[In Search of Xaos] Gemordia

Angelsboi

First Post
Mythic History
See Zodicia as since Figaro is on the main continent of Rysil, and the Mythic History is the same for all the areas. However it is rumored that a god of war from two different races had it out on the area that is Gemordia and the blood that fell created the Bloodstone Plains.

Past History
About 1000 years ago, when the large meteor crashed on the northeastern section of the continent Rysil, those in Zodicia, sought to discover its secrets. What they found was a strange metal, Xenolemat. It was an odd silver colored metal with various multicolored crystals growing on it. It became widely used until Project: Infusium. A scientific project started by Dr. Sy Mageye and his partner Dr. Leila Figaro, to further advance their cultures technological boundries. Project: Infusium was a joke. They gathered the weak, the young, the jobless and some rumored enemies of the Council. They were exposed either intravenously to a liquid form of Xenolemat or it was surgically placed in them. 1 out of 15 experiments died or went mad. It was a very painful procedure.

Those who were exposed during Project: Infusium, started gaining powers of the mind and harnessing powers within one of the six colored gems found in the metal. The scientists renamed the metal/crystal structure. It was now called Xenocrystalanium. Those infused gained the ability to cast spells spontaneously, unlike mages who had to study. Dr. Leila Figaro renamed Xenocrystallanium into three different categories. Mind affecting Xenocrystallanium came in six different colors and affected different parts of the brain; The part that allowed precognition was brought out by the garnet. They became Seers. The part of the brain that allowed things to be willed into existence was brought into being by the sapphire. They were called the Shapers. The part of the brain that allowed the body to heal and be manipulated was brought out by the amethyst. They were called the Egoists. The part of the brain that allowed the body to move quickly often between the fabric of space was brought about by the opal. They were called Wanderers. The part of the brain that allowed total control of the mind by lifting things up and mastering several forms of energy. They were called Savants. The part of the brain that allowed speaking between distances was brought about by the amber. They were called the Telepaths. These were named Xenium. Xenocrystallanium that bestowed magic into someone was called Crystallanium. Cryxen was what the crystal in its raw form would be called. As those infused started gaining in power and their numbers began growing, people began to get suspicious and jealous of their powers that came so easily. Dr. Leila started to see the error of her ways. Especially after a High Mage, ones who are born with dragon blood and can cast spells without memorizing, was beaten to death over the mistake he was a Sorcerer. She begged Dr. Mageye to stop his experimentations. He did not listen.

To stop what was starting to happen, the newly named Sorcerrers and Psions, left Zodicia and headed for the swamps to the southeast of Rysil, thanks to two brave individuals. They founded their own country using the Darkenmire Swamp as a boarder. They figured no one would follow them due to the legends of an ancient race who worshipped demons and a supposed gateway that resided there to Hell. The newly formed nation was named Gemordia. The two brave ones who helped the Psions and Sorcerers escape were elected the new rulers. It was now a kingdom and Ste’von and Gerri Jemm were now their peoples king and queen.

Gemordia flourished and many things began centering around gems and minerals. Towers were constructed around the boarders to keep a watchful eye on those who distrusted them, those who created them and those that learned their lessons. Soon all the creatures in this land started exhibiting the same characteristics as some of the Sorcerers and Psions and soon a whole new ecology formed.

6 of the original exposed formed Houses, each signified by a gem. Greggory Novar founded the House of the Watchers. They are Seers whose symbol is a red eye on a black starry background. Their gem is a garnet. Victoria Donel founded the House of the Makers. They are Shapers whose symbol is a blue flame against a black background. Their gem is a saphire. Pe’ter Vaymin founded the House of the Wildlings. They are Egoists whose symbol is a gray wolf’s head on a purple background. Their gem is a amethyst. Heidi Whilst founded the House of the Nomads. They are Wanderers whose symbol is a rainbow stretching off into the horizon on a blue field. Their gem is an opal. Kassandra Faerst founded the House of the Fetches. They are Savants whose symbol is a green hand on a white background. Their gem is a emerald. Briann Kestra founded the House of the Light of the Mind. They are Telepaths whose symbol is a golden rising sun on a dark blue background. Their gem is amber. These are schools, if you will, who train young psions in their gifts.

