The Sky Realms Of Verasia

dwayne

Adventurer
These are Some Artifacts of my campain world enjoy.

Agathon's Fullplate of Adventures Fortune
Agathon Morrund commissioned this armor a very well known Scoundrel. The armor it's self was made by an Unknown mage in Saltwater. Tales are told of many powers that the armor has but none that wear it will give away its secrets.
Discription: Made of adamantine edged in gold this plate when looked at very close images of scales can be seen like those of a dragon. The helm has horns of ivory and a set of Smokey crystals covers the eyes a fanged mouth completes it.
Powers: +5 magical fullplate also provides compete immunity to all dragons breath weapons the wearer must expose the armor to it first. After that that type can not effect him ever again as long as he wears it. It also has heavy fortification, strength+4,Nimbleness, Darkvision 60ft.Total AC13 (+8armor,+5magical) Max. Dex. +3 Armor check -4 move (30)=20/(20)=15 lbs50
Draw Back: the dragons breath power Must never be told or the armor will teleport away.

Great Sword "Wedlock"
Description: Made of lead crystal handle wrapped in shark skin 5,000 gp Emerald a greenish glow as torch 30 ft. radius. When it strikes a creature a hallow laugh is herd up to 60 ft. The personality of the weapon is one of a overly possessive loose woman if you know what I am talking about.
Powers of Great Sword: +7 regenerates as troll 5 per round but also fire an acid cannot be regenerated. If wielder loses a limb or body part, the lost portion regrows in 3d6 minutes. The wielder can reattach the severed member instantly by holding it to the stump even the head. Also shoot +4 heavy crossbow like force bolts.
Drawback: if at any time the wielder misses he takes maximum damage on self that cannot be regenerated by sword. The swords name is Wedlock

Maul of Motsognir
Description/History: This maul belonged to a mighty gladiator who used the weapon to smash the heads of his enemy killing them instantly. The haft is of iron wood and the head is of adamantine covered in arcane dwarven runes of great power imparting vary powerful magic on all Those worthy to wielding it. A minotaur named Thanolis had a great dwarven smith create this maul for him. Unknown to Thanolis the smith put in one other thing that he did not want. Against a dwarven humanoid the maul dose only 1 point per attack no other damage is caused and if a critical is scored the wielder is stunned a number of rounds equal to normal damage dealt. The wielder of the weapon thinks everything is fine and will never suspect anything is wrong.
Powers: It's a huge maul+5 the weapon does 2d8, of impact increasing the threat range to 19-20 /x3, also on every successful hit, the target of the attack must succeed at Fortitude save (DC 19) or be knocked back 10 feet. (If the target can't move back 10 feet, it instead falls to the ground.) If the first save fails, the target must succeed at another Fortitude save (DC 19) or be stunned for 1 round. Once per. day Antimagic Aura, and Shatterfloor, at will Shockwave Strike 10 Th caster,( Antimagic Aura is Wielder only. The Shatterfloor and Shockwave Strike only when hitting the ground). Also on a successful critical hit the targets head, (if of same size or smaller other wise a vital spot is hit massive damage killing opponate), is obliterated totally destroyed (same as vorpal).
Antimagic Aura: Effects wielder only not his weapon for duration totaling 10 rounds. It makes the wielder impervious to most magical effects including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines, but does not dispel it only suppresses it when in the effect and counts against the suppressed spell's duration.

Shatterfloor Range: 200ft. Area: 15-ft.-radius spread. Save: Will half (DC 16), Spell Resistance: yes
Creatures and objects in the area take 10d4 points of sonic damage, and can make a will saving throw for half damage. If the floor of the area is made of stone, wood, ice, or material any softer than those, the floor is pulverized to a depth of 6 inches, resulting in an area of soft dust, wood fragments, or loose crushed ice, as appropriate. Any creature moving across this surface is reduced to half speed.

Shockwave Strike Range: 75ft. Target: one creature, Saving Throw: Reflex partial (DC 14), Spell Resistance: yes. Upon striking the ground the force of the blow is transmitted through the ground to the target. Roll an attack as normal, except thet the blow cannot critical, deliver a coup de grace or transmit any special effects of the wielder's strike. In addition to taking damage, the target must make a reflex save or be knocked prone. Range is in a straight line only.

The Thorn Helm
This artifact was given to king Ulathor the ruler of unther at the time of the purging by the elves for his help against there kin. The true owner of the helm is unknown its even older than the elves. The only thing that is known is that who ever wears the helm gains the ability to see things that mortals can not, even brief glimpses into the future. The helm can not be taken away from who ever it was given to by any mortal means known. It must be given freely, without any thing spell or otherwise causing the possessor to do it against his true will. Nothing truly evil may ever wear or even touch the helm or be harmed as the spell at 30th level of ability.
Description of the helm
It’s a full-face helm that covers the eyes and upper bridge of the nose of the wearer, making him totally dependent on the magic of the helm to see. It’s made of thorn wood bark blackened by dragon fire. Inch long thorns cover the headpiece and the visor is smooth, covered in crimson glowing rune of power.
Powers of the helm
The helm adds a +8 deflection bonus to armor class of the wearer. The wearer can see through the visor as if it were glass he also gains blindsight (range 60 feet), and an additional +10 insight bonus to all search and spot checks. The helm protects the wearer from being blinded or effected by gaze attacks of any kind. 1/day true seeing (20 minutes duration), always active Foresight as the spell.
 
