have circled their neighborhood once, they converge on their preferred temple to a god of righteousness, usually Melech for a long religious ceremony. At midnight the candles are snuffed out and (weather permitting) people go outside and watch the sky for shooting stars. It is said the first person to see a shooting star will be protected from evil the whole year long.

Iaxalia
The cardinal feast of Iaxa, celebrated at the start of spring. It is a fertility festival, and it is said to be lucky to be married on this day. Fresh produce is consumed copiously and young lads chase girls and whip them with vines until they receive a gift from them.

The Ascension of Ysvester
Celebrated mostly by humans in the spring, the Ascension of Ysvester commemorates the slaying of Kraken and the godhood of the mortal hero Ysvester. Great bonfires are lit, songs are stories are recited. When night falls, a huge effigy of Kraken is puppeteered and re-enacts a ritual battle with a local young man playing the part of Ysvester. Once the Kraken puppet is slain, it is burned on a great bonfire to much merriment.

Ozushmang
An extremely ancient but poorly understood tradition celebrated mostly by dwarves. On this day Old Man Mang is said to come with his wormskin cloak and mischievous lizardman helpers to give gifts of gems (or candy gems) to dwarf children who have been good. A variety of strange folk games are played, and it is traditional for the clan father to give all newly married dwarves in the hold the gift of a fat mushroom and a purse of silver coins.

Pae Mori
"The day of spite" celebrated mostly by elves. On this day elves ascend high towers and yell profanities and curses at each other, air old grievances and make a show of being angry. All mirrors are covered on this day, on pain of bad luck. Imbibing of strong liquor starts in the morning and does not end until well into the night. The day after is known as Pae Shar: "the day of wrath", and speaking or noise of any kind is utterly forbidden.

Golden Day
The cardinal feast of Ral-Ral is celebrated on the longest day of the year. It is a standard festival with much feasting and merrymaking. Often yearly bonuses are payed to employees by their bosses on this day, and no tax is payed on any transactions for the duration of the day. It is traditional for great illusion-plays to be played out for spectators, telling stories of how Ral-Ral outwitted various legendary figures.

Valianalia
The cardinal feast day of Valian is widely celebrated primarily by humans, elves and dwarves every year in summer. It is a time of great merrymaking and the celebrations can last up to a week. Great quanitites of food and drink are consumed, music is played around the clock and many games of skill and endurance are played, including greased pole climbing, hammer throwing, combat with staffs or light cudgels, nude wrestling, cheese rolling, and anything else which is relatively harmless and entertaining.
Generally the festival culminates with the appointment of a King and Queen of Valiania, the most skilled unmarried man and the most beautiful unmarried woman in the settlement. They are bedecked in garish costumes and paraded around the town on wooden thrones, before presiding over a great feast. At the end of the festival, the king and queen together smash a small hand mirror, symbolically ending the festival.

Thyselliana
Also known as Lady-Gras. A day of good and bad fortune, where all mortals balance on a razor's edge of chance. Great festivals and parades are thrown and many gambling games are played for vast sums of money. Any venture launched this day is destined either for spectacular success or ruinous failure. Many fanciful tales abound of amazingly improbable happenings on this day. Wizards amuse one and all by manufacturing novelty magic items, such as coins which always land on their edge when tossed, loaded dice and the like.

The Day of Dominion
Tychan's cardinal feast day is celebrated with contests of brutal strength. Bullish young men (and women) get raucously drunk, yell at each other and fight. Tournaments are often organised with the winner being made ruler of the settlement for the day, in which he must be obeyed and can do as he pleases. Any criminal who escapes his captivity by brute force on this day is said to be entitled a full pardon, though few people observe this dangerous practise any more.

Paer Del
On this day people roam around killing bugs and exterminating vermin from their homes and businesses. The person who has killed the most pests is crowned king of Paer Del.

Nameless Night
The most ill-omened night of the year. All shut themselves indoors and make no noise, for tis said Old Maskey and his monsters walk the streets and woods this night, and anyone caught by him will be flayed to bits by his sliverswitch

Feast of the Phoenix
The mage's feast. Great fires, torches and magical lights are sent up into the sky in a great display of a chilly autumn night. It is asaid to be a propicious day to embark on any great endeavor, especially a magical one. Children decorate eggs in the colours of flame and inscribe wishes on them, then climb trees and nestle the eggs in the bare branches. It is said that any eggs which dissapear have hatched into firebirds and will grant the wish enscribed on their shells.

Buggles Day
A very new tradition. On this day effigies of unpopular public figures are put to a mock trial by local personalities for humerous crimes such as 'being a loudmouth', 'stealing good ideas' and the like. Said public figures are expected to endure these slanderous events in good humour.

