World in Darkness

Ghostknight

First Post
Single area for easy reference of the characters in the World in Darkness game.

I am going to put the campaign info in here (let me know if there is a better place but I would like to keep everything easily found in one central location)
 

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Ghostknight

First Post
Background info and some gaming notes

The background is as follows:

A tribe of kobolds, now known as the devil-kin mutated over time to be able to summon devils. The more of them in a group, the more powerful the devil summoned. This ability was discovered at a tribal meeting - and the devil summoned a duke Julieal the Horned Assasin

Knowing the value of the tribe he had just been summoned by, Julieal took command and set about building them up. His first move was to move them away from civilisation, into country that was isolated and far from any civilised interference. The next step was to discover the extent of the tribes powers, catalogue them, and go about summoning an army. He was patient. It took close to five hundred years but eventually he had an army that was unstoppable, increased personal power to the point he was ready to challenge one of the Arch Devils, and the tribe of kobolds obedient to his will.

The world shook. Nations tumbled. Races were wiped out and new fiendish ones imported. A new order stood, Julieal ruled the world as any Arch Devil rules their layer of hell.

The effects have been dramatic, to date there has been 1789 years of fiendish rule- virtually all elves, dwarves, gnomes, halflings and faeries. Have been wiped out. The last unicorn sited was millenium ago as have numerous other good aligned creatures been driven to extinction. Opposition exists, there are hidden communities, living in fear, that sit outside of the established order. Most of these are peopled by majorities of humans, although most include a scattering of the previous races of free people. There is also a very high incidence of Teiflings (about 10% of the population), for obvious reasons,and a smaller incidence of Aasimer (under 0.001% of population), results of past attempts by celestials to descend and help.

The only two major population centers that remain free are dwarven centers, with large quantities of elves within. These two cities (Fort Heldrun and Forge of Lathar) are suspected to each house an avatar of the Earth deity, thus ensuring their survival. Both these cities are continuously under siege and getting in or out is a major undertaking.

Some Gaming Notes

Characters are created using the points buy system in the DMG with 32 points. Starting effective level is 3rd. For the purposes of character creation the following books may be used - Core books, Forgotten Realms Campaign setting (for details of Aasimer and Tiefling other details are not relevant although some of the regional feats may be allowed on a selective basis), Savage species (feel free to play any monstrous PC, lets face it, everyone is buggered) and the Book of Exalted Deeds (No book of Vile Darkness, it just does not seem to have been imported into South Africa for some unknown reason.)

In starting characters gold value is the value from the DMG for third level characters. However, no one item may be more than a third of this amount.

For Clerics and others needing deities the cosmology is as follows:

The deities are all manifestations of one of five elements:
Earth
Fire
Water
Air
Void

Each element is available to worshippers of any alignment, sometimes your worst enemy is a cleric of the same faith!

The domains available are generally dictated by the bias of the cleric although the following are forbidden for each element

Earth – Air, Death, Fire, Water, Magic
Fire – Earth, Air, Water, Luck, Magic
Water – Air, Earth, Fire, Sun, Magic
Air – Earth, Fire, Water, Trickery, Magic
Void – Earth, Air, Fire, Water, Evil, Good, Law, Chaos

The astute will notice that magic is the sole domain of the Void, while the void tries to avoid polarisation to the elements or Evil/Good, Law/Chaos. The other elemental deities try to restrict worshippers to them and do not grant spells from other deities.

The Earth deity sees the dead as bringing unwanted elements with them, as all y creatures eventually die it sees no need to hasten the process. For this reason many clerics of the earth deity take the healing domain, even evil ones, to try and slow the pollution of the earth.

The Fire deity is generally seen as one of creation and destruction and thus followed by many artificers and crafters. However, in the view of many the Fire god is too reliant on having the correct tools and thus cannot access the Luck domain.

The Water deity is often seen as being the hidden element bringing life. Water need not be visible to sustain life yet without it all die. The sun is believed to be a drinker of water, removing it from the surface and thus the Sun domain spells are forbidden.

