Tur An Tiel--Bones of the Dragon.

Rhialto

First Post
The Whispering Man

A ghost? A demon? A dream? None know what the Whispering Man is, except perhaps the Whispering Man, and even that is not certain...

It began with a small merchants' caravan on the road from Hirae to Seilen. A lone guard was on watch--this was in the days of the Syran Empire's dominion over the Aguire, and so far fewer people were needed to guard a caravan--when he saw a small man, cloaked in red and black approaching. "State your name!" shouted the guard, his hand going to his sword. With that, the man replied in a quick whisper, "I'd draw that if I were you--you'll be needing it..." It was then that the caravan was assaulted by a small, but skilled band of Hill Goblins, who killed most of the caravan members. A small group reached Seilen--among them the guard, whose tale quickly spread througout the Aguire.

Since then, the Whispering Man, as he is called, for he has never raised his voice, has been spotted countless times, always on the roads and paths of the Aguire. Each time he has appeared, it has been followed by disaster for whatever group sees him--though the individuals he himself speaks to have almost always survived. Debate still rages as to whether he is a helpful spirit, malignant doom, or frenzied delusion, but this much is certain--

It never bodes well to see that quiet figure...
 

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Rhialto

First Post
Races' stats

Ulheru are a strange race of nomadic wanderers and con-artists who live on Eldheim. Physically, they resemble elves, though are much sturdier in build. Their skin is a light green, the color of Honeydew melon--their eyes a deep purple. Their hair tends towards a variety of rather outre shades--dark blue, bright red, light yellow, and orange are not uncommon. They are naturals in the art of illusion. They have no modifiers to stats, and recieve the following abilities--

Sharp Senses--As PHB elf, including Special Search.

Lowlight Vision--As PHB.

Masters of Manipulation--Ulheru recieve a +2 to Bluff, Perform, and Sense Motive skills, due to their extreme skills at playing with the minds of those around them.

Illusion Cantrips--As a PHB Gnome.

+2 to Illusion saves.

Quick Response--Some say that Ulheru can see into the future. Others say that they just know how to get the jump on people. Whatever it is, Ulheru get a +2 to Intiative, and Reflex saves.

Favored Class--Illusionist.

The Quaesteri. Shadow elves are the sadistic, fallen creatures that ages ago betrayed the Eldari and sided with Thanatos, and Morgaine. They are clever, cruel, and slightly mad. Physically, they are horribly thin, with almost emaciated bodies, and long limbs. They are not unattractive, but there is something slightly unwholesome looking about them, especially when coupled with the often unpleasant cast to their faces. Their skin is a pale white, the color of a sheet of paper--their eyes are a deep red. Their hair is usually black, but a few have dark red, or light grey hair.

Stat Mods--+2 to Dexterity, -2 to Constitution, +2 to Intelligence, -2 to Charisma.

Abilities--As PHB Elf, with--

Stealth--Quaesteri recieve a +2 to all Hide and Move Silently Checks.

Poison Resistance--Due to constant exposure and warping magics, Quaesteri recieve a +4 to saves against poisons.

Darkvision--All Quaesteri recieve darkvision (60'), in addition to Lowlight vision. Darkvision goes into effect when Lowlight vision cannot.

Sunlight weakness--Quaesteri recieve a -1 to all rolls in bright sunlight. Note that this assumes a normal amount of sunlight--going abroad on a day that is heavily overcast, or being inside a dimly lit room does not invoke the penalty, nor does magical light less bright than a daylight spell. This can be overcome by the Daylight Adaptation feat.

Favored Class-Rogue

Gnomari--

-2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence

Abilities

As PHB Elf, but no weapon proficiencies, and Arcane Lore (+2 to Alchemy, Knowledge: Arcana, Spellcraft). Cantrips: Any Gnomari with an intelligence of 10 can cast Detect Magic, Read Magic, and Prestidigitation once a day each.

Favored Class: Wizard

Alfari

-2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma

As PHB Elf, with--

Aura of Authority--+2 to Bluff, Diplomacy, Intimidate

Gift of Life--Can lay on hands for 2/hp a lvl.