Croix Mux
The cardinal day of Crosimus, celebrating the day the construction of the world was completed. It is a good day to complete any construction project. In large two parades are run simultaneously, one East to West, the other North to South. When they meet in the middle everyone shakes hands and continues.
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Re: Codex Cyona: The D&D Lore Topic
« Reply #28 on: December 11, 2011, 12:45:07 pm »
Sylvestri
Akevamira Sylvestrun, The Arch-Prophetess of Eyvind

Demigod
Symbols: A winged eye, a frost-hammer
Home Plane: Cathedral of Prophecy
Alignment: Lawful Evil
Portfolio: Eyvind, Prophesy, Communication with other deities
Worshippers: Peoples of Eyvind, fortune tellers and prophets,
Cleric Alignments: Any nonchaotic
Domains:Divination, Inquisition, Law
Favored Weapon: Cold Enchanted giant warhammer

The Arch-Prophetess of Eyvind, Sylvestri, is one of the two now legendary once-mortal saints or demigods of Eyvind. She is known to be a powerful seer, and is said to often speak with full-blooded deities. Based in the capital city of the Eyrun Empire she hands down spiritual commandments and serves as the immortal leader of their dominant religious cult. Though not worshipped precisely as a god, she is highly venerated and also widely feared. Many pilgrims flock to see her public appearances and for the exceedingly rare chance to seek her council.
She usually appears in the form of a human, eyrun or eysigr woman with blonde hair, stern features and angelic wings in the black, white and shimmering green of a magpie.

Dogma
Sylvestri's dogma is that of the pantheon of the Eyrun Empire, which she was instrumental in establishing. She preaches of order, and for a prosperous society. Her darker side is manifest in her love of vengeance and retribution, and the assumption of authority when difficult decisions must be made for a presumed greater good.
As a mortal she was a cleric of Speyrir, and champions that god above all, especially in her doctrine of the Righteous Untruth. A complex philosophical dogma in which lying is not only not evil, but in a large amount of cases an absolute good.

Clergy and Temples
The majority of Sylvestri's clerics are her militant order, the Kuemirivi, or 'mortal furies'. A fanatical sect of purportedly fearless warriors and inquisitors who travel the lands dispensing divine justice. They are greatly venerated and feared by the devout of Eyvind, sometimes to the point of resentment. The majority of Kuemirivi are female, and all are trained in the old Eyrun way of spellcasting without voice.
The Prophetess usually has a small shrine or idol within the temples of the other gods of the Eyrun pantheon. The only structure that could be said to be a temple truly devoted to her is the Cathedral of Prophecy, a grand temple complex in the Eyrun capital city which is also her divine realm.

Realm
The Cathedral of Prophecy is a splendid building designed by the finest architects on Eyvind and constructed by a squadron of tireless iron constructs purported to have been empowered by the Prophetess' own blood. It is a sprawling complex housing a grand temple to the Eyvind Pantheon, a beurocratic complex, audience chambers, and a prophecy chamber in which Sylvestri communes with fate and the gods. While it is a physical building, it is also a divine realm, and exists partially outside the material plane.
The interior is lavishly decorated, and divine influence makes it appear even more wonderful. The air is thick with the smell of exotic spices and insence, light plays through stained glass windows in colours outside the usual spectrum of mortals, and visitors are magically imbued with a sense of awe and respect.

Origin
Sophia Sylvestri was once a mortal human hero who travelled from Rudlec on a magical airship. On reaching Eyvind she and the monk Richhorn Fletcher, and a third companion whom history mentions little of, destroyed the stagnant social order which had kept the natives in a state of stasis. After bringing many wondrous gifts to the continent, rediscovering ancient knowledge, and thwarting the plot of an evil demon, Sophia and her two companions left the mortal plane to battle an avatar of primal destruction at the far edge of reality for several decades. Sophia and Richhorn returned as demigods to witness the fruits of their endeavor, a modern Eyvind.
« Last Edit: January 24, 2012, 12:26:35 pm by Krakow Sam »
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Re: Codex Cyona: The D&D Lore Topic
« Reply #29 on: December 26, 2011, 08:05:55 pm »
Cyona Bestiary

Salamanders
Salamander is both a broad term encompassing many types of magical and mundane creature, and a specific species, often called the True Salamander. In the broad usage, a Salamander is any reptillian or amphibian creature with some connection with fire, whether a literal connection to the element of fire itself, or simply a fiery colouration. Different types of Salamanders are found all over Cyona, and resonate strongly in the mythologies of many races and cultures. Salamanders are often strongly associated with the forge goddess Charakimin.  A few types of Salamander are documented below.

True Salamander
The True Salamander is thought by wizards and wise men to have evolved from a mundane reptile which somehow found its way from the material plane into the elemental plane of fire. Changed by the plane of fire, some True Salamanders made their way back to the material plane, where they live to this day. The True Salamanders have the shape of lizards which range from an inch to a foot in length. They are brilliantly patterned in the colours of flame, usually red, orange and yellow, though rare blue and green specimens have been reported. Their origins in the plane of Fire have changed them more than their mundane lizard-shapes would suggest, and they are more living fire than flesh, being properly classified as Elementals rather than mortal creatures. Consequently their bodies burn extremely hot, and they require special equipment to handle safely. Should temperatures fall too low, True Salamanders can enter a dormancy akin to hibernation, becoming inert, their bright bodies growing dark as coals and ashes, and eventually even becoming hard and brittle until conditions become right and they miraculously spring back into life. A folk superstition that a salamander will die if a flame on its tail is extinguished has been dismissed as sentimental bunkum under critical observation.
In temperament, True Salamanders are generally benign, bordering on laconic, content to bask in the heat of their homes and fight lazily amongst themselves for the hottest spot in which to bathe.
True Salamanders require intense heat to survive, and in the wild live only in areas of volcanic activity, at the site of rifts or portals to hot planes, or in magical deserts. They are not fussy feeders, and will eat most anything which is smaller than they are, be it elemental, vermin or even inanimate objects or gemstones.
Where most people will encounter True Salamanders is in large and well-kept forges. That True Salamanders can flourish in his forge is the sign of a master blacksmith, as it shows the forge is kept clean, bright and hot all day and night. Once Salamanders have moved into a forge it is sure to prosper even further, as the lizards are known to eat up impurities in the glowing coals. A smith rejoices at the first sign that the Salamanders in his forge are ready to mate, the female will begin rearranging the burning coals into a nest, carefully tuning the interior of the furnace until it burns as hot and as bright as it can ever burn. During this time the smith is sure to make his finest wares. Once the nest is complete the broody female will lay a clutch of incandescent eggs which burn like candles, which hatch in a few days into lizards as small as a fingernail, which ride on their mother's back until they are old enough to fend for themselves. At this point the smith will be inundated with visitors from all the smithies for miles around, hoping to take away a baby salamander for their own forge.