The air deity is visible, nothing within him hidden, one can see through him and see that there are no tricks to be played. Due to this belief the Air deity attracts the largest percentage of “honourable” people of all alignments.
 

Ghostknight

First Post
Hidden town of Tumil

Hidden Town of Tumil

The town of Tumil is a mess. Anyone passing through would assume that it is just another set of ruins left over from before the rule of Julieal. In actuality the village is situated beneath the ruins in a series of caverns enlarged through mining and magic.

The total population of the town is around 1000. This fluctautes but rarely by more than 200. The town lives in fear of being discovered and thus does not admit strangers easily.

The town is ruled by Gerohg, an half celestial elf cleric of Kigh (an aspect of the lawful good nature of the water deity Domains: Good, Water, Protection, War). It is his magic that helps guard the town from detection and helps ensure his undisputed rule. He is assisted by a council of five, four humans and a halfling. There is also a dwarven representative from the Forge of Lathar that has an honorary seat on the council.

Every member of the town over the age (or age equivalent) of seven is trained to help the militia. Those too old to wield a weapon are trained to assist in moving ammunition and in healing, those too young as messengers and ammunition couriers. The council knows the militia to be an exercise in futility, a small fiendish army could easily rampage through the town, cold iron weapons not withstanding, and rely on the hidden nature of the town and their allies outside of the town to keep them hidden.

The main features of the tow are a temple to Kigh, a temple to Mithrond (Void deity, Neutral aspect, Domains Magic, Travel, Knowledge) which houses a library as well, the barracks (50 permanent soldiers, weaponry and armour for another 300 in case the militia is called out. All weaponry is duplicated in cold iron - in case of fiendish invasion steel will be swopped out to iron.), travel house (dormitories to house up to 100 transient people, a communal kitchen and small hospice), mangrove farms (swamp like caverns, covered in lichen, fungus and containing pools of fish. A watch is kept on these to make sure no fiendish taint enters from above into the plants or fish), a smith (normal blacksmithing only) and a trade post (prices are at 10% above PHB prices - cold iron weaponry is 50% more expensive than the steel counterparts as their is an obvious risk in transporting and trading in these - outlawed under a sentence of death.)
 

Ghostknight

First Post
Mechanics/ Character info

Feats from FR campaign book (any duplicated in 3.5 follow the PHB rules)

Artist (+2 bonus perform checks and to one craft skill of your choice)
Blooded (+2 initiative, +2 on spot)
Bloodline of fire (1st level only, +4 bonus on save vs Fire, +2 DC to sorcerer spells with fire descriptor)
Daylight adaptation (Removes daylight penaties if you are a race with such penalties e.g. Drow)
Imporved Familiar (see book for details)
Innate Spell (Pre: Quicken Spell, Silent Spell, Still Spell. Effect: Cast spell as innate ability. Spell is cast once per round as a spell like ability. Uses a slot eight levels above spell level. XP cost per spell paid if necessary, focus not needed, negligble cost material component not needed.)
Luck of heroes (+1 bonus on all saving throws)
Magical Artisan (Pre: Any item creation feat. Effect: 75% cost in XP and raw materials for one item creation feat. May be taken multiple times for additional item creation feats.)
Resist poison (take at 1st level only, +4 Fort save vs poison)
Signature Spell (Pre: Spell Mastery. Effect: Choose a spell that you have spell mastery. Can convert other spells of that level into that spell as cleric does with cure spells)
Snake blood (Yuan Ti blood with no visible signs. 1st level only. +2 Fort save vs poison, +1 bonus on reflex saves)
Stealthy (+2 bonus on hide and move silently checks)
Strong Soul (+1 bonus on Fort and Will saves and an additional +1 bonus vs energy draining and death effects.)
Survivor (+1 bonus on fortitude saves and +2 bonus on Wilderness lore checks).

As for hit points - take max to third level. Thereafter the die result below plus con modifier i.e for d4 - 3, d6 - 4, d8 - 6, d10 - 8, d12 - 10

Druids of Demir
This order of druids venerates the neutral good aspect of the Earth deity (all druids of Demir MUST be neutral good).

