Tur An Tiel--Bones of the Dragon.

Rhialto

First Post
I'm moving the Janissary from the House Rules thread to here... I'll probably be doing some fiddling with it too, later, but for now...

THE JANISSARY

Trained by the Society of the Sword, the Janissary is a warrior skilled in stealth and speed. Sacrificing armor and versatility for mobility and single-mindedness, the Janissaries are a fighting force feared throughout Tur An Tiel, commanding the highest prices for their services.

Adventures: Most Janissaries approach adventures from a professional angle, seeing them as jobs to fulfill. Most are mercenaries, though some follow causes they believe in. Whatever their type, Janissaries are famous for staying with their missions to the bitter end.

Characteristics: Janissaries make excellent scouts and spies thanks to their skills in stealth and quick movement. They possess the ability to be formidable fighters, though their lack of armor may

Alignment: Janissaries may be of any alignment. Most are members of the Society of the Slaying Sword, and Lawful Neutral as a result, but this is not required. While there is a tendency towards Lawful alignments among the Janissaries, a non-Lawful alignment is no hindrance to Janissary skills.

Religion: Most Janissaries worship the simple act of fighting more than anything else. However, the religious among them can worship virtually any god, though Lleu, Surya, Syr, and (for the less pleasant) Thanatos are all popular choices.

Background: Tur An Tiel's supreme mercenary guild, the Society of Slaying Sword is known to take in orphans who show potential, and train them from a young age in the ways of the Janissary. The orphans learn the skills and attitude necessary to be a member of the most feared class of warriors in Tur An Tiel.
A few independent schools of Janissaries exist, founded by ex-Society members, but these are all small, so as not to be percieved as a threat by the Society of the Slaying Sword.

Races: Most Janissaries are human, though orphans of any races maybe taken. Termani, Ulheru, Half-Elves and Half-Goblins all make reputable Janissaries.

Other Classes: Janissaries get along with most other classes, having been trained in functioning as a group from an early age. Still, they are known to clash with Paladins and clerics occasionally due to differences in philosophy.

Game Rule Information
Abilities: A Janissary requires a good Strength and Dexterity. A good Constitution is also often a help, while a good Intelligence gives the skills needed for many missions. Wisdom is used by a Janissary for many skills, as well as helping their armor class.
Alignment: Any
Hit Dice: d8

BAB: +1/level
Good Save(s): Reflex

Class Skills
Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex)

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at each additional level: 4 + Int modifier

Class Features
All of the following are class features of the Janissary.

Weapon and Armor Proficiency: A Janissary is proficient with the Greatsword (their weapon of choice), the quarterstaff, the dagger, the punching dagger, the club, the sling, the dart and the shruiken.
A Janissary is not proficient in wearing armor or shields, but is highly trained in dodging blows, developing a "sixth sense" that lets them avoid even unanticipated attacks. A Janissary adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. The Wisdom and AC bonuses represent a preternatural awareness of danger, and a Janissary does not lose either, even in situation where she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Janissaries do lose these AC bonuses when immobilized.)
A Janissary's abilities require freedom of movement. When wearing armor, a Janissary loses her AC bonus for Wisdom, AC bonus for class and level, special abilities, virtual feats, and enhanced movement. In addition, wearing armor heavier than leather imposes penalties on Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.

Fast Movement: A Janissary adds +10 feet to their movement when she is unarmored, and reasonably unencumbered.

Evasion: If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Janissary takes no damage with a successful saving throw. A Janissary can only evade when wearing no armor and being reasonably unencumbered. It is an extraordinary ability.

Weapon Focus: As a result of her training, a Janissary recieves a bonus virtual feat of Weapon Focus in the Greatsword. This is recieved only when the Janissary is unarmored, and reasonably unencumbered. At 7th level, this becomes equivalent to Greater Weapon Focus.

Dance of the Blade: Starting at 2nd level, (and continuing every 6 levels thereafter) a Janissary learns how to speed up her reaction time to superhuman levels, recieving a +2 bonus to her initiative checks. This bonus may only be recieved if the Janissary is fighting with a Janissary weapon, unarmored and reasonably unencumbered. It is an extraordinary ability.

Uncanny Dodge: Starting at 3rd level, the Janissary gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 3rd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker.
At 6th level, the Janissary can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack her. The exception to this defense is that a rogue four levels higher than the character can flank her (and thus sneak attack her).
At 11th level, the Janissary recieves an intuitive sense that alerts her to danger from traps, giving her a +1 to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th they rise to +3, and at 20th, they rise to +4.
A Janissary only recieves an Uncanny Dodge if unarmored, and reasonably unencumbered.

