Janardūn: The Psionic Lands




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    Janardūn: The Psionic Lands

    Janardūn: The Psionic Lands

    INTRODUCTION
    Dominated by rolling plains and forests and low mountain ranges, Janardūn is best described by two words, psionic knights. These are platemail wearing psychic warriors (as per the class in the D&D Expanded Psionics Handbook), whom are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardūn. They tend towards neutrality and law in their outlook on life.

    And while the Insightful Order is important to the Republic's survival—it doesn't rule it. The Council of the House rules the continent, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple—tradition dictates it such and it has worked well for 3,000 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not (upsetting the Balance), then the knights will dismiss the Council.

    However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power and those nobles that join the knights give up all family ties and privileges. A member joins a branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).

    As to what the knights fight against to protect the masses that, also, is describable in two words, ogre mages. This is the simple explanation, the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic welding humanoids but a knight hardly ever battles one in direct combat. And those who did either died trying or were never the same afterwards. No, the true menaces of daily life are the athachs, ettins, wild dwarves, darkwings, and quicklings that call the pgre mages, masters.

    The ogre mages send their minions out of the mountains, dark forests and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. Many of the aaleear, shoyir elves, rakasta, and cyclops stand with the knights against the evil giants and their minions.

    What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.

    Note: Of the races listed above, the following ones are naturally psionic: Aaleear, cyclops, ogre mages, Shoyir elves, and wild dwarves. Also the following races from the D&D Expanded Psionic Handbook and D&D Complete Psionic are found in Janardūn: Duergar, elan, githzerai, synad, and xeph. The githzerai of Janardūn are native to the Material Plane, not Limbo. Elan and xeph are not normally found anywhere else on the World of Kulan. Synads are never found anywhere else on the World of Kulan.

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    __________________________________________


    Artwork by Daniel Schenström
    Last edited by Knightfall; Saturday, 5th January, 2013 at 07:44 AM.
    Robert Blezard

 

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    GODS OF JANARDUN

    Pantheon of the Republic
    While the Lands of Harqual has several pantheons and unaligned gods, Janardūn only has one "true" pantheon of deities, the Pantheon of the Republic. Several of these deities claim to rule this pantheon of gods but in truth, they constantly stuggle against each other to rule the Pantheon of the Republic, which is the name given to them by the mortals of Janardūn.

    The deity Anu currently leads the pantheon but his control over the other deities is "constantly in flux." His greatest rivals are Ea, Enlil, and Shamash. Of these three, Shamash is the most likely to take control of the pantheon's leadership.

    Anu
    God of the Sky, The Father, The King of the Gods, The Lord of Gates

    Greater Deity
    Symbol: Sunburst
    Home Plane:
    Anu
    Godly Realm: Highest Heaven
    Alignment: Lawful neutral (good)
    Portfolio: Beginnings, gates, doors, sky
    Worshipers: Elementalists (air), dwarves, kings, nobles, planewalkers, rangers
    Cleric Alignments: LN, LG, LE, N, NG
    Domains: Air, Law, Knowledge, Magic, Protection, Travel
    Favored Weapon: Mace

    Adad
    God of Strength, Prince of Clouds, Ramman, The Thunderer, The Violent

    Intermediate Deity
    Symbol: Stylized lightning bolt
    Home Plane: Ouno
    Godly Realm: The Storm Cloud
    Alignment: Chaotic neutral
    Portfolio: Rain, storms, strength
    Worshipers: Barbarians, elementalists (air), farmers, warriors
    Cleric Alignments: CN, CE, CG, N
    Domains: Air, Chaos, Storm, Strength, Water
    Favored Weapon: Warhammer