They believe in the preservation of the earth. maintaining it in a pristine condition and keeping it pure. Because of this belief in the ultimate purity of the earth they believe that it is best for people to die from natural causes only and thus in healing wounds obtained from violence and torture. For this reason Demir has allowed them to spontaneously cast cure spells as a cleric rather than summon natures ally as druid.

The group is divided into two factions, those who believe in protecting the earth and its fruits (plants and animals), and those who believe in keeping it pure (travel extensively, fighting taint and healing wounds), the majority of adventuring druids of this order come from the second group.

Druids of Demir have acces to the Earth, Good, Sun and healing domains.
 

Zerth

First Post
Gor

Male Minotaur 3 (Medium Monstrous Humanoid)
Alignment: Chaotic Good

Str: 20 (+5) [10 points, +4 race]
Dex: 12 (+1) [2 points, +2 race]
Con: 18 (+4) [10 points, +2 race]
Int: 10 (+0) [6 points, -4 race]
Wis: 10 (+0) [2 points]
Cha: 8 (-1) [2 points, -2 race]

Class and Racial Abilties (as 3rd level minotaur):
Darkvision 60ft, Gore 1d6, +3 natural armor, Str +4, Dex +2, Con +2, Int -4, Cha -2, keen senses +1, natural cunning (cannot become lost).

Hit Dice: 2d8+8
HP: 24
AC: 18 (+1 Dex, +4 armor, +3 natural), touch 11, flat-footed 17
Init: +1 (+1 Dex)
Speed: 30ft
Armor Check Penalty: -1

Saves:
Fortitude +5 [+1 base, +4 Con]
Reflex +4 [+3 base, +1 Dex]
Will +3 [+3 base, +0 Wis]

BAB/Grapple: +2/+7
Melee Atk: +8 (1d12+7, x3, mw. greataxe) or +7 (1d6+5, gore)
Full Atk: +8 (1d12+7, x3, mw. greataxe) and +2 (1d6+2, gore)
Charge Atk: +9 (2d8+7, gore)
Ranged Atk: +3 (1d6+5, 30ft. range, javelin)

Skills:
Intimidate +4 [5 ranks, -1 Cha]
Listen +2 [1 rank, +0 Wis, +1 keen senses]
Search +2 [1 rank, +0 Int, +1 keen senses]
Speak language [1 rank] (cc)
Spot +2 [1 rank, +0 Wis, +1 keen senses]

Feats:
Power Attack (Minotaur1)

Languages: Giant, Undercommon

Equipment: Mw. greataxe, mw. chain shirt, 3 javelins, backpack, waterskin, winter blanket, crowbar, shovel, whetstone, potion of magic fang, 2 potions of CLW.

Money: 1,850gp

Appearance: Gor is not yet a fully grown minotaur, but is still about 7 feet tall and weighs just under 500lb. The two horns on his forehead are likewise not yet reached their full length, but look very intimidating nevertheless. He looks like a typcal young minotaur bull with muscular body covered in shaggy brown fur. His eyes however, don't have quite the intimidating fury common to his species and they seem to have almost a kind look in them if someone is brave enough to look closer. Intelligent is not the best word to describe him, but he is surprisingly smart for a minotaur.

Background: Gor was born into a small tribe of minotaurs living in one of the vast dark caves in the Underdark. There was something different about him, that was evident when he was still young. He lacked the savage evil nature common to his kin and was constantly mocked and overlooked because of that. Life among the minotaurs was a constant torture to Gor, so he decided to leave his home caves and wandered into the darkness.

Gor settled to live in a cave of his own, that was located, unknown to him, near a trading route from the Underdark to the surface. The drow slavers sometimes traveled in those parts and one day they surprised and captured Gor. His fate seemed to be to die in one of the drow fight arenas if the caravan reached it's destination.

On the third day after his capture the caravan met a strange woman, who had some drow features, but still wasn't a pure drow. The woman and the slavers seemed to argue about something, that Gor didn't understand, but the woman looked irritated and displeased afterwards. On the same night the same woman returned having sneaked into the slaver camp. She unlocked some of the slave cages and a hell broke loose. During the fight Gor was able to escape and he decided to follow the strange woman feeling in debt, because she had saved him from certain death.