Kankorran Salamander
This magical beast makes its home in the burning deserts of Kankorra on Rudlec. Kankorran Salamanders are agressive desert reptiles growing as large as six feet in length. Though in most respects they are much like a mundane monitor lizard they have evolved the magical property of fire breath, which they use mercilessly to defend their territory and roast their prey. Because of this they are also sometimes called pygmy dragons, lesser dragons and the like. This type of Salamander is sometimes used as a guard animal by the reptillian folk who inhabit the desert.

Iloqui Salamander
This amphibian originally made its home in the waters of the great lake Iloqui on Kendara. These newt-like creatures grow up to half a foot long and are unremarkable apart from their natural non-magical luminesence. While the original salamanders glowed only in a dim yellow color, they have since been domesticated by the Nalori people and purpose bred into a variety of shapes, colours and brightnesses. For uses ranging from pets to fashion acessories to portable light sources.

Kree Salamander
Also from Kendara, these magical beasts hail from the volcanic home of the ancient Saak Sages. Looking something like flame-coloured eels with vestigial limbs, these amphibians have been twisted by natural magic and are now amphibious with respect to molten lava rather than water. These odd creatures rest and mate in molten rock, using their powerful bodies to burrow their way through the viscous liquid fire, and emerge onto land to hunt their prey, which they kill by constriction where a poisonous bite will not suffice. These creatures rarely die of old age and some truly monstrously large specimens are rumoured to live in the deepest volcanic badlands of the Kree island.

Eyvind Salamander
Also called Cloud Salamanders, these magical beasts are found around the rifts to the plane of Fire which are abundant in the sky over Eyvind. Eyvind Salamanders resemble small brightly-coloured lizards with large flaps of skin stretching between their four limbs and body, allowing them to glide on thermal currents. These creatures seem to have an almost supernatural ability to catch hot updraughts and for all intents and purposes have the power of true flight. They usually keep to the air, where they feed on insects, but occasionally touch down in trees to rest or lay their eggs.

Maswokark Salamanders
Maswokark Salamanders are said to be as large as houses and posess the power of speach. They are also said to be very cold to the touch, though they are made of flame, and to be the natural enemy of the snake. These reports are not of reliable provenance and should be dismissed until proper investigations can be conducted.
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Re: Codex Cyona: The D&D Lore Topic
« Reply #30 on: December 27, 2011, 01:48:34 pm »
Parziyureh
The Thunderhawk Riders

One of the most famous and exclusive military orders on Eyvind are the Parziyureh, the legendary Thunderhawk Knights. Though the ancient Eyrun were allegedly adept at taming and riding these fearsome magical beasts, no mortal on Eyvind had done so for centuries, if not millenia. Following Emperor Raban's restoration of Eyvind over half a century ago the practise was revived by his adopted sister, Parzi 'Nevkuiroluulke' (lit: the voice of tempestuous sky), a powerful druid and warrior-poet of the god Rahdin. Indeed, the new Thunderhawk Knights take the name Parziyureh "Followers of Parzi" in honour of their founder.

Thunderhawk Knights are a militant order of the Vault caste in the Eyrun religious system. All are empowered druids, which limits their numbers quite significantly as few are worthy of the honour of druidic training. The knights are trained from a young age in fortress monasteries secluded on tall mountains near great forests. Their training is mentally and physically gruelling, and those who fail can still expect a great deal of success in their lives, often leaving immediately to become elite warriors in other military organisations, or reknowned adventurers.

Knights in training are paired with a young Thunderhawk at an early age. The bird is always female, as male Thunderhawks are too small to support the weight of an adult warrior. Once a trainee is of age and is deemed skilled enough, they are introduced to a trainee artificer of equal seniority. These artificers are priests of Charakimin, and it is their responsibility that the knight is properly outfitted. Though their role is similar to that of a squire, they are treated as equals, and are recognised as an indespensible part of the team which includes the knight and his mount.

The first responsibility of the artificer is in the creation of the knight's flight armor. This masterwork leather suit is treated with the sap of the great Myrnt trees and studded with knots of wood, which makes its wearer resistant to lightning. The armor must constantly be kept in good condition, for should it fail the Knight risks being injured or even killed by his own mount's electrical power. The artificers also craft the knight's long hammers, lances and signature thundering bows and myrntwood arrows.