Recent Past
Recently, a 7th house has arrived. No one knows much about them except they appear to be warriors. They call themselves The Diamond Knights. Their symbol is a white diamond against a black background. Their gem is a diamond. Lately other schools are opening up, on how to teach young sorcerers to curb their habits and when to cast spells.

The new monarchy is ruled by four siblings; Desmond, Rubius, Saphie and Esmeraude. They are the soul inheritors to the kingdom of Gemordia and tend to stay out of the business of the other three continents, as was their ancestors doings. But now, a sibling is interested in an artifact found by a Figaronian scientist.


Gemordia Key Locations
Bloodstone Plains, Pool of Rubies, Crystal Lake, The Tower of Opal, The Tower of Amethyst, The Tower of Garnet, The Tower of Emerald, The Tower of Amber, The Tower of Saphire, Citrine Beach, Island of Dreams, Ruined Temple of Syryx, The Forest of Fears, The Mines of Matrion, Inal'Fern Swamp, The Onyx Gate, Abandoned Town of No'Med

Main Cities, Towns, Metropolis's and Villiages:
Daje, Tamehite, Xyno, Alexite, Iol, Chryso, Spinel, Tourl'mine, Axin, Star, Lazuli Pavailion (Capital City. The castle they reside in is called Lapis)

Main Hamlets and Thorps:
Tag'ea, Quartz, Rhodo, Zoi, Apophy, Feld, Coral, Sardon
 
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Gemordia's Royal Family

Prince Rubius Jemm
This randy red head acts as the main leader (although he does have help. The middle child (with Esmeraude being the oldest and Spahie being the youngest and Desmond as his twin), who has seen it all. Hes the type to surprise the entire country by turning down every girl at the dance and choosing the most handsomest guy there, and dancing with him! Although he and Desmond looking nothing alike, they are very much the same person, outgoing and wanting to help their country more.

“Prince Rubius Jemm”, male human Aristocrat3/Psion (Seer) 7: CR 10; Size M; HP 3d8+7d4+10 (47); Init +4; Spd 30 ft.; AC 18 (Touch 14, Flat-footed 14); Atk +5 (Melee) or +9 (Ranged); AL LG; SV Fort +8, Ref +7, Will +13; Str 10, Dex 18, Con 12, Int 18, Wis 20, Cha 14; Height 6 ft. 2 in.
Languages Spoken: Common, Gemordian, Elven, Orcish, Draconic
Skills (ranks are bolded): Bluff 8 (6), Diplomacy 7 (5), Disguise 8 (6), Spot 9 (4), Concentration 7 (6), Gather Information 4 (2), Listen 9 (4), Innuendo 8 (4), Intimidate 7 (5), Perform (Sing/Dance) 11 (9), Sense Motive 9 (4), Psicraft 12 (8), Remote View 10 (6), Knowledge (Local) 17 (13), Knowledge (Arcana) 8 (4), Knowledge (Psionics) 17 (13), Knowledge (Nobility) 17 (13), Stabilize Self 8 (5); Cosmopolitan (Stabilize Self), Great Fortitude, Extend Power, Persistant Power, Mental Advisary, Resculpt Mind, Quicken Power, Repeat Power, Enlarge Power, Empower Psicrystal
Power Points: 41
Psionic Combat Modes: Id Insinuation, Mind Blast, Mind Thrust
Psionic Defense Modes: Empty Mind, Tower of Iron Will, Mental Barrier
Powers Discovered:
Talents: (10 Free) Detect Psionics, Burst, Daze, Awareness, Memory Recall
1st Level: Combat Precognition, Comprehend Language, Charm Person, Biocurrent
2nd Level: Recall Pain, Body Adjustment, Feat Leach
3rd Level: Non Detection, Remote Viewing
Possessions: Gem studded leather armor (Glammered +1), Long sword +1 (1d8+1 (1d8+3 2 handed) 19-20 x2), Psicrystal (Julian(Hero)) (HP 20/Int 9/AC 13, Hard 8, Sighted, Empathic Link, Self Propulsion, Speak With Other, Hardened Crystal, Lesser Self Propulsion, Lesser Power Channeling, Telepathic Link), Crown of Wisdom (+2), Crystal Capacitor (+3), 37 Shards (+3 various), 75 SP
Description: Although he is king of Gemordia, he does not act like it too much. He believes in having fun and enjoying life. He does a have a serious streak though. He is usually seen in the finest clothes made of red fabrics and a dark red cloak attached with a garnet. His studded leather armor is studded with varius rubies and garnets, much like the rubies and garnets that line his sword.