Nibelungen Hobyea--

-2 Dexterity, +2 Constitution

--As PHB Dwarf, except
+1 to hit Giants, not orcs, and

+1 Natural Armor bonus

Nibelungen Dvarro--

-2 Dexterity, +2 Constitution

--As Nibelungen Hobyea, but

Darkvision 90', -1 penalty in sunlight (unless Daylight Adaptation feat is taken).
 
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Rhialto

First Post
Emperor Prascis XXIV

Present Emperor of the Sleurithians, Prascis has ruled for over 200 years. Even the long-lived Sleurithians marvel at their Emperor's advanced age. By all accounts, however, Prascis does not, as the weight of his years has left him horribly weakened and emaciated, requiring the aid of seven potions to keep himself alive. Many believe the Emperor to be slightly (or even completely) senile--it is definitately true that he does not keep abreast with the Sleurithian political situation, instead handing matters to an ever-growing list of subordinates, many supplied to him by the Archimagus Bloodstone and the Tower of Secrets. The Emperor grows increasingly isolated, it is said, and fails to mark the rebellion of the northern provinces, the growth of radical Malkanism in the south, and the growing power of the Sleurithian crime syndicate that calls itself the League of Purple. Much of the Emperor's time is taken up with "treatments" for an advancing age, administrated to him by the mysterious "Pale Priest" Velari. Many nobles are fearful of Velari, and his ever-growing influence over Prascis. But a few are cynical. Some remember Prascis's meteoric rise from relative obscurity to the head of the Second Lairuskian line, as well as the numerous double-dealings and politicking that kept the "Scarlet Hydra" in power, and ask themselves--who is using who...?
 

Mythmere

First Post
Rhialto, I love the whispering man! I am another great fan of Jack Vance, and his influence is heavy in my own campaign. If you are interested in Vance-like NPC's, here is a modest submission from my own campaign that might fit into yours as well. (my website, with more such drivel, is at http://mythmere.tripod.com/index.html. There's a link at the end of this post.

Perhaps three years ago, the High Mistral Guard and the townsfolk of Rhyndower and Ferffallow began hearing tales of a ferocious bandit leader, an ogre by the name of Black Powyn. Originally a denizen of the fey realms, Black Powyn was sold by his own clan into the service of the dreaded unseelie, where he became the shieldbearer for an evil faerie known as Undreanil. With the amused guidance of Undreanil, Powyn fiercely pursued the knowledge of the dark faerie, training himself both in the art of swordcraft and in the arts of sorcery, for which he has a rudimentary aptitude. One day, while pursuing a peasant in the course of a hunt, Powyn found that he had crossed a boundary and escaped the fey realms. With his customary single-mindedness, Powyn established a lair and began to prey upon whatever victims he could find. It was not long before his success began to call other bandits into his service. After eating the first few of these recruits, it dawned upon Powyn that they could be of greater service to him alive. He was already well on his way to establishing a full-sized band when Undreanil began speaking to him in dreams. Now, Powyn indulges in far grander designs than before, charged by his mentor with performing various tasks on behalf of the evil faerie. His raids on caravans are less frequent, less predictable, and generally more successful, though they are now little more than a means of financing Powyn's other projects, and to build up a treasure trove appropriate for an ogre of his rank and status.

Black Powyn, male ogre Ftr2/Sor2: CR 6; Size L (9 ft., 7 in. tall); HD 4d8+24 + 2d10+12 + 2d4+12; hp 88; Init +0; Spd 30 ft.; AC 20 (-1 Size, +5 Natural, +3 studded leather armor, +2 large shield); Attack +16/+11 (+3 Base, +8 Str, -1 Size, +3 Racial, +1 masterwork weapon, +2 weapon focus) melee, or +5/+0 (+3 Base, -1 Size, +3 Racial) ranged; SV Fort +13 (+3 Base, +6 Con, +4 Racial), Ref +1 (+0 Base, +1 Racial), Will +3 (+3 Base, -1 Wis, +1 Racial); AL CE; Str 26, Dex 11, Con 22, Int 6, Wis 9, Cha 12.
Languages Spoken: Common, Giant.
Skills: Climb +11 (+8 Str, +3 Racial), Escape artist +1 (+1 Rank), Hide -4 (-4 Size), Listen +2 (-1 Wis, +3 Racial), Move silently +0, Open lock +3 (+3 Rank), Spellcraft +0 (+2 Rank, -2 Int), Spot +2 (-1 Wis, +3 Racial)
Feats: Blind-fight, Power attack, Weapon focus (greatsword), Scribe scroll.
Possessions: Masterwork Greatsword, large steel shield, large suit of studded leather armor.
Sorcerer Spells Known (6/5): 0th -- Dancing Lights, Detect Magic, Mage Hand, Mending, Resistance. 1st - Charm Person, Mage Armor.
Treasure: 1,000 gps in belt pouch, +1 magic longsword, cloak of elvenkind.