    Anshar
    The Night

    Lesser Deity
    Symbol: Black sphere
    Home Plane: Kin-Li’in
    Godly Realm: City of Eternal Darkness
    Alignment: Chaotic evil
    Portfolio: Darkness, night
    Worshipers: Ogre mages, assassins, lurks, morlocks, thieves, wild dwarves
    Cleric Alignments: NE, CE, CN, N
    Domains: Chaos, Darkness, Evil, Shadow
    Favored Weapon: Dagger or longsword
    Last edited by Knightfall; Saturday, 10th July, 2010 at 09:09 AM.
    Robert Blezard

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    Belet-ili
    Aruru, Earth Mother, Mammitum, Ninhursaga, The Lady of the Mountain

    Greater Deity
    Symbol: Blue-white diamond
    Home Plane: Arcadia
    Godly Realm: Great Mountain of the East
    Alignment: Neutral good
    Portfolio: Earth
    Worshipers: Druids, elementalists (earth), rangers, farmers, midwives
    Cleric Alignments: NG, CG, LG, N
    Domains: Animal, Earth, Good, Healing, Plant
    Favored Weapon: Quarterstaff

    Damkina
    The Mother Goddess

    Greater Deity
    Symbol: A woman holding a newborn child
    Home Plane: Anu
    Godly Realm: Fisher King’s Manor
    Alignment: Neutral good
    Portfolio: Mothers, marriage, nature
    Worshipers: Women, mothers and wives, druids, rangers
    Cleric Alignments: LG, NG, CG, N
    Domains: Animal, Family, Good, Plant, Protection
    Favored Weapon: Club

    Ea
    Enki, God of the Sweet Waters, The Fisher King

    Intermediate Deity
    Symbol: A fish with goat horns
    Home Plane: Anu
    Godly Realm: Fisher King’s Manor
    Alignment: Lawful good
    Portfolio: Wisdom, medicine, arts, craft, streams, fresh water
    Worshipers: Artists, elementalists (water), craftsmen, fishermen, healers, psionic knights, psions, shoyir elves
    Cleric Alignments: LG, NG, LN
    Domains: Art, Good, Knowledge, Law, Thought, Water
    Favored Weapon: Trident

    Enlil
    God of War, Ruler of Heaven

    Intermediate Deity
    Symbol: A simple crown or a pick-axe
    Home Plane: Arcadia
    Godly Realm: Great Mountain of the East
    Alignment: Lawful neutral
    Portfolio: Air, law, order, war
    Worshipers: Elementalists (air), cyclops, dwarves, fighters, paladins, psionic knights, soldiers, warriors
    Cleric Alignments: LN, LG, LE, N
    Domains: Air, Courage, Law, Sword, War, Wrath
    Favored Weapon: Pick

    Ereshkigal
    Irkalla

    Intermediate Deity
    Symbol: A clawed, four-toed foot
    Home Plane: Baator
    Godly Realm: The Netherworld
    Alignment: Lawful evil
    Portfolio: The Netherworld, the dead, ancestral wisdom
    Worshipers: Blackguards, necromancers, psions, scholars
    Cleric Alignments: LE, LN, NE
    Domains: Death, Evil, Family, Knowledge, Law
    Favored Weapon: Flail
    Last edited by Knightfall; Friday, 24th July, 2009 at 12:01 AM.
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    Girru
    Lord of the Flame

    Lesser Deity
    Symbol: Axe wrapped in fire
    Home Plane: Celestia
    Godly Realm: The Undying Flame
    Alignment: Lawful good
    Portfolio: Fire
    Worshipers: Elementalists (fire), paladins, good knights
    Cleric Alignments: LG, LN, NG
    Domains: Fire, Good, Law, Light, Magic
    Favored Weapon: Battleaxe

    Ki
    Lion's Friend

    Greater Deity
    Symbol: Iris
    Home Plane: Arcadia
    Godly Realm: Great Mountain of the East
    Alignment: True neutral
    Portfolio: Nature
    Worshipers: Druids, rakastas, rangers, farmers
    Cleric Alignments: N, LN, NG, NE, CN
    Domains: Animal, Plant, Renewal, Sun, Weather
    Favored Weapon: Quarterstaff