Thunderhawk Knights are formidable on their own, striking swiftly with their hammers and lances while their mounts attack with talons and discharges of deadly lightning. Their true strength, however, lies in tactical combat as a group. A formation of half a dozen Thunderhawk Knights is a force which can engage almost any kind of threat, and they are trained in a multitude of group maneuvers including group charges, skirmish formations, encircling rings of arrow-fire, and even dismounted actions coordinated with their birds. Their druid training also allows them to call upon spells to assist their allies to bring ruin to their enemies.
Against massed opponents they favour shock tactics, swift brutal charges followed by lightning disengagements. When a single powerful foe is faced they prefer to skirmish and make hard targets of themselves, darting in for opportunistic attacks. When facing other flying foes they are trained to knock their opponent out of the air or otherwise cripple their mobility before closing in for the kill.

The Parziyureh wear uniforms of blue fabric when not kitted out in their flight gear, though when not flying they retain their distinctive padded metal helmets with their glass eye-lenses, designed to cushion the wearer's head from impact in the event of a fall.
Their flight uniforms are leather dyed a shade of blue or black depending on rank and role in a squadron, and reinforced with circular studs of myrntwood. This armor has a high reinforced collar which prevents injury to the wearer's neck from forces experienced in flight or in the event of a fall. Senior knights have their helmets decorated with plumes of feathers and may also wear a feathered cloak bearing beneficial enchantments. A common accessory among more cautious knights is a magical item granting slowfall, though some knights are confident enough in their own skill and that of their mounts and forego such a precaution.

Sample Thunderhawk Knight:

Kueyei Eyzia

Female Eyrun (Charadin) Druid 3 / Fighter 1
Lawful Neutral

Strength16(+3)
Dexterity15(+2)
Constitution10(+0)
Intelligence10(+0)
Wisdom16(+3)
Charisma9(-1)
Size:Medium
Height:5' 10"
Weight:195 lb
Skin:Gray
Eyes:Blue
Hair:White Straight

[/td][/tr]
[/table]

Total Hit Points: 24

Speed: 30 feet

Armor Class: 14=10  +2 [leather]  +2 [dexterity]
    Touch AC: 12
    Flat-footed: 12

Initiative modifier:+2=+2 [dexterity]
Fortitude save:+5=5 [base]
Reflex save:+3=1 [base] +2 [dexterity]
Will save:+6=3 [base] +3 [wisdom]
Attack (handheld):+6=3 [base] +3 [strength]
Attack (unarmed):+6=3 [base] +3 [strength]
Attack (missile):+5=3 [base] +2 [dexterity]
Grapple check:+6=3 [base] +3 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
76 lb. or less
77-153 lb.
154-230 lb.
230 lb.
460 lb.
1150 lb.

Languages:Eyrun, Parziyureh secret language

Masterwork Myrntwood Javelins [1d6, crit x2, range inc 30 ft., 2 lb, piercing]

Masterwork Cavalry Hammer [1d8, crit x3., 5 lb.,  one-handed, bludgeoning, reach]

Masterwork Myrntwood Studded Leather Flightsuit [light; +3 AC; max dex +6; check penalty 0;  10 lb. Lightning Resistance 10, fall damage reduced by 2 dice]

Feats:
    Mounted Combat
    Mounted Archery
    Rideby Attack
    [/list]
    Traits:

      Skill Name
      Key
      Ability
      Skill
      Modifier
      Ability
      Modifier
      Ranks
      Misc.
      Modifier
      AppraiseInt0=
      +0
      BalanceDex*2=
      +2
      BluffCha-1=
      -1
      ClimbStr*3=
      +3
      ConcentrationCon6=
      +0
      +4+2
      Craft_1Int0=
      +0
      Craft_2Int0=
      +0
      Craft_3Int0=
      +0
      DiplomacyCha-1=
      -1
      DisguiseCha-1=
      -1
      Escape ArtistDex*2=
      +2
      ForgeryInt0=
      +0
      Gather InformationCha-1=
      -1
      Handle AnimalCha3=
      -1
      +4
      HealWis3=
      +3
      HideDex*2=
      +2
      IntimidateCha-1=
      -1
      JumpStr*3=
      +3
      Knowledge (nature)Int2=
      +0
      +2 [druid]
      ListenWis3=
      +3
      Move SilentlyDex*2=
      +2
      Perform_1Cha-1=
      -1
      Perform_2Cha-1=
      -1
      Perform_3Cha-1=
      -1
      Perform_4Cha-1=
      -1
      Perform_5Cha-1=
      -1
      RideDex9=
      +2
      +7
      SearchInt0=
      +0
      Sense MotiveWis3=
      +3
      SpotWis8=
      +3
      +5
      SurvivalWis5=
      +3
      +2 [druid]
      SwimStr**3=
      +3
      Use RopeDex2=
      +2

      *=check penalty for wearing armor

      XP penalty for multiclass as: Fighter

      Zero-level Druid spells: 4 per day
      Know Direction, Light, Flare, Create Water

      First-level Druid spells: 3 (2+1)  per day
      Speak With Animals, Jump, Fairie Fire

      Second-level Druid spells: 2 (1+1)  per day
      Summon Swarm, Fog Cloud

      Eyrun (Charadin):

      • +2 wisdom

      +2 racial bonus to concentration and craft
      Phantom Script at will

      [/list]Druid:

      • Spontaneous Casting (summon nature's ally)
      • Animal Companion
      • Wild Empathy
      • +2 on Knowledge (nature) and Survival (already included)
      • Woodland Stride (level 2)
      • Trackless Step (level 3)
      • Resist Nature's Lure (level 4)
      • Wild Shape (level 5)
      • Venom Immunity (level 9)
      • A Thousand Faces (level 13)
      • Timeless Body (level 15)
      • High wisdom gains bonus spells daily
      Fighter:

      • Bonus Feats (already included)

      ClassHP rolled
      Level 1:Fighter10
      Level 2:Druid2
      Level 3:Druid4
      Level 4:Druid8+1 to strength

      Kueyei Eyzia's Equipment:
      Weapons and armor as above
      Enchanted Flight Goggles (Grant low light vision and +2 enhancement bonus to spot)
      Flight harness
      Potion of slowfall
      Holy symbol of Charadin
      Holy book of Charadin
      The Book of Parzi
      « Last Edit: January 18, 2012, 03:37:13 pm by Krakow Sam »
      Sam is basically right, he's just cranky.