Yllsharla, Powyn's Lieutenant:
Yllsharla. Powyn's lieutenant is Yllsharla, an evil female centaur. She is quite loyal to Powyn (reputedly his paramour), and is often the architect of the band's tactics, though Powyn's evil vision (aided by his dreams from Undreanil) guide the group's overall strategy.
Yllsharla the Centaur: CR 3; large monstrous humanoid; HD 4d8+8; init +2(Dex); Spd 50 ft; AC 15 (-1 size, +2 dex, +2 natural, +2 large shield); Atk Greatclub +7 melee, two hooves +3 melee, mighty composite longbow (+4) +5 ranged; Dam Greatclub 1d10+4, hoof 1d6+2, mighty composite longbow 1d8+4; SQ n/a; AL NG; SV Fort +3, Ref +6, Wil +5; Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11. Skills: Hide +2, Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5. Feats: Weapon Focus (hoof).
Treasure: 1,000 gps.

The Bandits: The ten bandits are all normal goblins, with a collective treasure of 450 gps.
Goblin, small humanoid (goblinoid): CR ¼; HD 1d8 (4 hp); init +1 (Dex); Spd 30 ft; AC 15 (+1 size, +1 Dex, +3 studded leather); Atk: morningstar +1 melee (1d8-1) or javelin +3 ranged (1d6-1); SQ darkvision 60ft; AL NE; SV Fort +2, Ref +1, Wil +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. Skills: Hide +6, Listen +3, Move Silently +4, Spot +3 Feats: Alertness.

http://mythmere.tripod.com/index.html
 

Rhialto

First Post
THE CRIMSON SAILS

For those who traverse the seas of Tur An Tiel, there is much to fear. Storms, starvation, wild creatures--but the worse fear is piracy, and the worse pirates are those who sail under the Crimson Sails.

The Crimson Sails is one of the largest pirate guilds on Tur An Tiel. It is most prominent in the Iskere Isles, though its area of operations lies between the entirety of the waterways of Sleurithia and Eldheim. Crimson Sail ships demand either 10% of the cargo or 100 pieces of gold from ships that are waylaid. If this is not paid, they will attempt to seize the ship, and generally slaughter all crew and passengers. These vile practices have made the Crimson Sails fearred throughout Tur An Tiel. Most ships prefer to simply pay the fee rather than tempt their anger. However, there is always some brave (or foolish) captain willing to tempt his fate, and expand the fleet of the Crimson Sails.

The Crimson Sails began with the feared pirate Red Hyrgar. Red Hyrgar was a legendary pirate, forceful, famous for demanding all of a ship's cargo, and his faith in Onurga the Shark. Hyrgar was such a violent man, he had his sails dyed regularly in human blood. It came to be that the mere sight of the crimson sails would cause most ships to surrender his cargo without a fight. By the time of his death in combat, in a dangerous raid on a Syran Empire fleet, Hyrgar's fleet numbered over 60 ships. Following his death, the Crimson Sail fleet split into four groups, under the respective leadership of Scar Heim, Morn the Lash, Large Col, and Byrl Ironhand. Each of these four groups continued the custom of dyeing the sails crimson, though all but Morn the Lash stopped using blood. However, with the death of Hyrgar, numerous other pirates began to use the crimson sail motif as a warning, most notably Sunset Kile, Durjo the Claw, and Byges Silverhair.