    Marduk
    The General of Law, The Justice Bringer

    Lesser Deity
    Symbol: A dragon
    Home Plane: Anu
    Godly Realm: Marduk
    Alignment: Lawful good
    Portfolio: Cities, defense against chaos and evil
    Worshipers: Builders, charioteers, councilors, dwarves, fighters, generals, paladins
    Cleric Alignments: LG, LN, NG
    Domains: Good, Law, Luck, Wall, War
    Favored Weapon: Net

    Nanshe
    Goddess of Water and Fertility, Interpreter of Dreams

    Intermediate Deity
    Symbol: A vessel of water with a fish in it
    Home Plane: Region of Dreams
    Godly Realm: The Pit of Nanshe
    Alignment: True neutral
    Portfolio: Oneiromancy, water, fertility
    Worshipers: Aaleear, dream weavers, druids, elementalists (water), prophets, psionic knights, psions, seers
    Cleric Alignments: Any
    Domains: Animal, Forest, Knowledge, Plant, Water
    Favored Weapon: Quarterstaff

    Nergal
    Errakal, Father of Vermin, The God of Plague

    Lesser Deity
    Symbol: White locust or a lion's head
    Home Plane: Gray Waste
    Godly Realm: Nergaltos
    Alignment: (Chaotic) Neutral evil
    Portfolio: Death, destruction, disease, pestilence
    Worshipers: Warlords, plague priests, cultists, vermin lords
    Cleric Alignments: NE, CE, CN, LE
    Domains: Air, Destruction, Evil, Insect, War
    Favored Weapon: Mace
    Last edited by Knightfall; Friday, 24th July, 2009 at 12:06 AM.
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    Ninurta
    Lord Plough

    Lesser Deity
    Symbol: Four feathered wings in a circle
    Home Plane: Anu
    Godly Realm: Fisher King’s Manor
    Alignment: Neutral good
    Portfolio: Agriculture, youth, athletics, hunting
    Worshipers: Athletes, druids, farmers, hunters, psychic warriors, rangers, teachers, trainers
    Cleric Alignments: NG, N, CG, LG
    Domains: Good, Plant, Strength, Travel
    Favored Weapon: Shortbow

    Shamash
    Greater than his Father, The Sun, Utu

    Greater Deity
    Symbol: Sun disc
    Home Plane: Anu
    Godly Realm: The Absorbing Light
    Alignment: Lawful good
    Portfolio: Sun, justice, travelers
    Worshipers: Councilors, dwarves, fighters, judges, psionic knights, psions
    Cleric Alignments: LG, LN, NG
    Domains: Good, Knowledge, Law, Sun, Travel
    Favored Weapon: Scimitar

    Silili
    Mother of all Horses, The Divine Mare

    Demigod
    Symbol: A celestial horse
    Home Plane: Material Plane
    Godly Realm: Wanders
    Alignment: Neutral good
    Portfolio: Horses
    Worshipers: Druids, farmers, female rangers, horse maidens, mounted soldiers, shoyir elves
    Cleric Alignments: LG, NG, CG, N
    Domains: Animal, Good, Plant, Water
    Favored Weapon: Lance

    Sin
    Nanna, Night’s Light, The Moon Mother

    Intermediate Deity
    Symbol: Gray crescent moon
    Home Plane: Plane of Unseen Infinity
    Godly Realm: Wanders
    Alignment: True neutral
    Portfolio: The moons, time, fertility, defense
    Worshipers: Bards, chronomancers, cyclops, druids, lurks, psions, rangers, rogues, spelljamming captains, shoyir elves
    Cleric Alignments: N, NG, CN, LN, NE
    Domains: Animal, Knowledge, Plant, Protection, Moon
    Favored Weapon: Spear