For some reason the half-drow woman, Sychella, seemed to tolerate Gor (maybe having him to drag the heavy cart containing most of the slaver valuables helped initially) and the young minotaur has followed her ever since. Maybe it has also helped, that Gor is reliable and happy to do dirty and hard work without too many questions. He is fiercely over-protective about his 'boss-mistress' and generally obeys her every command. Their travels have taken them several times from cold iron suppliers in Underdark to the hidden city of Tumil near the surface, that seems to pay generously for such material.
 
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Argent Silvermage

First Post
Argentus Whitesoul

Astral Deva, 3rd-Level
Medium Outsider (Good)
Hit Dice: 3d8+6 (30 hp)
Initiative: +0
Speed: 40 ft. in scale mail (8 squares); base speed 50 ft.
Armor Class: 17 (+4 Chain Shirt, +3 Natural) touch 10, flat-footed never.
Base Attack/Grapple: +3/+5
Attack: Greatsword +5 melee (2d6+2/19–20) or light crossbow +3 ranged (1d8/19–20)
Full Attack: Greatsword +5 melee (2d6+2/19–20) or light crossbow +3 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell like abilities
Special Qualities: Darkvision 60 ft., Lowlight Vision
Resistances: Fire 5
Immunities: Electricity and Petrification.
Saves: Fort +6*, Ref +3, Will +6 *+4 vs. poisons
Abilities: Str 14, Dex 10, Con 14, Int 14, Wis 14, Cha 16
Languages: Celestial, Infernal, Draconic, Common, and Undercommon.
Skills: Listen +12, Spot +12, Search +2, Knowledge religion +8, Knowledge Planes +8, Knowledge Arcana +8, Diplomacy +9, Sense Motive +8, Healing +8, Concentration +8, and Intimidate +9.
Feats: Light Armor Proficiency, Strong soul
Alignment: Neutral Good

3rd Level Astral Deva characters possess the following racial traits.
· +2 Charisma.
· Medium size.
· Good Subtype
· An Astral Deva’s base land speed is 50 feet.
· Darkvision: Astral Devas can see in the dark up to 60 feet.
· Racial Skills: Astral Devas have a +4 racial bonus on Spot and Listen checks.
· +4 racial bonus to saves vs. Poison.
· Uncanny Dodge
· Racial Feats: Astral Devas gain feats according to its class levels.
· An Astral Deva can use it’s Spell like abilities once per day as a as a caster of his class level.
· Special Qualities (see above): Resistances and immunities.
· Skill points: 8+Int. mod (x4 at first level)
· Automatic Languages: Celestial, Infernal, and Draconic. Bonus Languages: Any

Spell Like Abilities: DC: 17· Cure Light Wounds, Aid, Continual Flame, Detect Evil, Dispel Magic, Invisibility Sphere, Remove Curse, Remove Disease, Remove Fear, See Invisibility.

Equipment forthcoming:
Chain shirt
Masterwork Cold Iron, Great Sword.
Lt Crossbow
20 arrows (cold Iron)
 

Wilphe

Adventurer
Sychella

Female Half-Drow

Rogue 2 / Ranger 1

STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 10 (0)
CHA 10 (0)

Initative: +2 (Dex)

AL: TN

Hit Points: 6 + 1d6 + 1d8 + 6 = 26
Speed: 30ft

AC: 15 = 10 + 2 (Dex) +3 (Armour)
Touch: 12
Flatfooted 13

Base Attack : +2
Melee: +4
Ranged: +4

Melee:
+5 MW Bastard Sword (2H) 1d10 +3 19-20/x2
+4 Heavy Mace 1d8+2 x2

Ranged:
+5 MW +2 Mighty Composite Longbow 1d8+2 x3

Saves:
F 4
R 7
W 2 (+2 v/ Enchantments)