Princess Esmeraude Jemm
She the toughest of all the sibblings. She beat both brothers in war games and in sword fighting. She is seen as the country's master general. She leads the combat side of things. She is uninterested in girl things and thinks Saphie has her head in the clouds.

“Princess Esmeraude Jemm”, female human Aristocrat3/Psi Warrior 7: CR 10; Size M; HP 10d8+40 (102); Init +2; Spd 20 ft.; AC 19 (Touch 12, Flat-footed 19); Atk +11/+6 (Melee), +12/+7 (long sword) or +7/+2 (Ranged); AL NG; SV Fort +10, Ref +5, Will +7; Str 20, Dex 10, Con 18, Int 14, Wis 14, Cha 13; Height 5 ft. 8 in.
Languages Spoken: Common, Gemordian, Orc
Skills (ranks are bolded): Intimidate 17 (13), Listen 4 (2), Ride 5 (5), Sense Motive 4 (2), Spot 6 (2), Autohypnosis 4 (2), Stabalize Self 6 (2), Balance 1 (1), Climb 6 (1), Tumble 2 (2), Use Psionic Device 3 (2), Knowledge (Local) 7 (5), Knowledge (War) 12 (10), Knowledge (Psionics) 7 (5), Knowledge (Nobility) 12 (10), Craft (Weapons) 4 (2), Craft (Armor) 4 (2); Blooded, Lightning Reflexes, Weapon Focus (Long Sword), Expertise, Craft Psionic Arms and Armor, Psionic Weapon, Combat Reflexes, Power Attack, Metacreative, Weapon Specialization (Long Sword)
Power Points: 16
Psionic Combat Modes: Id Insinuation, Psychic Crush
Psionic Defense Modes: Thought Shield, Mental Barrier
Powers Discovered:
Talents: (9 Free) Detect Psionics, Force, Bio Booster
1st Level: Combat Precognition, Call Weaponry, Hustle
2nd Level: Feat Leach, Combat Prescience
3rd Level: Metaphysical Weapon
Possessions: Charged Long sword +1 (1d8+6+1d4+1d4 (for 1PP) 19-20 x2), Armor of Foresight (half platemail +1 w/ continual Combat Precognition, AC Penalty -6), Gauntlets of Ogre Power, Dojere (Greater Concussion, 50 charges, 3rd level manifester), 235 gp in gems.
Description: Decked out in her emerald half-plate armor, Esmeraude is the fighter in the family. She knows what she wants and she takes it. She has a reputation for being a hard ass and a bitch. That doesn’t bother her any, as long as it gets the job done. She is often seen going off into battle with her emerald armor, Foresight, and her trusty long sword Charger. The pommel has a large diamond worth 500 gp set into it.


Prince Desmond Jemm
Usually found dressed in all white, this sandy blond boy is always found at the local sorcerers guild trying to learn what they know. Even though he has the ability of psions, he wants to be better, stronger and able to lead their country better.