    Tiamat
    The Chromatic Dragon, Patron of Evil Dragonkind

    Archdevil
    Symbol: Five-headed dragon
    Home Plane: Baator (formerly); Ten Courts (now)
    Diabolic Realm: The Chromatic Warren (The Sixth Court)
    Alignment: Lawful evil
    Portfolio: Evil dragons, conquest
    Servants: Devils, evil dragons, chromatic dracoliches
    Cultist Alignments: NE, LE
    Domains: Destruction, Dragon, Evil, Law, Trickery
    Favored Weapon: Heavy pick (bite)
    Last edited by Knightfall; Friday, 24th July, 2009 at 12:11 AM.
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    STANDARD RACES AND CREATURES
    Here are the standard races and creatures for Janardūn. This list includes races/creatures from the D&D Monster Manual and D&D Expanded Psionics Handbook as well as any homebrewed creations that can be found on Janardūn.

    Races

    Creatures
    • Assassin Vine
    • Athach (MM)
    • Baboon, Ice
    • Badger, Dire (MM)
    • Bat, Dire (MM)
    • Bear, Dire (MM)
    • Beholder [all] (MM)
    • Blink Dog (MM)
    • Boar, Dire (MM)
    • Brain Mole (XPH)
    • Boar, Dire (MM)
    • Bulette (MM)
    • Cockatrice (MM)
    • Cryohydra (MM)
    • Crysmal (XPH)
    • Darkwing
    • Devourer (MM)
    • Displacer Beast (MM)
    • Doppelganger (MM)
    • Dragon, Blue (MM)
    • Dragon Bronze (MM)
    • Dragon, Green (MM)
    • Dragon, Silver (MM)
    • Dragon, White (MM)
    • Dragon Turtle (MM)
    • Dracovaran
    • Dryad
    • Dwarf, Wild
    • Effigy, Minute
    • Elemental [all]
    • Ettin (MM)
    • Folugub (XPH)
    • Frost Worm (MM)
    • Gargoyle (MM)
    • Ghost [Template] (MM)
    • Ghoul [all] (MM)
    • Giant, Cloud (MM)
    • Giant, Frost (MM)
    • Golem [all] (MM)
    • Gray Render (MM)
    • Hag, Annis (MM)
    • Hag, Sea (MM)
    • Harpy (MM)
    • Hippogriff (MM)
    • Homunculus (MM)
    • Illithid [Mind Flayer] (MM)
    • Intellect Devourer (XPH)
    • Kerrn (see below)
    • Krenshar (MM)
    • Lammasu (MM)
    • Lich [Template] (MM)
    • Lycanthrope, Werebear (MM)
    • Lycanthrope, Wereboar (MM)
    • Lycanthrope, Wererat (MM)
    • Lycanthrope, Werewolf (MM)
    • Merfolk (MM)
    • Mohrg (MM)
    • Mummy (MM)
    • Naga [all] (MM)
    • Nymph (MM)
    • Ogre Mage of Janardūn (see below)
    • Ooze, Gray (MM)
    • Owl, Giant (MM)
    • Pegasus (MM)
    • Phrenic Creature [Template] (XPH)
    • Phthisic (XPH)
    • Pseudodragon (MM)
    • Psicrystal (XPH)
    • Psion-Killer (XPH)
    • Puppeteer (XPH)
    • Puppeteer, Flesh Harrower (XPH)
    • Quickling of Janardūn
    • Rakasta Cat (Warbeast)
    • Rat, Dire (MM)
    • Remorhaz (MM)
    • Satyr (MM)
    • Sea Cat (MM)
    • Shadow [both] (MM)
    • Shambling Mound (MM)
    • Shark, Dire (MM)
    • Shield Guardian (MM)
    • Skeleton [Template] (MM)
    • Spectre (MM)
    • Spider Eater (MM)
    • Sprite [all] (MM)
    • Swarm, Bat (MM)
    • Swarm, Rat (MM)
    • Temporal Filcher (XPH)
    • Tendriculos (MM)
    • Thought Eater (XPH)
    • Thought Slayer (XPH)
    • Treant (MM)
    • Tree Troll
    • Triton (MM)
    • Troll (MM)
    • Troll, Dire
    • Troll, Scrag (MM)
    • Troll, Ice
    • Udoroot (XPH)
    • Unbodied (XPH)
    • Unicorn (MM)
    • Vampire [Template] (MM)
    • Vampire Spawn (MM)
    • Wight (MM)
    • Wolf, Dire (MM)
    • Wolf, Winter (MM)
    • Wolverine, Dire (MM)
    • Worg (MM)
    • Wraith (MM)
    • Zombie [Template] (MM)
    Last edited by Knightfall; Friday, 23rd July, 2010 at 04:31 AM.
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    KERRN
    Tiny Fey
    Hit Dice: ½ d6+2 (3 hp)
    Initiative: +6 (Dex)
    Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
    AC: 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13
    Base Attack/Grapple: +0/-9
    Attack: Bite +1 melee (1d3-1)
    Full Attack: Bite +1 melee (1d3-1)
    Space/Reach: 5 ft. / 5 ft.
    Special Attacks: Glamour magic
    Special Qualities: Low-light vision, scent
    Saves *: Fort +3, Ref +7, Will +1
    Abilities: Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
    Skills: Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 **
    Feats: Alertness, Track (B)