The sheer amount of these imitators caused Scar Heim to call a great council at the Freeport of Fares. Not only were the four lieutenants called, but Kile, Durjo, and Byges as well. Scar Heim explained that it was his belief that the seven of them together had enough ships to create a force that would quickly come to dominate the seas. While the strictly religious Morn objected to the inclusion of several pirate chiefs who were not disciples of Hyrgar, he was overruled by his fellows, who found themselves intrigued by Scar Heim's plan, forcing him to go along or face death. The seven pirate chiefs became the basis for the Crimson Sails seven "families" each a loose alliance of ships owing loyalty to a family head. While rivalry between the families is known, they will generally unite against an outside threat, such as their most famous rivals, The Tan Cross.

As of this date, the Crimson Sails remain a major threat at the seas. Loosening alliances and increased conflict between Fisire and Mathire have made efforts to reduce their hold on the sea futile for the foreseeable future.
 

Rhialto

First Post
MORELLIUS, MASTER OF THE SHADED CABAL

The man who grow up to threaten the entire Aguire was born in 1273 B.R.E. in the city-state of Ilya. Morellius Aurkan was the son of Deildrus Aurkan, leader of a prominent merchant family, and Kelsidea Lylen, a daughter of a stately, if impovershed old Rus family. Kelsidea died shortly after Morellius's birth, and her death shattered Deildrus, who had loved her quite deeply, and had even gone against family wishes to marry her. Afterwards, all of his friends agreed that Deildrus was never a whole man again, becoming sullen and withdrawn. Indeed, it was rumored that he spent much of his time seeking some desperate way to restore her to him, which he never found.

It is impossible to determine how Morellius's life might have gone if his mother would have lived. It might have at the very least changed his father's behavior to him. Deildrus simultaneously ignored and indulged the boy, almost never visiting him, and indeed seeming to consciously avoid him, while seeing to (from a distance) that his every need and wish was attended to. As Morellius grew up he was given toys, parties, and virtually every luxury that was available. And yet his father was nothing more to him than a vague presence that would visit his rooms on rare occasions, keep his distance, and quickly leave. For many boys, this might have been enough, but Morellius was especially intelligent and perceptive for his age. It was quickly apparent to him that his father avoided him, and in many ways, it hurt him deeply.

He was a remarkable boy it must be said. Alert and intelligent, he mastered reading while a very small boy--indeed by the age of seven, he was already reading works that many older men scratched their heads over--reading them, and understanding them as well. He played several instruments with fluency, and wrote much of his own music. His manners were impeccable, his charm, undeniable. And yet his keepers (a series of tutors, and nursemaids over the years) noticed that the child had many flaws. He was lordly and imperious to others, though this was often hidden behind a show of grace. He delighted in being the center of attention--indeed he insisted on it, and when others gained notice, he'd often act in a simple caculated way to get that to stop, immediately. As he grew up, this would grow worse. He prefered to have around him friends who would do whatever he said, and began to take a strong delight in mischief, especially against those he didn't like, though even his 'friends' were not immune to this. Since he could more or less count on getting what he wanted, he became convinced that this was the natural order of things, and came to act so. Still, he remained clever enough to always put up a show of charm, even when it wasn't sincere.

By the age of 13, Morellius had become a stately, handsome lad, with an inexorable desire for power and attention. Like all who lived in Ilya, he had a certain respect for Phoebe's priests, whose power and influence were paramount in the city. Indeed, what fascinated Morellius was that the admiration and love they recieved was often completely, and whole-heartedly sincere, not the mincing toadying that his so-called 'friends' gave him. Convinced that the answer to all his dreams was to join the priesthood of Phoebe, Morellius requested to be allowed into the church as an acolyte. His father, partially out of his normal indulgence, and partially out of a vague sense that his child was perhaps shaping up in a rather improper way, and could benefit from some priestly training, allowed it. And so Morellius joined the Temple of Phoebe.