“Prince Desmond Jemm”, male human Aristocrat3/Psion Savant 4/Sorcerer 3: CR 10; Size M; HP 3d8+4d4+3d6+13 (54); Init +2; Spd 30 ft.; AC 13 (Touch 13, Flat-footed 11); Atk +4 (Melee) or +7 (Ranged); AL CN; SV Fort +4, Ref +4, Will +11; Str 8, Dex 14, Con 12, Int 20, Wis 16, Cha 18; Height 5 ft. 10 in.
Languages Spoken: Common, Gemordian, Draconic, Elvish, Orc, Infernal
Skills (ranks are bolded): Bluff 13 (7), Forgery 6 (1), Intimidate 17 (13), Listen 8 (5), Spot 8 (5), Sense Motive 26 (13), Knowledge (Local) 8 (3), Knowledge (Arcana) 20 (13), Knowledge (Psionics) 15 (10), Knowledge (Nobility) 7 (2), Alchemy 15 (10), Concentration 10 (9) Craft (Figurines) 15 (10) Psicraft 12 (7) Remote View 10 (5), Scry 10 (5), Spellcraft 12 (7), Knoweldge (Demons) 6 (1); Arcane Schooling, Improved Psi Crystal, Toughness, Augment Construction, Resculpt Mind, Augment Summoning, Persistant Power, Extended Power, Inner Strength
Power Points: 14
Psionic Combat Modes: Mind Thrust, , Mind Blast
Psionic Defense Modes: Empty Mind, Intellect Fortress
Powers Discovered:
Talents: (7 Free) Trinket, Detect Psionics, Lesser Natural Armor, Burst
1st Level: Astral Construct I, Cry Blast, Combat Precognition
2nd Level: Astral Construct II
Spells Known: 0 – 6, 1 – 3, 2 – 1
Spells Cast A Day: 0 – 6[/b], 1 – 6, 2 – 3
Cantrips: Detect Magic, Quick Boost, Read Magic, Ghost Sound, Prestidigitation, Daze
1st Level: Change Self, Summon Monster I, Mage Armor
2nd Level: Summon Monster II
Possessions: Ferrionair of Intelligence (+2), Earrings of Charisma (+2), Psicrystal (Sara (Liar/Sage)) (HP 20/Int 7/AC 13, Hard 8, Sighted, Empathic Link, Telepathic Link), Third Eye of Perception, Cloak of Resistance +1, Dusty Rose Ioun Stone, 4 Ioun Stones (Purple, Red, Blue, Green), 900 gp in various gems
Description: Dressed in robes of white and black his ferrioneir on his head is a large diamond. Many mistake him for a quiet Diamond Knight but they are quickly proven wrong. Prince Desmond is his own person. He loves his family but hes trapped in his own head with his own ideals right now to be bothered with their plans. If, however, anyone crosses him, they are the first to fall.
Familiar: A black cat named Mortimer

Summon Monster I Kayoss the Kat: CR 1; Tiny Outsider Anarchic Animal; HD. 2d8+2; HP 16; Speed 30; Init +2, AC. 17 (+2 Dex, +2 size, +3 natural) (touch 14, flat-footed 17); Atk +3 (Claws 1d4-1); SA Smite Law; SQ Darkvision 60’, Acid, Cold, Fire, Sonic Resistance/5, Immune to Polymorphing/Petrification; SQ Weapon Finesse (claws), AL N; SV Fort +4 Ref +4 Will +2; Str. 8, Dex 15, Con 14, Int 3, Wis 15, Cha 7.
Skills and Feats: Listen +6, Spot +6 (+10 in daylight)