Feats:
Precise Shot
Iron Will

Appraise 6 / 9
Bluff 5 / 5 *
Diplomacy 5 +2 Race +2 Bluf +2 SenM/ 11
Disguise 5 +2 Bluf / 5/7
Forgery 1 / 4
Gather Information 5 +2 Race / 7
Hide 5 / 7
Intimidate 0 +2 Bluf / 2
Listen 2 +1 Race * / 3
Move Silently 5 / 7
Ride 3 / 5
Search 2 +1 Race / 3
Sense Motive 5* / 5
Sleight of Hand 1 +2 Bluf / 5
Spot 2 +1 Race* / 3
Survival 6* / 6
Use Magic Device 6 / 6

* +2 v Humans

Languages:
Common, Elven, Undercommon
+ Draconic, Dwarven, Orc

Racial Features:
Dow Blood
Darkvision 60 feet
Immunity - Sleep et al

Class Features:
Evasion
Sneak Attack 1d6
Trapfinding
Wild Empathy
Favoured Enemy - Humans
Track

Equipment:

MW Bastard Sword
MW Studded Leather
MW Composite Longbow (Mighty+2)
Mace, heavy

Wand of Cure Light Wounds

Potions:
Hide from Undead
Sanctuary
Pass without trace x4
Protection from Evil x2

Backpack containing:
Bedroll
Blanket
Fish hooks & Line
Flint and Tinder
Water flask
Mirror
10 days rations
Merchant's Scale
Paper
Sealing Wax + Ring
Whetstone

400 in cash and gems


Background:

It was perhaps inevitable that special materials and some allies would have to be found if the surface could ever be taken back. Whether the price was maybe a little too high is perhaps another matter, beggars however cannot be choosers. What began as a commercial arrangement between Tumil and a drow house rather more devoted to trade than the norm became a political arrangement when Sychella's mother married into the family.
Speculation amongst the drow as to exactly what crimes her father had done to deserve this which did not warrant death remains rife to this day. Her maternal great grandmother, Matron Mother of House Kemir will not discuss the matter and particuarly vicious rumours circulate that it was a love match.

Regardless, Sychella was accompaning trade caravans from her adolescence, engaging in more or less peaceful commerce with orogs, duergar, kobolds and other denizens of the underdark. Her capabilites as a diplomat aided by her heritage, which can loosly be described as "drow enough to have credibility but human enough not to get killed on sight" - msot of the time. She's also been on the occassion spy run on the surface and used her mercantile cover to carry messages underground between some of the remaining holdout communities

Her maternal kinfolk practice a ruthlessly pragmatic version of true neutrality which has rubbed off on her. The desire to inflict suffering for the sake of it gets in the way of profitible trade, but so does a desire to help others without any benefit for yourself. House Kemir do make profitible and reasonable trading partners, but with a reputation for a highly mercenary outlook and a close-knit coherence. They are still sinister however but that said a group of drow who will kill or torture you because you've upset them are preferable to a group who will do so simply because it amuses them.

This is probably why she hangs around with Gor, who represents something of a nagging conscience to her. She can, in the final analysis be relied upon to do more or less the right thing. Just don't enquire too closely into her methods or be too judgemental if you do and you'll get along fine...
 

Quirhid

First Post
Updated Racid Stonefist - Ready for action

Racid Stonefist

Male gold dwarf Ftr1/Bar2: CR 3; Medium-size humanoid (dwarf); HD 1d10+3 plus 2d12+6; hp 43; Init +2; Spd 20ft.; AC 19 (touch 12, flat-footed 19); Atk +7 melee (1d8+3/x3, warhammer), +5 ranged (1d6+1, throwing axe); SQ Gold dwarven traits, rage; uncanny dodge (Dex bonus to AC); AL NG; SV Fort +8, Ref +2, Will -1; Str 16, Dex 14, Con 16, Int 12, Wis 8, Cha 10.

Skills and Feats: Climb +1, Craft (armormaking) +9, Craft (weaponsmithing) +9, Intimidate +6, Jump +0, Survival +5, Swim -7; Diehard, Endurance, Improved Unarmed Strike.