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Looking good. That is a lot of islands on the west. Also, are you going to give us mor info on your world? I'd like to know where the Great Rift leads to and what happens if one get sucked into the middle of The Vortex. Also all your little towns that have numbers, it would be nice to know the names of those places. Anyway it all looks god. Can't wait to see more of your work.
 

History part 1

The doc is part of the history of my world hope you enjoy it and help fire your Imagination.

By the way that section with the numbers was taken from Sword & Sorcery: Necropolis by Gary gygax. because i needed an Egyptian type setting and it seened to work. Of corse i added some things which i will cover later. more to fallow.
 

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Amalar the demon paladin?

History: Amalar was a demon who’s essence was transformed by a high level priest of Heimdall he used a miracle to alter his alignment from Chaotic Evil to Lawful Good this of coarse angered Orcus. Seeing the errors of his ways he carried the priest back to his temple. Heimdall seeing this allowed him to become a paladin of him. This angered Orcus so that he set about planning the creature’s demise. Just as there is creature of evil that can be redeemed so creatures of good can be corrupted but that is another tail. Hephaestus, as a favor he owed to him from the god, forged this creature construct. The gift was for his many deeds done in the gods name in verasia and the spreading of his religion as well. This item can never be found in a horde or anything as such. Amalar would never part with it upon attaining this as well as powers bestowed on his sword he stared the progression in to a incorruptible being of good. Having seen the evils and turned his back on them he was forever unable to be tainted by them again. These special angelic beings are marked by there black wings and are feared by demons, devils, and other vile creatures every were.

Large Construct
Hit Dice: 18d10 (99 hp) Initiative: -1 (Dex) Speed: 100 ft. AC 34 (-1 size, +3Dex, +22 natural)
Attacks: 2 hooves +32 melee, 1 Bite +27 melee. Damage: Hoof 2d10+20, bite 2d6+10.
Face: 5 ft. by 10 ft. Reach: 5 ft. Special Attacks: Dire Charge, Breath Weapon.
Special Qualities: Construct traits, Fast healing 5, Magic immunity, DR 15/Epic, Mithral, Burst of speed, Planer Stride.
Saves: Fort +6, Ref +5, Will +6 Abilities: Str 50, Dex 16, Con--, Int--, Wis11, Cha 1

Dire Charge (Ex): If the Strider charges a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Magic Immunity (Ex): The strider is immune to all magical and supernatural effects, except as follows. An electricity effect slows it (as a slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the strider and cures 1 point of damage for each 1 point of damage it would otherwise deal.
Breath Weapon (Ex): A cone of fire 60 feet long. This is a alchemical sticky spray that will continue to do half the damage that it did the round before untill its put out or burns its self out.
Extradimintional Space: Under the saddle is a space of holding like a portable hole.
Burst of speed (Su): Once per week the strider may travel any where on the planet in one round. After use of this ability the strider will stop and rest fore 12 hours. This will only work on a primaterial plane.
Planer Stride (Sp): As per the plane shift spell but only those that are riding the strider are taken.
 


Some wizard spells of verasia

Now some of these i have had for a long time and many need converting to 3.5. Which i will at a later date but thought i would post them and get feed back on them. Also can not remember were i got some of them so if you people know let me know. The only one that i remember thats my own is the greater haste which i think fills the gap between haste and time stop.
 

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here is a race of verasia

This was a funny idea i had and it grew from there into a Playable PC race. I will post more on this race like there personal weapons and armor as well as there out look on life.

LEPUS
Brief description of the race
Personality: The typical personality of the race is one of a seeker of knowledge and the general traits that all of the members tend to share are one of alertness. Don’t be fooled because there race are also very capable of war and have some very capable fighters among there ranks as well.
Physical Description: The average height and weight of both sexes of the race use human chart, the color tendencies of their hair, skin, and eyes, vary far and wide and there obvious physical features are there big feet like that of a typical rabbit or hare, there ears, and over sized front teeth.
Relations: This race dose not trust easy and are always on the look out for danger in all it forms. Their only enemy on this island are a race of Evil Kappa that raid there small burrows. Though with the help of their allies the Tengu there life has improved.
Alignment: The general alignment of the race is lawful with neutral tendencies, most members of this race share is a love of life and beauty in all its forms.
[Lepus] Lands: The race is commonly found on the sky island of Zoe-Ti-Gumo.
Religion: The dominant religion of the race is the great mother, all her clerics are druids.
Language: Lepus, the alphabet of there language is unlike any other its made of symbols each symbol depending upon how its used could mean any of 100 different things, not many have the time or disciplined mind to under stand it. Many Psionic races seek out Lepus masters to learn their secrets.
Names: Names of this race are almost always named after some thing in nature or along that theme, names are always given at birth a scond is given at adult hood by the tribe at the same time a third is chosen by the person. The following are example of some of the names of each. (Male: Thorn swift leaf, Oak quick finder, /female: Rose wind bloom, Faun dandelion heart).
Adventurers: The typical adventurers of this race are usually monks of the rose. Typical motivations for adventure are knowledge, they usually start adventuring at adult hood, and the rest of the race perceives adventures as wise men and women.

[LEPUS] RACIAL TRAITS
· +2 to Dex. –2 to Str.
· Size: Medium.
· Movement: 40.
· Low-light vision 60 feet.
· Bonus feats alertness, Weapon familiarity Lepus Weapons.
· +2 to jump (Lepus use there dex not strength for jump rolls).
· +2 to Survival.
· +2 to Spot.
· +2 to Listen
· Automatic languages: Lepus and common.
· Favored Class: Monk or Psion, they are a very disciplined race and most are mighty defenders of their way of life.
 

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