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #31 on: December 28, 2011, 09:26:39 am »
      Rabanehkeb
      The Battle-Chanters

      "Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori, Raban mirurke eynatumirluir par uvamir ag abeiurgnu ychuvsig uzivatu zindneviz Aksori..."
      - The Chanter host on the eve of the battle of Andar's Gate

      The Rabanehkeb (Raven Chanters) are one of the militant wings of the Speyrir-worshipping Voice caste of the Eyrun imperial religious doctrine. Though they are not priests they are afforded an equal deal of awe and reverence by the people, perhaps more, thanks to their legendary status as warriors and their infamous powers of manipulation and dominion over others.

      The first Chanters were trained shortly after Emperor Raban I of Eyvind had achieved his long-standing goal of granting the Eyrun race the power of speech. Largely drawn from certain now-defunct orders within the old political organisations which had previously ruled the Eyrun, the Chanters were formed with the goal of creating a class of warrior who was equally adept at leadership and psychological warfare as he was at down and dirty fighting.

      Chanters are trained in a traditional monastic atmosphere. Initiates are generally recruited at a young age and raised in a structured environment until they are nearly adults. During this time their training is split equally between combat and endurance training focusing largely on nible fighting styles with light weapons and armor, and intensive study and contemplation. A key aspect of the mental training of a Chanter is the memorisation of thousands of cants, catechisms, proverbs, koans and mnemonics, and training in sophisticated oratorial skills.
      The result of this training is to produce erudite warrior bards who are at home in an advisory position as they are in an all-out melee.

      Once they have come of age, trainee Chanters are required to adventure independantly for several years, travelling the settlements and wildernesses of Eyvind performing righteous deeds and expanding their knowledge and experience. It is discouraged for trainees to undertake this alone, but it is forbidden for Chanters educated in the same monastery to adventure together formally, as the purpose of the travels is for the young ones to understand the world outside their cloistered upbringing, and to comprehend the lives and motivations of the people who inhabit it.

      Once their adventures are deemed satisfactorilly concluded, the initiates graduate as full Chanters and begin to serve their caste and empire. Chanters fullfil a wide range of functions, including being bodyguards and advisors to important people, policemen, inquisitors or agents of justice, political negotiators, envoys to foreign governments, and support of troops on the battlefield.
      In their capacity as battlefield leaders the Chanters are especially reknowned as being able to bolster the flagging resolve of a body of warriors under extremely hostile conditions. Their years of accumulated lore make them indespensible as field leaders in unusual engagements, and their knack for practical magic also gives them some versatility as messengers or healers.

      In special cases, an entire unit composed entirely of Chanters will be formed to fight in a great battle. This is noted to have a devastating effect on an opponents morale, even as the resonant chanting of hundreds of warrior-bards whips faithful allied troops into a zealous frenzy.

      Chanters wear uniforms of completely black armor or robes, often embellished with trophies and scroll cases, lending each Chanter his own unique style. The favoured weapon of a Chanter is a shortsword or knife crafted in the traditional Eyrun manner from the beak of a Thunderhawk. Despite their primitive appearance these weapons are vicious, and can inflict hideous ragged wounds in the hands of a skilled wielder. Besides this, Chanters often own a rather motley collection of equipment collected on their adventures and in the course of their duties, evoking the hoarding instinct of ravens and magpies.
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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #32 on: January 28, 2012, 04:41:40 am »
      Izwi: The Oppositions

      The Izwi are a category of deities in the Eyrun religious system of Ahria, secondary deities of negativity and evil who stand opposed to the core pairings of the Ahria pantheon. Unlike the complimentary androgynous pairings of the positive deities they oppose, the Izwi are depicted as sexless abominations, alien and inimical to mortal life, and to be thwarted whenever possible.
      Though the Izwi are held to be powerful and a serious threat to mortals, it is a core tenet of Ahria that the paired deities of the pantheon are easily powerful enough to keep them in check, as long as mortals do not let their resolve waver.

      Koth: Kot, The burrower beneath the Foundations
      Koth is the Izwi opposed to Iolaros, depicted as a horrid ephemeral cthonic being of pure void and cold. In its oppositional role it is said to flow into flaws in the foundations of the world and force them wide, as ice opens fissures in stone. Koth is said to bring harsh winters, sleepless nights and hungry bellies. It is defeated by the mortal virtue of Resolve. Through contemplation, meditation and force of will, an individual may numb themselves to cold, fatigue and hunger and deny the evil one hold over them.