Special Qualities: Gold dwarven traits: +1 racial attack bonus against aberrations, darkvision 60 ft., stonecunning, +2 on saves against poison, +2 on saves against spells, +4 dodge bonus against giants, +2 racial bonus on Appraise checks or Craft checks related to stone or metal.

Possessions: Masterwork; spiked breastplate, masterwork; heavy; steel shield, masterwork warhammer, 2 throwing axes, backpack (consists at least: bedroll, flint and steel, grappling hook, silk rope, climbers kit, masterwork tool, potion of cure serious wounds), 757gp, 9sp.

Other: Carrying capacity: light load –76lb., medium load 77-153lb., heavy load 154-230lb., current load 86lb.(medium); Height 5’3”; Weight 158lb.; Age 59 years; Languages Common, Undercommon and Dwarven.

Dark brown ponytail bouncing on his back when charging the enemy, long beard covering half of his chest, look of a mad-man in his eyes, a heavy warhammer raised ready for a mighty blow and very... sharp armor makes him a fiersome sight on the battlefield. This is the kind of guy you don’t want to meet in close-encounter. He’s known to beat up an ogre dead with bare hands when he lost his hammer during the battle.

He was born in another town, which fell in a siege. With nothing to defend he left the ruins and started wandering in the wilderness. He caught up with one of the caravans of Tumil and found a home inside its protecting walls. Now trusted and loyal member of the Tumil’s militia, he’s always ready to fight besides with his trusted friends among the militia or beside an anvil making weapons and armor for others. When there’s nobody to fight, nothing is more relaxing than to start a fistfight in the local tavern. Other times –especially when banned from the tavern- he works as a mercenary looking over trading caravans, if there are any. When needed he can also be a scout guarding the far edges of Tumil’s borders. In a nutshell, he’s always there for Tumil!
 
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PugioilAudacio

First Post
Farlor Algaunt

Male Human Monk 3:

Str: 16
Dex: 14
Con: 12
Int: 10
Wis: 14
Char: 14

HP: 3d8+3 = 27
AC: 25 = 10 + 7[EXALTED] + 4[Dex/Wis] + 2[Natural Armor] + 2[Deflection]
Touch: 18

Initiative: +2(Dex)
Speed: 40'

Saves:
Fort: +4
Ref: +5
Will: +5

Bab: +2
Melee: +4
Range: +4

Damage: (NonLethal)
+5 Unarmed Strike 1d6+3
+3/+3 Flurry of Blows 1d6+3

Feats:
Sacred Vow: Vow of Poverty, Vow of Nonviolence, Vow of Peace,
Monk: Stunning Fist (Fort DC 14 (18 for humanoids), Combat Reflexes
Nymphs Kiss - +2 Charisma related checks, +1 save bonus vs spells/spell like abilities, +1 skill point per level

Skills:
Climb: 6 + 3 = 9
Concentration: = 6 + 1 = 7
Diplomacy: 6 + 2 + 4[Exalted] + 2[Perfection] +2[Nymphs Kiss]= 16
Jump: 6 + 3 = 9
Tumble: 6 + 2 = 8

Special:
Endure elements - Can exist in -50 to 140 degrees without discomfort
Calming Aura (DC 14 (18 for humanoids) Will save) - Save or calm emotions
Hard Skin (DC 13 Fort) - Save or weapon shatters

Class Abilities:
Evasion - No damage on successful Reflex saves
Still Mind - +2 on saves vs enchantment

Alignment: LG
Languages: Common

Description:
A tall figure covered in a simple homespun robe stands before you. A small pouch hangs at his belt. Looking beneath the cowl of his robe, one would see piercing blue eyes framed by premature wrinkles. While kindly, it is obvious that this person has experienced much hardship in his short life.

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Farlor Algaunt began life in an isolated village in the countryside. Like all such villages, his village was hidden from the Devil's. However, during a foraging mission, Farlor and his squad were beset upon by a raiding party of Devil's. The overmatched humans
fought bravely, but to no avail. Only a few humans were left, when Farlor noticed one of the Devils leaning over the still form of
his closest friend. Farlor screamed in fury, a dark and terrible rage welling up within him. His only goal was to hurt and destroy these beings who had oppressed them so. He....would.....make.....them.....PAY!