    Continent/Region: Janardūn
    Environment: Any hills, mountains, and forests
    Organization: Solitary, pair, or pack (5–12)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually chaotic neutral
    Advancement: By character class
    Level Adjustment: +2

    Kerrn are fey creatures that look like tiny dogs with translucent, multicolored fairy-like wings, which allow them to dart around like hummingbirds. Kerrn fur is as varied as dogs but may also have shades that range from blue to green in color for those living in forested regions. Regardless of fur color, kerrn always have purple eyes that shine in the dark.

    Kerrn are intelligent and speak both Common and Sylvan.

    Combat
    Kerrn aren't much for fighting, preferring to play pranks on opponents using their glamour magic ability. If severely threatened, they flee as fast they can by air.

    Glamour Magic (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.

    Low-Light Vision (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.

    Scent (Ex): A kerrn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

    Saves: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.

    Skills: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.

    The Kerrn as Characters
    Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery.
    Last edited by Knightfall; Monday, 12th July, 2010 at 04:00 AM.
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    OGRE MAGE OF JANARDŪN
    Large Giant (Psionic)
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +4 (Improved Initiative)
    Speed: 40 ft. (8 squares), fly 40 ft. (good)
    AC: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
    Base Attack/Grapple: +3/+13
    Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
    Full Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
    Space/Reach: 10 ft. / 10 ft.
    Special Attacks: Spell-like abilities, psi-like abilities
    Special Qualities: Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy
    Saves: Fort +7, Ref +1, Will +3
    Abilities: Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
    Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
    Feats: Combat Expertise, Improved Initiative

    Continent/Region: Janardūn
    Environment: Cold or temperate hills, mountains, forests, and islands
    Organization: Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings)
    Challenge Rating: 10
    Treasure: Double standard
    Alignment: Usually lawful evil
    Advancement: By character class
    Level Adjustment: +8

    The ogre mages of Janardūn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardūn have developed psionics and, in fact, their distant kin cannot even develop psionic potential.

    Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardūn. However, unlike these other races, the ogre mages of Janardūn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardūn.

    The ogre mages of Janardūn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardūn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.

    Ogre mages speak Ogren and Morian.

    Combat
    Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

    More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardūn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.

    Spell-Like Abilities: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.

    Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

    Psi-Like Abilities: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based.

    Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

    An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

    Telepathy (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.

    The Society of Ogre Mages of Janardūn
    The ogre mages of Janardūn are the masters of the highlands of Janardūn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.

    Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardūn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardūn. The clans rarely work together and often war amongst each other.

    This is the only thing that has saved the Republic through 3,000 years of history.

    The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.

    There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.

    The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.

    Surprisingly, the ogre mages of Janardūn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.

    Ogre Mages as Characters
    Ogre mages of Janardūn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.

    Ogre mages of Janardūn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardūn.

    The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.
    Last edited by Knightfall; Monday, 12th July, 2010 at 04:01 AM.
    Robert Blezard

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    I just added my cyclops race for Janardūn to my Monster Compilations thread. -KF72
    Robert Blezard

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    Other Gods of Janardūn
    I've divided the Gods of Janardūn into two groups. The first group remains the most important set of deities for the continent, the Pantheon of the Republic (see above).

    The second group is simply known as the Other Gods, 10 deities that also hold sway on Janardūn. These deities provide some "divine diversity" on the continent. Some were originally part of the Republic pantheon, but now that I've expanded that pantheon, these deities stand better on their own.

    I've borrowed several Birthright deities for Janardūn as well as few Greyhawk deities.

    Avani
    Goddess of the Sun, Lady of Reason, Mistress of Dusk

    Greater Deity
    Symbol: Setting sun
    Home Plane: Mechanus
    Godly Realm: The Gleaming Spire
    Alignment: Lawful neutral
    Portfolio: Sun, dusk, reason, magic
    Worshipers: Elementalists (fire), lurks, psions, rogues, scholars, sorcerers, wizards
    Cleric Alignments: LN, LG, LE, N
    Domains: Law, Magic, Mentalism, Shadow, Sun, Thought
    Favored Weapon: Quarterstaff or short sword

    Bebhionn
    Goddess of Death and the Underearth, Patron of Pleasure

    Intermediate Deity
    Symbol: A bedstead
    Home Plane: Material Plane
    Godly Realm: Palace of Pleasure
    Alignment: Chaotic neutral
    Portfolio: Death, the Underearth, pleasure
    Worshipers: Dwarves, morlocks, houris, pleasure seekers
    Cleric Alignments: CG, CN, CE, N
    Domains: Death, Luck, Pleasure, Seduction, Trickery
    Favored Weapon: Short sword

    Beltar
    Goddess of Caves and Pits, Goddess of Malice

    Demigoddess
    Symbol: A set of monstrous fangs closing to bite
    Home Plane: The Abyss
    Godly Realm: Pit of Fangs
    Alignment: Chaotic evil (neutral)
    Portfolio: Malice, caves, pits
    Worshipers: Evil barbarians, hags, half-fiends, ogre mages, slaves, snake cultists, wild dwarves
    Cleric Alignments: CE, CN, NE
    Domains: Chaos or Evil, Earth, War
    Favored Weapon: Unarmed strike or spiked gauntlet

    Laerme
    Goddess of the Arts, The Burning Passion

    Lesser Deity
    Symbol: Silver harp against a red flame
    Home Plane: Arborea
    Godly Realm: Songsheight
    Alignment: Chaotic good
    Portfolio: Fire, love, art
    Worshipers: Aaleear, artists, lovers, fire elementalists, bards, rogues
    Cleric Alignments: CG, NG, CN
    Domains: Art, Chaos, Charm, Fire, Good
    Favored Weapon: Shortbow

    Lasa, the
    Guardians of Graves

    Lesser Deities
    Symbol: Mirrors or wreaths
    Home Plane: Plane of Graves
    Godly Realm: Wanders
    Alignment: True neutral
    Portfolio: Guardianship, graves
    Worshipers: Druids, incarnates, psychic warriors, rangers
    Cleric Alignments: N, NE, NG, LN, CN
    Domains: Death, Earth, Plant, Protection
    Favored Weapon: Quarterstaff
    Last edited by Knightfall; Saturday, 10th July, 2010 at 09:11 AM.
    Robert Blezard

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