Summon Monster II B’Fudle-Mint the Heyena: CR 2; Medium Outsider Anarchic Animal; HD 3d8+4 (21); Speed 50; Init +2, AC. 14 (+2 Dex, +2 natural) (touch 14, flat-footed 12); Atk +4 (bite 1d6+2); SA Smite Law; SQ Darkvision 60’, Acid, Cold, Fire, Sonic Resistance/5, Immune to Polymorphing/Petrification, AL N; SV Fort +5 Ref +5 Will +1; Str. 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6.
Skills and Feats: Hide +3, Listen +6, Spot +4, Wilderness Lore +1 (+10), Move Silently +4; Weapon Finesse (bite)

Astral Construct I Tri the Wolf: CR 1/3; Small Construct; HD 1d10 (8 Hp); Speed 40; Init +2, AC. 14 (+2 Dex, +1 Size, +1 natural) (touch 13, flat-footed 12); Atk +3 (Slam 1d4+2); SA Additional Attack; AL N/A; SV Fort +0, Ref +2, Will +1; Str. 13, Dex 15, Con -, Int -, Wis 12, Cha 6.

Astral Construct II Tygera the Tiger: CR 1; Medium Construct; HD 2d10 (15 Hp); Speed 40; Init +2, AC. 14 (+2 Dex, +2 Natural) (touch 12, flat-footed 12); Atk +3 (Slam 1d6+2); SA Trample, Trip; AL N/A; SV Fort +0, Ref +2, Will +1; Str. 13, Dex 15, Con -, Int -, Wis 12, Cha 6.



Princess Saphron 'Saphie' Jemm
The youngest of the sibblings and named for her saphron colored hair, this young lady (16) wears all blue. She tends to handle the diplomatic side of things. She is soft, naive and very trusting.


“Princess Saphron “Saphie” Jemm”, female human Aristocrat3/Psion 7: CR 10; Size M; HP 3d8+7d4+30 (72); Init +3; Spd 30 ft.; AC 10 (Touch 10, Flat-footed 10); Atk +5 (Melee) or +8 (Ranged); AL NG; SV Fort +5, Ref +6, Will +12; Str 10, Dex 16, Con 14, Int 18, Wis 18, Cha 20; Height 5 ft. 4 in.
Languages Spoken: Common, Gemordian, Elven, Orc, Celestial
Skills (ranks are bolded): Bluff 20 (13), Diplomacy 26 (13), Disguise 9 (4), Gather Information 9 (4), Innuendo 8 (4), Intimidate 9 (2), Knowledge (Psionics) 17 (13), Knowledge (Local) 17 (13), Knowledge (Nobility) 17 (13), Listen 7 (3), Perform (Storytelling) 9 (4), Spot 7 (3), Read Lips 7 (3), Sense Motive 16 (9), Concentration 8 (6), Psicraft 10 (6); Smooth Talk, Skill Focus (Diplomacy), Psychoanalyst, Psychic Inquisitor, Resculpt Mind, Persistant Power, Extend Power, Inertial Armor, Psionic Focus (Telepathy), Hide Power
Power Points:
Psionic Combat Modes: Mind Thrust, Psychic Crush, Mind Blast
Psionic Defense Modes: Tower of Iron Will, Intellect Fortress
Powers Discovered:
Talents: (10 Free) Telempathic Projection, Detect Psionics, Lesser Natural Armor, Elfsight, Distract
1st Level: Attraction, Object Reading, Disable, Lesser Mind Link
2nd Level: Detect Thoughts, Suggestion, Inflict Pain
3rd Level: Fate Link, Displacement
Possessions: Earrings of Charisma (+2), Braclet of Wisdom (+2), Necklace of Intelligence (+2), 4000 gp in various gems, Psicrystal (Sammael (Friendly)) (HP 20/Int 9/AC 13, Hard 8, Sighted, Empathic Link, Self Propulsion, Speak With Other)
Description: This young girl may be young but she is well respected. Many know her name so she tends to hide in disguise to observe the people and get their feedback about the government. She is very fair and tries not to use her telepathic powers to persuade them into doing something they wouldn’t do naturally.
 