As the red haze over his vision lifted, Farlor beheld a scene of total destruction. Pieces of Devils and humans alike littered the blood soaked ground. Farlor began looking around wildly, searching for any humans who might have survived the carnage. As he was searching, Farlor heard a small moan from across the clearing. Rushing to its source, he found his friend laying amidst the forms of fallen Devils. Several large wounds were leaking blood, and his face looked very pale. "Don't worry my friend, I'll get you to a healer," Farlor said passionately. But it was already too late. He could see in his friends eyes that he knew he wasn't going to make it. "Farlor....why Farlor?," his friend gasped out as the light began to fade from his eyes. "Whyyyyy?" As he laid his friend gently on the ground, Farlor began to examine the wounds on his friends body. To his horror, he found them to be wounds caused by an axe, and his was the only axe in the fight!

Overcome with guilt and grief. Farlor left that clearing. Wandering through the blasted countryside, he hardly cared whether he lived or died. It was in this dazed and wounded state that the Brothers of the Open Hand found him. Taking him in to their sanctuary, the Brothers nursed him back to health. But he healing of his mind took a great deal longer. For a long time, Farlor sat in solitude, unresponsive to outside contact. Eventually, under the care of the brothers, he began to once again be aware of the outside world. He came to believe that the only way he could atone for his acts was to take up the mission of the Brothers of the Open Hand - to bring peace to the world and end the suffering of the people. Afraid he would not be able to control his awesome rage, Farlor took a Vow of Peace - swearing to never harm a living being again. He also swore a Vow of Poverty - his lack of axe and weapons serving as a constant reminder to the acts he had committed with them. Taking up the way of the Brothers, Farlor set out into the world to redeem himself - though he did not think such a thing was possible. However, underneath his iron hard exterior, the rage waited and lurked. Waiting to come forth against the conquerers of his land and destroy those who had wronged his people....
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Ghostknight

First Post
Time Keeping in Tumil/ Calendar

DM Note - Timekeeping in Tumil
Time in Tumil is kept according to a standard 24 hour clock. Due to it being underground timekeeping is done via a magic clock that tracks the sun. Each hour during the day it causes a gong sound that can be heard mainly around the central buildings although most houses can hear it with windows open, even in the distant cornmers of the city it is audible, another effect of its magic. At night, a bell is sounded, much more discrete and far less likely to wake sleepers. Thus dawn to dusk is a twelve hour cycle - one gong to twelve gong, night is similarly a twelve hour cycle of one bell to twelve bell. The clock sticks to these conventions even in summer with longer days and winter with shorter days.

DM Note - Calendar
The year is in thirteen standard months of thirty days each. The Year is actually 425 days long, but at intervals during the year three holidays are observed, The summer festival for two days, winter renewal for two days and Death's Dance during spring - a day of remembrance and celebration of the dead.

The devil controlled areas use the same calendar, but replace the festival of Death's Dance with Julieal's Revel. A massive feast in honor of Julieal at which many sacrifices are made and debauchery on a grand scale is the norm. The time leading up to this has become a nightmarish time for the hidden cities as the devils and their allies look for victims for both sacrifices and more debased entertainments.

The spring months are named after the building blocks of creatures, reflecting the building of the world. Thus they are: Heart, Mind, Body, Soul, Spirit

Summer months are after those elements that control and are: Arm, Leg, Wheel, Mouth

Autumn months are named for implements of war as traditionally this was when oppossing kingdoms fought. This is no longer true but the names remain unchanged. The autumn months are: Sword, Axe, Spear, Bow

Winter months take their names from ideas and implements of survival when the winter is heavy and people need to take hope in the future. Winter months are: Fire, Shelter, Hope, Peace.


The Calendar is as follows:

Spring
Heart
Mind
Body
Soul
Death's Dance/Julieals Revel
Spirit

Summer
Arm
Leg
Summer Festival
Wheel
Mouth

Autumn
Sword
Axe
Spear
Bow

Winter
Fire
Shelter
Hope
Winter Renewal
Peace
 

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