      Kzerz: Kazerk, The gnawer of the Pillars
      Kzerz is the Izwi opposed to Croxa, depicted as a vile centipede-like chimera with many hungry mouths. In its oppositional role it is said to gnaw at the pillars of mortal civilisation, as bugs gnaw at the stems of crops and the trunks of trees. Kzerz is said to cause birth defects, crop failures and disease. It is defeated through the mortal virtue of Prudence. Through sound practises in husbandry, agriculture, medicine and morality, the corruption of Kzerz can be kept in check.
      A legend goes that when the Arch-Prophetess first came to Eyvind one of her first divine acts was to summon up an audience with Kzerz and trick it into promising not to kill her children, the people of Eyvind. It is said Kzerz has kept to its word, but is by no means barred from causing non-lethal harm and misery where it wills it.

      Tsamina: Etsamina, the greaser of the Steps
      Tsamina is opposed to Anashra, depicted as a grey grasping apparition with many greedy darting hands and piercing eyes. In its oppositional role it is said to prevent mortal ascending the Steps to material and intellectual prosperity. Tsamina is said to inspire avarice, ignorance and the loss of old treasures and knowledge and is often blamed when trinkets go missing or a memory cannot be recalled. It is mythically said to be responsible for the loss of the great secrets and artifacts of old House Roedremar. Tsamina is defeated through the mortal virtue of Magnanimity. Through charity, openness and aiding the deserving, mortals can break Tsamina's hold on its ill-kept horde and allow prosperity for all.

      Ayaio: Yao, the plunderer of the Vaults
      Ayaio is opposed to Charadin, and is depicted as a shapechanging sylphlike trickster. In its oppositional role it is said to cause disarray and conflict in both mortal affairs and nature. Ayaio is said to inspire conflict, undermine mastery and encourage misuse of power, and is blamed for political corruption, wanton incomptence, mischief and the dangerousness of the wilderness. Ayaio is defeated through the mortal virtue of Vigilance. Through constant watchfulness and self-evaluation, mortals can deny Ayaio's mischief or mitigate the damage should any come to pass.

      Naritche: The Nameless
      Naritche is opposed to Speyrir, and is forbidden from being depicted (it is in fact said that it is impossible to imagine or depict the Nameless, for he defies and denies a name and description). In its oppositional role it encompasses all evil, destruction and corruption. The Nameless is said to be responsible for madness and mental sicknesses, miscreation and wicked and destructive lies.  Naritche is defeated through the mortal virtue of Faith. Mortals cannot defeat or resist Naritche, only through faith in Speyrir can they protect themselves from the malign influence of the Nameless.

      The Shepard: The backward Path
      A special case, the Shepard corresponds with the living saints of the Aksori in the Ahria pantheon. While the Aksori symbolise and embody the forward progress, the Shepard represents the old ways and the dangers of returning to them. A complex figure, the Shepard is venerated as a Saint himself, and his old ways are seen as important and good in paving the way for the current order, but as part of the Izwi the Shepard is the negative influence, urging a return to old practises which are no longer good or holy in a modern context. This paradox is largely consistant with the thread of duality running through Ahria, and is not seen as a major theological problem by true believers.
      « Last Edit: January 28, 2012, 04:25:37 pm by Krakow Sam »
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      Offline Mr. Wizard

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #33 on: February 24, 2012, 12:00:57 pm »


      Physiology
      A single trader is the combined for of two different species. The octopus-like creature at the top is in control, and can generally be considered as the actual Trader individual. Trader's dry skin is usually blue, with a yellow to red beak and a green to yellow great eye. It is has a body composed of five regions. The sensory "head" contains complex sensory organs that can detect light, magic, and divine auras. under the head and to the left and right are "shoulders" which extend downward and branch into their respective tentacles. Between these shoulders is a beak covered mouth that connects to a long, thick shaft that serves as the torso. The Torso contains the brain, bird-like lungs, a heart, and highly complicated vocal organs, allowing the trader to imitate any sound and thus speak any language. The torso is usually buried inside  the carapace of the second creature, a creature it needs to survive. Traders have no set gender.

      The second creature, known as the "walker", is dependent on the Trader to survive. It is composed of a trio of hard legs connected to a a hard thorax that contains the traders torso. The torso contains all the other organs a Trader requires to live, including a stomach and other organs used in digestion, a second heart, a second smaller brain, and reproductive organs. The only outward sensory organs a Walker has are ears along its thorax, which also serve as simple lungs, and a sense of touch. Walkers have three genders. Male, which allows them to make sperm for their Trader. Female, allows them to make eggs for their Trader. Finally a "asexual" gender, which is only capable of incubating eggs that produce perfect duplicates of the walker upon its death. Most traders are issued "asexual" gendered walkers.
       

      Life Cycle
      A trader is born when a male walker impregnates a female walker as the two traders are lost in delirious happiness. For this reason, most all traders that do business are issued asexual walkers. A Trader couple is generally too distracted to perform duties. Traders stay inside eggs until they are fully grown. Care takers spread a special slime over their eggs that nourish the growing Trader inside. Once they hatch three to five years after being layed, the fat they build up and the traders own weak heart can only keep a recently hatched trader alive so long before they starve. A caretaker must bring a Walker to the hatchling, which can crawl inside,  reaching its torso into the walkers thorax and connecting their nervous and vascular systems together. The walkers brain is then able to teach the hatchling instantly how to walk and move in the new body. Traders are immortal as soon as they are hatched. So long as they can eat, keep themselves from injury and obtain new walkers, the life span of a trader is essentially unlimited. Outside of a walker, their lifespan is about three weeks to two months, depending on whether they can enter a hibernating state quickly enough and maintain it.