Graceful Stealth: At 4th level, a Janissary develops an extraordinary ability at stealth, as a result of intense conditioning and training of the body. A Janissary may add her Reflex save as a bonus to her Hide and Move Silently skills. This may only be used when a Janissary is unarmored and reasonably unencumbered.

Weapon Specialization: As a result of their training, a Janissary recieves a bonus virtual feat of Weapon Specialization in the Greatsword at 5th level. This is recieved only when the Janissary is unarmored, and reasonably unencumbered. At 11th level, this becomes Greater Weapon Specialization.

Leap of Clouds: At 7th level or higher, a Janissary's jumping distance is not limited by her height.

Improved Critical: As a result of their extensive training, a Janissary recieves a bonus virtual feat of Improved Critical in the Greatsword at 9th level. This is recieved only when the Janissary is unarmored, and reasonably unencumbered.

Improved Evasion: At 9th level or higher, a Janissary now takes only half damage on a failed Reflex save, and no damage on a successful save.

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Rhialto

First Post
And now for something in such bad taste, I'm sure that I'll get in trouble for it...

BABY-FED ORBUS, DELICACY OF GRAES
The orbus--famed pest of Graes, those little floating eyes spend their time causing trouble and making it very difficult to keep a pet in Graes. Orbae eat anything (well that's meat, anyway) but their favorite food is a nice plump baby, when they can get it, which is naturally, not very often. And naturally, like everything that eats other things, it is in turn eaten by humans, and most other intelligent species, as a luxury food item. And since it is well known that the way to give a creature the most delicious flavor is to give it what likes best, a food item has been born that has all right-minded people in uproar--baby-fed Orbus.

At least, so the rumors say.

It must be said that no restaurant, inn, or tavern in Graes stocks baby-fed Orbus--or rather, admits to stocking it. Everyone hotly denies that they serve or eat the dish. But it is heavily rumored that the Quaesteri, the Halflings, the Half-Goblins and the Sleurithians are fond of the dish, and various nobles of Graes are believed to have eaten it.

If one is looking for a good serving of baby-fed Orbus, first, be prepared to get dirty looks, frantic denials, and quite possibly an angry mob on your tails. However, if one is willing to stick with it,a few guidelines--it is said that the halflings make the best baby-fed Orbus, feeding the creatures only the plumpest, healthiest babies. Quaesteri follow second, though their variety tends to take on a rangey taste due to the half-elf babies they feed it. Sleurithians often feed slave and Caliban babies, resulting in Orbus that is often gristley and unpleasantly flavored, while Half-Goblins will never serve baby-fed Orbus to outsiders, instead giving the person who asks for it a broiled rat.

(OOC--What can I say? I was inspired! And naturally, I don't recommend feeding babies to any animal in real life...)
 
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Rhialto

First Post
THE SKELETAL HAND

They are Tur An Tiel's premiere assassin's guild.

They will kill anyone, anytime, anywhere, for the right price.

They never give up.

They are the Skeletal Hand, and every merchant, monarch, and murderer in Tur An Tiel fears them.

The Skeletal Hand is a secretive society of killers, who perform assassinations with an almost religious zeal. For a surprisingly reasonable price, they will undertake the assassination of any individual on Tur An Tiel.

However, if the person who hires them attempts to cancel the contract, they will kill them as well...
 

Rhialto

First Post
THE SINGING TOWER

This mysterious tower lies in the Iron Mountains, though the exact location is disputed. The sound of a woman's voice is heard coming from the tower at all times. Some legends suggest that a fiendish wizard was imprisoned there--others are more vague...
 

Rhialto

First Post
The Dark Chanters
Around the black throne of the Arcimagus Bloodstone they stand, forever chanting, his ministers of fear, Even the mightiest in the Tower of Secrets are wary of the Chanters.
 
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Rhialto

First Post
THE EMPEROR OF THE EAST
This ancient Rusinian lich is working to unite many of the more disparate Dyrush tribes under his banner. He is slowly succeeding--and given the centuries he has before, it's clear time is not an issue.
 

Rhialto

First Post
Just wanted to note that after reading Ebberon I'm strongly thinking about adding Changelings and War-Forged to Tur An Tiel.

Which may be a bad idea, but I think I can manage it...
 

Rhialto

First Post
PROPYROGENOS, THE FAIRFLAME

The city of Brael can, in the defense of liberty--a thing it is practically unheard of in the Aguire--call upon the aid of its many wizards and sorcerers--its devoted citizens--and in a true crisis, its resident dragon, the Red Wyrm* Propyrogenos, more commonly known as Fairflame.

The dragon Fairflame is famously eccentric even for that eccentric race. The Lineages Pythonis, Chancellor Wheldrake's definitive tome of draconic ancestry declairs that he is the son of Pyrogenes, the famed dragon Scarjowl, and the Heliostes, more commonly known as Fancyflame. He seems to have inherited his father's physical ability, and his mother's oddly dainty behavior.