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Mysterious Locations

Bloodstone Plains
It is rumored that two gods of war battled it out over which race would be dominate in the region. Their blood splattered across the land. The red blood of one god and the dark ochre gren blood of the other god, making the plains a red and dark green checkered plains. One god was was wounded bad and died on the plains, marked by the Pool of Rubies, a shrine to the fallen god. 8 tribes of orcs are constantly battleing each other for control of the Bloodstone Plains.

Pool of Rubies
A shrine to a Fallen god, long ago forgotton and defaced. Its husk resides on a small island in the center of the blood red lake. Many people tend to not go swimming or fishing at this lake because they say all the life forms are mutated somehow. Rumor of a Guardian of the Lake persists with local legends.

Crystal Lake
This quiet, calm serene lake is not all that peaceful as one thinks. A dark cloud hangs over the lakes center and spreads for 5 miles outside its radius. No one knows why it is always night around the lake. Everyone who has tried has never returned.

The Tower of Opal
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Opal Tower can never quite find their way to it. Only people with permision can enter the tower.

The Tower of Amethyst
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Amethyst Tower find themselves weakend or changed physically. Only people with permision can enter the tower.

The Tower of Garnet
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Garnet Tower are plagued with horrible visions of what will happen to them for tresspassing. Only people with permision can enter the tower.

The Tower of Emerald
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Emerald Tower find themselves pelted or hurled backwards. Only people with permision can enter the tower.

The Tower of Amber
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Amber Tower are driven slowly mad by the voices they hear in their heads. Only people with permision can enter the tower.

The Tower of Saphire
This tower (like the others) is situated around the boarders of Gemordia. It is said that those who come near the Saphire Tower are attacked by stange creatures. Only people with permision can enter the tower.

The House of Stone and Light
A temple said to have been destroyed nearly ages ago, this house is said to open into another world where sorcerers can learn to harness their abilities more so than the average student. Some claim this house is abandoned and forgotten. locked away with time.

Citrine Beach
Citrine Beach is a place of rest, relaxation and healing. Those who lay on their sands are said to be brought around and healed, slowly but surely. Many people come here to meditate on the showers in the early morning or the early evening as some claim it gives visions.

Island of Dreams
A small island on the Ocean of Dreams, local legend states that someone resides their in a sleep. When a nightmare occures, the lands feel it. When a peacefull dream occures, the lands feel it. Many priests say it has no ties to Morpheus.

Ruined Temple of Syryx
A temple to some forgotton half dragon god of the gems and supposed founder of Psionics. Its been long abandoned but some can still hear a low rumble from deep within.

The Forest of Fears
Located right before the Inal'Fern swamp, no ones stories have matched anyone elses on this mysterious wood. Some say a villiages lies within, some say an old spinster lady, some say a bunch of hideous druids, but the one common factor is that all their fears came to light in this dark, mysterious wood.

The Mines of Matrion
The rumored location of the supposed ‘hole’ Arioche created and placed all the sleeping Illithiads in. No one goes in there after a unexplainable mining accident. The mines are used to harvest and produce various gems.

Inal'Fern Swamp
This swamp houses vile creatures said to be from the planes of Hell. Its also said that a city into demonic worship was buried under the swamp. This swamp is the boarder of Gemordia and Zodicia.

The Onyx Gate
Located in the heart of the Inal Fern Swamp, it is said this gate is the one used by Arioche and her followers to descend into the Underdark. It is locked now and no one cares there is a crack in it.

Abandoned Town of No'Med
A town abandoned in the Inal'Fern swamp. No one has explored it because of its dangerousness. Some say a portal lies somewhere in the city to the sunken demon city below.
 
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Location Biases

Figaro
------------
Sorcerer “They knew what they were doing. Good thing they stopped. I can forgive and forget, I do not think my ancestors did however.”