      Walkers are hatched from eggs stored inside asexual walkers. Upon the death of an asexual walker, the eggs inside start to mature, and hatch within days. Young walker hatchling thorax acts as a giant serrated mouth, which allows it to consume its dead parent and anything else in the vicinity, excluding Traders, which it can recognize and avoid eating, even acting to protect a Trader. In a month, if it is able to get enough nutrients, it should be able to act as host to a Trader. Most walkers grown outside of growing pens are likely acting as emergency replacement to a stranded Trader. Walkers tend to live about thirty years, making it necessary for Traders to change their walker repeatedly over their long existence. Each asexual walker has 4 to 10 eggs inside it.

      Culture

      Trader culture is rooted on the idea of personal gain, that which can be tangibly held and owned. This includes individuals in their own race. Every trader is indebted to every other Trader. There are only two ways to get out of this debt, pay it off over years of service, or kill the debt owner. Although a very chaotic and treacherous species, their paranoia allows them the security of an orderly society. A debt holder always ensures he is more than capable of slaughtering any and all of those who owe him. For this reason, traders are highly covetous of power. They trade in power and the ability to wield it, and will trade in anything to attain it.

      It was this quest for power that lead to the creation of the Animus Repository and the rise of Master-Of-All-Trades-From-The-Present-To-The-End-Of-All-Things as the current leader of all Traders. He wields the power of the Repository to its fullest effect, and all traders owe him for its creation. It was made and subsequantly activated some time during the God Wars, and Master-Of-All-Trades used it to wound Vatkir, drive Calathus and Karrghan from the field of combat as both sought to wield it against the other, and defy the order of Crosimus to create a new planet in the Material Plane, a blue stone world that exists in many planes at once, far away from any star to house the Respository. The Traders take joy in being flippant with the Gods, as they were not created by any god. Their origin is unknown.

      Traders are the masters of many crafts, but their prime craft is the creation of magical rods. They imbue rods with many of the most powerful magical properties available to any race, and it is their most highly prized trade good. Gold Rods in particular allow the control and manipulation of Blue Stone, a magical substance that can change shape and function according to the will of the Gold Rod wielder. Blue Stone requires animus to bend in this way, and so the Traders will always trade for animus, in all its forms.

      War

      The lowest tier of Traders act as their soldiers, and as each trader couple is capable of laying thousands of eggs during their year long mating ritual, soldier numbers are easily replenished. Traders with many children act as generals, capable of leading large armies of soldiers to overrun planets deemed threatening to their interests. Generals are kept in check by the Gold Rod wielding Trader Captains that command vast blue stone trade vessels, capable of housing a large number of soldiers and goods. These vessels are capable of connecting to a storage cavern on their own world, containing all of their accumulated wealth ready for  trade. These traders generally provide walkers and equipment to all the children of the generals. It is these blue stone asteroid like ships that many worlds and planes encounter, ready to trade their goods for the right price. Rarely do the Traders attempt to conquer, instead allowing the accumulated wealth of their trade partners to grow and steadily fill the Traders coffers.

      Should a suitably dangerous foe present itself, powerful enough to threaten the Master-Of-All-Trades, he may use the Master Rod to command the entire blue stone world of the Traders to devour the foe. A world enveloped in the traders blue stone planet is quickly stripped of all animus and magic, and its stone is converted to blue stone to grow the world. The material wealth of the world is evenly distributed to all Trader Captains as trade goods. Although a very profitable act, this is only used as a last resort against a highly dangerous foe. It is the fear of the Master-Of-All-Trades that too consume everything would mean the destruction of all traders, as Traders may destroy themselves in an attempt to gain all the power of the Master-Of-All-Trades for themselves.

      The only entities to successfully resist the Traders desire to utterly annihilate them are Os'Mora and her Devils. The Nine Hells have resisted consumption and have defended themselves against all attacks by both the Traders and their demon allies. It is unknown why the Traders are so antagonistic to the Nine Hells, but it may simply be competition for the souls of Mortals.

      Stats
      Aberration (Chaotic, Extraplanar)
      • -2 strength, +2 dexterity
      • Medium: As Medium creatures, Traders have no special bonuses or penalties due to their size.
      • Trader base land speed is 30 feet
      • Darkvision: The strange eye of the Trader can see infinitely far in pure darkness.
      • Limited Blindness: The strange eye of the Trader can see only 30ft into sunlight.
      • Animus Drain (Su): Upon successfully grappling an opponent, all Traders may attempt to drain the animating force of any creature, instantly killing them. They can drain souls from living beings and the raw animus of all other creatures, even those that do not have souls. DC is charisma based.
      • detect good/evil/chaos/law at will (Sp):Allows the Trader to detect the alignment of any auras they encounter.
      • detect magic at will (Sp):Allows the Trader to detect magic.
      • Weapon Grip (Ex): By combining all four of their arm tentacles into 1 larger arm, they can wield two-handed weapons in 1 "hand" without penalty.
      • +2 racial bonus to appraisal checks.
      • Automatic Languages: Trader Common, Celestial, Abyssal
      • Favored Class: Expert. A multiclass Trader’s Expert class does not count when determining whether they take an experience point penalty for multiclassing.