The residents of Brael first became aware of Propyrogenos in 867 BRE when facing an attack by the Banded Horde**, the city's elders were startled when a young Red Dragon flew overhead, and destroyed the invaders, declaring loudly that he viewed Brael as his territory, under his protection. The Braelites while thankful for the defeat of the invading goblins, were less than thrilled to have a dragon nesting in their city. This soon changed as Fairflame did not follow the usual patterns of such beasts--he did not demand tribute (as have many dragons of a noble--even heroic bent)--he did not bespoil their local forests with his hunts--he did not even demand they build something for him. In fact, Propyrogenos simply disappeared. While divinations, and a later attack by the black dragon Viscious demonstrated he was still in the area, he was, until called upon to defend the city, exceedingly unobtrusive.

Over the years, Fairflame rose to the defense of his city on many occasions--from the dragons Bittertongue, Poisonclaw, Flamefury, Stormsong, and Wavedance--from the invasions of Grael, Hirae, the Black Ship Norveni, and the hordes of Hage the Halfdead, exiled Black Knight of Urek Mersa. During the conquest of the Aguire, wariness of the dragon, as well as Brael's numerous magicians convinced Ider the Great to settle matters by treaty. During the Azerai invasion, Brael was under a near constant siege--Propyrogenos's efforts during those years were exemplery, proving quite possibly the only thing that saved the city.

It remains a great mystery how it is Propyrogenos manages to keep himself so unobtrusive. Most suspect he is hiding in plain sight, taking the form of a human living in Brael. Still, the dragon has at least some of his race's inherrant paranoia--his exact location has been carefully hidden from all divinations, and while a few people are rumored to know his identity, all of them deny it utterly.

During the end of the Azerai's reign, Fairflame was heavily wounded by the tyrannous invaders and their beasts in an epic battle that demolished Brael's harbors. He has not been seen since, not even when Blackcastle Tower invaded. Some fear that he is dead, or has abandoned the city. Still, the Nibelung wizard Bors put it best, perhaps; "He's a DRAGON, ya mincing idiots, not a watchdog! Fairflame will come to us when he knows he's needed, and not a second sooner. In fact, how do you know he hasn't already done that?"

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* It has been brought to my understanding that the Dragon situation in most worlds is slightly different than ours, so allow me to clarify--in Tur An Tiel we have six (seven if you count dragonels) breeds of true, or high dragon--gold, red, blue, green, white, and silver--that can be good, evil, or self-centered as their hearts take them, and three breeds of dark dragons--black (more properly called skull), venom, and shadow--that are thoroughly vicious and evil.

**The Banded Horde was a Hill and Mountain Goblin army under the leadership of one Serus Squinteye, a Mountain Goblin of terrifying strength and intelligence. They were called the Banded Horde because all dressed in Banded Mail, a fact that has some seeing the influence of some Hirae or Seilen merchant prince--a claim that any living descendents of such folk deny with great vehemence and length.
 
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Rhialto

First Post
MAGICAL INNOVATORS

There are many wizards and sorcerers on Tur An Tiel, but only a few have become famous for their own magical creations. It takes a special sort of magician to create their own spells--bold, inventive, and intelligent. Or at the very least, lucky.

A handful follow.

Aurelius, the White Wizard
Founder of the Academy of Brael, enemy of the Sleurithian Tower of Secrets, Aurelius was perhaps the greatest wizard the world has ever known. He invented more spells than any other magician, even outstripping the great Findelius, First Archimagus of the Tower. Aurelius vanished in a spell battle with a group of Order of Star Magekillers in -160 BRE, though it is unknown if he was killed.

Most of Aurelius's spells have become standards, though the Ultimate Ensorcelment has seen an exceedingly limited circulation.

His Spells
Aurelius's Magic Missle
Aurelius's Trap
Aurelius's Rope Trick
Aurelius's Tiny Hut
Aurelius's Secure Shelter
Aurelius's Mnemonic Enhancer
Aurelius's Faithful Hound
Aurelius's Secret Trap
Aurelius's Antimagic Field
Aurelius's Lucubration
Aurelius's Veil
Aurelius's Magnificent Mansion
Aurelius's Sword
Aurelius's Ethereal Jaunt
Aurelius's Lesser Ensorcelment (Limited Wish)
Aurelius's Maze
Aurelius's Disjunction
Aurelius's Ultimate Ensorcelment (Wish)


Findelius, Lord of Spheres and Walls
The First Archimagus of the Tower of Secrets, Findelius is an enigmatic figure, about who little is known. Most of his spells are quite widespread.