Peasant “They put us through Hell, but they wisened up. Dr. Figaro did everyone a favor and left Zodicia. Good thing shes not like the cold hearted Queen Machina!”

Princess Saphie “While I have not been to Figaro to talk with King Gerrad, there is still some resentment from my people. I can hardly blame them. Maybe they will do something nice and earn our trust.”


Machine Empire
--------------------
Noble “Its hard to think we may be related to them, Cousins, Brothers, Sisters, Mothers and fathers. This is what happens when things go unchecked. Thank the Gods for our kingdom!”

Peasant “Shhhh!! They have spies you know!!”

Princess Saphie “We distrust them, more so than the other countries. Yet we feel a kinship to them. But we cannever trust them or accept anything from someone who wanted to keep abusing and mistreating us. Many died because of their horrible experiments.”

Zodicia
----------
Noble “Nice place to visit, if you aren’t psionic or a sorcerer!”

Peasant “We stay away from the witch hunts there! Mages and the High Magi do not like us one bit! Hrmph! Hows that? Not liking you for something someone else did to you!”

Princess Saphie “We can understand why they did what they did. What people dont understand they fear. And what they fear, they tend to destroy.”
 
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Additional Rules and Infromation

- Psions get an extra Metapsion or item creation feat every 5 levels starting with level 1.

- High Magi is a term to describe the Players Handbook Sorcerers (Dragon/Fey Touched). Sorcerers is the term used everywhere to describe Gemordia’s sorcerers. They are the ones from BoEM II.

- Some powers and Feats come from The Minds Eye from the Wizards Website and some come from If Thoughts Could Kill.

- I am using the power scaling variant from If Thoughts Could Kill.

- I am using the Cha/Str Bonus for Intimidation from Masters of the Wild. Princess Esmerayde uses Strength.

- Although quite rare, gem armor can be made. For a price. To make Gem Armor, you must have the armor cost x3. For instance, Studded Leather armor costs 25 gp. To stud it with gems, it would be 25 gp x 3 = for 75 gp. Gem armor is always considered masterworked. Light Armor has a Hardness of 5, Medium Armor has a hardness of 8, Heavy Armor has a hardness of 10, Shield and extras have a hardness of 3.

- The 8 orc tribes of the Bloodstone Plains:
The Ekkmrad - The Emerald tribe. Dressing in all greens, these are the most primitive of the orc tribes. They are more 'in tune' to the ancient Orc God of War and are mostly barbarian and use crude weapons.

The Rubiakan - The Ruby Tribe. They dress in all red and they dont bear the green blood as their other breathren. They bear the human red blood. It is said these orcs are the 'more human' of the orcs. A few have spoken of these orcs using mind magic. They are more friendly then the other tribes.

The Ame'kythian - The Ametheyst Tribe. They dress in all purples and tend to be more neutral and playful of the orc tribes. They use semi modern weapons of metal and are semi tolerated in human establishments.

The Sakeriaphan - The Saphire Tribe. They wear all blue and tend to be the studies of the orcs. Delving deep into the magics of the dead, not much is known about the tribe.

The Dikk'amiand - The Diamond Tribe. They wear all white and rumor speaks that they have a half white dragon in their midst. If they do, no one is talking. They see themselves as the TRUE orc race and they are above the other commoners. This tribe is are the nobility ... or so they claim.

The Topakialian - The Topaz Tribe. They wear browns and are more in touch with Nature. They are the ones who employ druids to ambush the enemy with powers of earth and trees. They speak with the animals and some have the ability to shift into animals.
 
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Allrighty, then! Haven't had the time to go over your latest post until now! :)


I like the defenses of the different towers. The Citrine Beach is a nice touch, everyone needs a good spot for down-time! :)
The border between Gemordia and Zodicia is pretty rough! A good thing, i think. Well, maybe not for the players, but hey, thats half the fun, yes? :)
The 7th House are Psychic Warriors, yes?
 



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