His training began on a high note--Morellius was brilliant at his studies, and undeniably gifted in the mastery of mystical arts. Indeed, as an early classmate of future prelate Lylisse Melieades (mother of present prelate Sari Melieades), it was often wondered which of the two would go farther. However after a few months Morellius was returned home, with a kind, but firm letter from the priests. Morellius, they said, was undeniably talented, and could perhaps go far in the proper field. He was however, completely unsuited to the priesthood of Phoebe. Priesthood, they stated, involved a willingness to kneel before the glory of Phoebe, to submerse oneself in the will of the Mistress of Mistresses. Morellius lacked this. He was prideful, and this put between him and the Lady of Light a wall that could not be breached. Still, the priests said, there was a great hope for the boy. His understanding of magical theory was phenomenal--perhaps a different priesthood, or wizardly training? Deildrus read this letter, and acting on its advice, sent the boy to Brael.

In these modern days, with Blackcastle Tower breathing down their necks, many clerics of Phoebe sincerely wish that the church had made more of an effort with the young Morellius. Perhaps with time, his harsh manner could have been changed by the lessons of the Lady of Light, and then the entire history of the Aguire would be different. But still, this was not as easy as it sounds. In the end, one of the great difficulties in teaching Morellius was Morellius himself. The boy simply did not want to learn to submit himself to a god. By the time he left the church, the truth of the matter was, he was as tired of it, as it was of him. Still he was resentful. He had never failed at anything, never yet encountered a limit, and at last finding something that he could not do, he was crushed in some simple, yet vital way. It is noteworthy that he did not take the advice to join another priesthood--partially out of the disgust for priests in general that he would show in later years, but partially out of a wish to avoid settling for something second best. After all, the wizards of Brael were almost as respected as priests of Phoebe--even more respected in some ways, for their power was even more visible. And the conscienceless power of arcane magic appealed to Morellius in some primal way.

Morellius soon distinguished himself at the Academy of Brael. He was the first in all his classes, mastering magical theory with an ease that most of his elder wizards found amazing. Thyse, the then-Master of Conjurations stated that he expected great things of the lad. Indeed, many suspected that he would in time become a professor, and later perhaps even a Master of the Academy. But Wheldrake, the Academy's Grandmaster was slightly more cautious in his appraisal. "His theory is perfect--his skill is flawless--but his attitude is, I'm afraid, all wrong." he stated in a letter to the Lady Nune. "He has the general manner of those who poke about in dark, dangerous corners--and Aurelius knows what he may find there!" In retrospect, this was prophetic, though at the time, many believed it to be paranoia, with perhaps a tinge of jealousy.

During this time, Morellius became famous for his dinner parties. There, for free, any student could dine, with or without invitation. In time a group of regulars came to exist, who almost never missed a party--these included not only students, but some staff as well. As will happen to anyone who offers people free food and drink, Morellius came to be quite popular. And as time went on, he came to expound his political views at these affairs. The Aguire, he felt, should be united. Not an uncommon view, that one. However, in his mind, the people to do the uniting were wizards. Wizards, he felt, were both highly skilled, and greatly intelligent. These traits alone gave them not only a right but a duty to lead their fellow men. Indeed, only wizards were competent enough to do this--all others had proven their incompetence many times over. On the subject of priests, he was quite prickly, viewing them as slaves to unreliable (and perhaps selfishly motivated) higher powers. All in all these viewpoints were perhaps not as unusual as they should have been--they had simply never been stated so well. Morellius came to gather around him a group of like-minded associates, who took, in time, to holding meetings in the town, during which the political situation of the Aguire was discussed quite heatedly. This group came to call itself "The High Council"--it was the very soil from which the Shaded Cabal would spring.

It is so obvious now what Morellius was doing, so clear that the Shaded Cabal that would so soon threaten all of the Aguire did spontaneously come into being, but was the result of years of careful planning. But the Academy had always been the center of such talk, and many student groups had begun in a similar manner. Out of these, the seeds of many an adventuring group had begun, and many such associations went on to far better things. The Masters of the Academy can hardly be blamed for mistaking this for nothing more than the usual youthful chatter. And indeed, some were already watching Morellius with a wary eye, though even the most suspicious among them did not suspect how far he would go.