His Spells
Findelius's Wind Wall
Findelius's Resilient Sphere
Findelius's Minor Globe of Invulnerability
Findelius's Wall of Fire
Findelius's Wall of Ice
Findelius's Illusory Wall
Findelius's Wall of Iron
Findelius's Wall of Stone
Findelius's Wall of Force
Findelius's Freezing Sphere
Findelius's Globe of Invulnerability
Findelius's Invisibility Sphere
Findelius's Prismatic Spray
Findelius's Prismatic Wall
Findelius's Prismatic Sphere


Valusa Serpenttongue
Conquerer of Lara Feillen, and founder of Vrus Kheinish, the Shadow Elf Valusa was a mighty war wizard and general, who left behind a potent arsenal of spells, many of which use mist and fog.

His Spells
Valusa's Obscuring Mist
Valusa's Acid Arrow
Valusa's Stinking Cloud
Valusa's Cloudkill
Valusa's Acid Fog
Valusa's Transformation
Valusa's Solid Fog
Valusa's Incendiary Cloud


Amberin the Amber-Eyed
A mysterious Ulheru wizard, Amberin used her abilities to become the power behind the Fisirian throne for years. She was assasinated in 1180 BRE. Her spells have seen a great deal of use by tricksters and intriguers.

Her Spells
Amberin's Magic Aura
Amberin's Undetectable Aura
Amberin's Arcane Eye
Amberin's Phantasmal Killer
Amberin's Telepathic Bond
Amberin's Mind Fog
Amberin's Wierding (Wierd)


Berewith the Pale
This Sleurithian conjurer was a leading member of Jesurg the Dark's infamous Circle of Seven that dominated the Sleurithian Empire during the Magian Wars of the Interegnum (often called the Time of Troubles, or simply, the Troubles). Berewith was, along with Jesurg and Vesergax the Withered, one of the Circle's founders, and took an active part in its governance. Berewith was probably the most brilliant of the three, and if not for his involvement with the Circle's affairs, and a tendency towards laziness, would have invented far more spells. Ironically, this very brilliance, coupled with his importance in the Circle, earned him Jesurg's jealousy and anger, resulting in his death.

His Spells
Berewith's Phantom Steed
Berewith's Sepia Snake Sigil
Berewith's Black Tentacles
Berewith's Instant Summons


His Items
Berewith's Marvelous Pigments
Iron Bonds of Berewith


Orn the Hand
This eccentric wizard made her fame as a thief-catcher and Marshal of the Aurelian Order in Brael. She recorded her spells in the Academy, from which they spread over both continents.

Her Spells
Orn's Interposing Hand
Orn's Forceful Hand
Orn's Grasping Hand
Orn's Clenched Fist
Orn's Crushing Hand


Chaunt the Faceless
The only female member of the Circle of Seven, Chaunt preferred to spend her time researching shadow magic to the group's often brutal activities to stay in power during the Magian Wars. This would lead her to ultimately side with Bloodstone in his efforts to destroy the Circle, in return for her own life, and freedom to pursue her studies. It is rumored that she remains alive, though like Bloodstone she has grown very reclusive as centuries pass...

Her Spells
Chaunt's Shadow Conjuration
Chaunt's Greater Shadow Conjuration
Chaunt's Shadow Evocation
Chaunt's Greater Shadow Evocation
Chaunt's Shades
Chaunt's Shadow Walk


Thureg the Fat
A minor wizard, Thureg invented a few minor spells to help him around the house, and a magical spoon to make sure he wouldn't go hungry. Losing a lot of money in his efforts, he was forced to undertake an adventure in hopes of saving his fortunes. He was captured by kobolds in the Rus marches and devoured. By all accounts, the kobolds considered him exquisite.

His Spells
Thureg's Unseen Servant
Thureg's Floating Disc


His Items
Thureg's Spoon

Lieshe Spidersilk
A famed Quaesteri enchantress, Lieshe is as well known for her gambling debts as her magical ability. She's left a handful of spells and handy magic items.

Her Spells
Leishe's Hideous Laughter
Lieshe's Irresistable Dance


Her Items
Lieshe's Handy Haversack
Lieshe's Vest of Escape


Xerithe, the Mechanist
This mysterious rogue Sleurithian mage has become infamous for her magical items. While she has her supporters and followers, Xerithe herself remains enigmatic.

Her Items
Apparatus of Xerithe
Xerithe's Instant Fortress
Xerithe's Cube of Force
Xerithe's Cubic Gate
Xerithe's Cube of Frost Resistance
Xerithe's Immovable Rod
Xerithe's Rod of Lordly Might


Nune, the Eagle-Winged
The druid Nune has a least one creation to her credit.

Nune's Feather Tokens

Items of Note
Some items have the names of gods or other entities associated with them. Among them.

Quiver of Daphne
Dian's Ointment
Toreth's Blessed Book
Talisman of Hson
 
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