      Examples
      Trader Soldier

      Offline Krakow Sam

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      Re: Codex Cyona: The D&D Lore Topic
      « Reply #34 on: March 09, 2012, 02:59:21 pm »
      Wood Elves

      The race of elves is an ancient one, and long lived to the point of apparent immortality. On Rudlec, no elf is known to have perished naturally from deterioration caused by old age, and a careful or lucky elf may live to be millenia old. This state of affairs has had what some perceive to be a regrettable impact on their society. With no old age and consequent death to clear the playing field for a new generation, elven society left to its own devices inevitably stagnates, with the eldest and most experienced remaining in their positions of power almost indefinitely, their conservative influence stifling change and dooming their culture to a geologically slow rate of advancement and adaptation. Consequently, any right thinking elven society takes steps to mitigate this. The high elves, or elves of the city mix freely with other races and bear children with humans, accquiring fresh blood through political guile and mentorship over those they deem lesser races. The drow of the underworld thrive through brutality and intrigue, so high is the death toll among them that the curse of their long lives rarely has a chance to manifest. There is a third path commonly explored. That of the wild elves, or wood elves of Rudlec.

      Lifestyle
      The wood elves are elves who chose to leave civilisation and live in a state of barbarism, or are the descendents of those who did so at some point in history. Eschewing the safety and comforts of civilisation and living a rugged and violent existence, these elves seek to escape the stagnation of their long lives, either by finding some new purpose in the wild, or simply dying to some natural hazard or at the sword of a foe.
      Wild elves generally choose to live far away from civilisation, and favour wooded areas, though some have been known to make their homes on more open terrain. Isolationist and intolerant of trespassers, wood elves are usually organised into tribes or extended family groups, who live a subsistence existence living off the land as hunter-gatherers, not engaging in agriculture or any industry beyond the minimum they require. Some wood elf tribes have been known to construct forges and make primitive but elegant metal weapons, others have been reported trading with other races for necessities, but many wild elves make do with cruder tools of wood and flint.
      While some wood elves are nomadic, others who favour fixed abodes generally live in elaborate traditional treetop dwellings, or simply mud and skin huts or tents.
      Wood elves engage in arcane magic only in the form of natural sorcery which manifests in their numbers from time to time, Wizardry is almost never practised, a symptom of decadent civilisation to be avoided. Wild elves do occasionally produce clerics, but they are more likely to follow the divine path of the Druid.

      Culture
      Wood elves shun civilisation and its trappings. They largely seek to erase the memory of their civilised history, preferring to set a new status quo for themselves as a wild people, free of restraints and full of wild abandon, seperated from animals only by their ability to understand the priviledge of their position as thinking beings attuned with the wild places. Wood elf society is primitive and often brutal, but simultaneously hedonistic. Kinship and bonds of blood or tribe are fairly effective at preventing infighting, but outside of these groups the wild elves have few qualms about murder, though they will rarely kill in cold blood, as such is not the way of the wild. Rather than simply deferring to the leadership of the eldest and wisest, as the city elves would, wild elves prefer an anarchic system of consensus, which serves fairly well in their small social groupings. The closest wild elf society comes to leaders or authorities is their Druids, who tend to devote themselves more to cerebral matters than their kin, and are valued as advisors and wise people. The Druids are perhaps somewhat paradoxically seen as being more civilised by outsiders, as they can freely allow themselves to live beyond the moment without compromising their ideals, knowing that through their magics they may reincarnate after death and perhaps retain some knowledge of their previous existence in the body of an animal or a biologically mortal race. In addition, a Druid generally serves a higher purpose, and does not simply live to survive moment to moment and snatch material pleasures from his wilderness home.
      Wood elves do not produce great works of art beyond simple trophies to adorn their bodies, and haunting or raucus music which accompanies whatever ceremonies or celebrations they may wish to observe. Wood elves are also keen users of recreational drugs, be it alcohol or any number of conciousness altering plants and fungi which may grow near their homes. An entire subgroup of wild elves found throughout their societies live in a perpetually altered state, constantly taking various drugs in order to forget their formerly civilised ways or simply because they enjoy it.
      Occasionally a city elf will turn his or her back on civilisation and attempt to join the wild elves. Similarly, a wild elf will occasionally tire of their barbaric existence and seek to join civilisation. How accepted such individuals are varies entirely based upon the societies involved.

      War
      Wood elves rarely have political cause to make war, but are suicidally protective of their homes, and once engaged in battle fight with a zeal and bloodlust comparable to that of orcs. Since almost all wood elves are adept hunters out of necessity, their approach to war generally favour stealth and guerilla tactics, and if forced to fight in more formal situations their lack of discipline and cohesive leadership serves them poorly. Nevertheless, it is a foolhardy army which marches unwelcomed into a forest known to be frequented by wood elves.
      Occasionally wood elves with a thirst for adventure will travel outside their home and offer up their services as mercenaries, generally working for as little money as is required to keep them in food and strong drink. Particularly fearsome in reputation are the so called wardancers or wartrancers. Permanently narcotic-addled warriors whose use and abused of various esoteric substances gives them ferocious strength, lightning reflexes, noteworthy resistance to pain and an altered level of perception which allows them to react to threats which a normal warrior would have difficulty with.

      Wood elf characters receive a stat adjustment of either +2 strength -2 intelligence OR +2 dexterity -2 intelligence in place of the high elf's stat adjustment. A wood elf character's favoured class is either Ranger or Barbarian.
      Sam is basically right, he's just cranky.