Upon Morellius's graduation, much to everyone's surprise, he did not take up even a junior professorship. Instead, he left back to Ilya, to take command of his family business his father having died mysteriously. (Though assassination is almost certain, Morellius may not be the culprit--Deildrus cannot be said to lack for enemies...) After this was done, Morellius took to adventuring, joining numerous groups over a period of years. Many of these groups would go on dangerous quests to reclaim magical treasures and perish almost to a man, leaving Morellius in sole possession of the gained wealth. And of the ones who did not, many of them were rather unsavory groups who went on to enjoy prominent places in the Shaded Cabal. Finally, in 1293, while searching a series of ruins, Morellius came into possession of a vast Rusinian treasure trove. While it's exact contents remain a mystery, it is known to have carried countless potent magic items, several quite possibly of artifact level including, it is rumored, one of the legendary Sarcaphogi of Rejuvenation. Afterwards, he claimed the ruins as his own, and brought workmen in to repair it--repairs, aided by his magic that were done within months. In 1294, Morellius moved into the palace he called Blackcastle Tower. He was now comfortably situated, powerful beyond his wildest dreams, and well-connected to both the magical and criminal worlds. His plans could then begin in earnest.

For the next several years, the Masters of the Academy slowly became aware of a certain cohesion of events in the Aguire. Goblin tribes were becoming more militant--small rogue wizard cells were on the rise, and the students at the Academy were becoming restless. But none were prepared when in 1297, the Shaded Cabal attacked Brael. Their assault went off with amazing effieciency, aided by allies among the student and staff, including Kaleg the Master of Illusion, and Hyel, Vice-Marshal of the Aurelian Order. Withing moments, it appeared that the Free City was going to once again have to bow to a Primus. Calls went out to Ilya, but the Shaded Cabal was aiding local Hill and Mountain Goblin tribes in an assault against the White City, effectively disabling it. Morellius himself struck like a lightning bolt, killing Aeldys, Master of Transmutations, Thyse, Master of Conjurations, and Hilede, Master of Enchantments. Finally, he faced Wheldrake in an epic spell battle, and was at last defeated, though only with the aid of Lady Nune and Aert of the Silver Robes. With Morellius's defeat, the Shaded Cabal's assault fell apart, though it still took many days for the beleagured cities to finally know peace. Afterwards, the fleeing scions of Morellius settled around Blackcastle Tower, creating over time, the city and nation that bears that name. While both Brael and Ilya wished to launch a counterattack against the Shaded Cabal, the attack had left both badly weakened. Indeed, the results of the attack--five Masters of the Academy dead, and one of those a traitor--both the Prelate and the Master of Knights of Ilya dead--and many of the slain killed through dark soul-destroying magics--caused Wheldrake to state "If this victory, I would not like to taste of defeat."

In the time since then, Morellius has been quietly active. He generally remains at Blackcastle Tower, wary of being drawn into a long conflict, though he will leave it on occasion. By all accounts, he appears to be a youth of 20, leading to speculation that he has Rusinian life-extension magicks in his possession. He has been reported killed 17 times, though most of those times (perhaps all) were in all likelihood simulacrum. The Shaded Cabal has continued to plot to subjugate the Aguire--its lack of success has caused many young adventurers to see it as something of a joke, and yet many older heads are less certain. Morellius's power grows only more entrenched as the years pass, and despite constant small victories, those who oppose him see themselves losing the war. While the Shaded Cabal is perhaps one of the more intrigue-ridden sects of Tur An Tiel, its influence is undeniable. Some may laugh at him, but the wise often keep a wary eye pointed at Blackcastle Tower...
 

Rhialto

First Post
THE HUNTING SCORPIONS OF HOUSE KEIR

Seired Masa--a nation of dark intrigue, where the plots of the Shadow Elves turn upon themselves, like a worm devouring its own flesh. A hundred noble houses plot their ascendence under the watchful eyes of Quel-Mereda. And few among these houses have the tortured ambition of House Keir. Vile and treacherous, even for their kind, House Keir's great passion is hunting. While in the past, they have used the traditional animals--the hawk, the hound, and the greatcat--for the last twelve centuries, the family has used a dangerous breed of scorpion, grown huge and deadly. The beasts are both ravenous and vicious--several members of the House have died at the claws of their beasts. But this very danger adds to their appeal, both to House Keir, and those who have begun to do business with them, buying the brutes at enormous prices...
 



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