<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss'><id>tag:blogger.com,1999:blog-1154506515895993370</id><updated>2009-10-16T05:21:01.625-07:00</updated><title type='text'>Random Acts</title><subtitle type='html'>A Creative Endeavor Relating to the fields of Storytelling, Folklore and Illustration.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default?start-index=26&amp;max-results=25'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>96</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1018473528836850917</id><published>2009-08-14T10:42:00.000-07:00</published><updated>2009-08-17T05:17:13.929-07:00</updated><title type='text'>Nine Worlds: Trolde of the Glasir Plains</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s1600-h/Glasir+Plain1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 207px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s400/Glasir+Plain1.jpg" alt="" id="BLOGGER_PHOTO_ID_5370194316775602114" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The Glasir Plains is a region in Midgard that stretches from Eastern Scythia all the way to the Herma river, the border of Risaland. It is a land of vast expanses of grass, bogs and steppe lands. It is here that the greatest collection of Trolde have formed their own savage kingdom.&lt;br /&gt;Long ago, these Trolde were the thralls of the Giants of Risaland, but gained their independence and escaped to the Glasir Plains. There they have established a semi-nomadic way of living, tending herds of horses, and maintaining walled towns and cities of wood and sometimes stone. Though they are separate from Risaland, the Glasir Trolde still pay tribute to their ancient masters, though they resent this tithe greatly.&lt;br /&gt;The other nations have a great deal of fear and respect for the Glasir Trolde, as they are a potent and deadly force. And though savage and occasionally hostile, they can be dealt with, and can make for profitable trading partners for those merchants with a stout heart and strong arm.&lt;br /&gt;Not just trolde live amongst the tribes. A great many Human slaves and trollborn (see below), as well as a great many of the lesser sorts of Jotun. Such jotun are seen as noble kin by the Trolde, and are permitted their own holdings and tribal regions. The addition of Plains or Rock Jotun troops in a war host is greatly desired by most chieftains, as their long range attacks and great strength are invaluable against mounted foes, walled towns and cities.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;Racial traits for the Trolde race can be found &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html"&gt;here&lt;/a&gt;.&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Godmund&lt;/span&gt; (High Trolde King)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/Soa9Q4EnViI/AAAAAAAAAbk/nreDVK4Akwk/s1600-h/Trolde+Chieftain.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 313px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/Soa9Q4EnViI/AAAAAAAAAbk/nreDVK4Akwk/s400/Trolde+Chieftain.jpg" alt="" id="BLOGGER_PHOTO_ID_5370187703313192482" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“I am but an unknown king with an iron crown, trying to lift a race of savages out of the slime into which they have sunk.”&lt;/span&gt; -Bran Mac Morn, Robert E. Howard&lt;br /&gt;The king over all of the Trolde Earls and Chieftains of the Glasir Plains. The king of the Glasir Trolde ascends to the throne, he is renamed Godmund, despite his original name. The position is hereditary, with the closest male relation taking the position upon the elders death. Much like the Emperor of the Ostaran Empire, a new Godmund must be voted in, however in this case the Godmund is voted in solely by the Hagmoot (see below).&lt;br /&gt;Godmund is largely a war king, directing his Earls and Chieftains in battle, and is by necessity an extremely powerful and charismatic being. Politics amongst the Earls, Chieftains and Hags runs hot at court, needing a strong and cunning king to keep the tribes working together. This along with enemies at all sides keeps a Godmund quite busy.&lt;br /&gt;The present Godmund is an old-fashioned Trolde, content to sit on his treasure and let his Earls and Chieftains do as they like, as long as tribute is paid. It is said that he is an enormous Trolde, with many daughters and a personal army of terible potency. His chief wife is reputed to be a Hag of tremendous power and guile.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Capitol:&lt;/span&gt; The Godmund resides in the great fortress city of Trolgard, far to the East. The city is surrounded by an enormous stone wall, constructed by Stone Giant masons and enhanced with elemental magic. All races are permitted to visit and trade here, but must obey the customs.&lt;br /&gt;Delegates and traders from many lands may be found here. And as long as they observe the customs of Trolde society, they are permitted to stay. Priests of foreign gods are permitted to erect shrines and temples, but aggressive channelization is met with the full malice of the Hagmoot.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hagmoot&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SoWjXwN_wSI/AAAAAAAAAbc/AC93bFrtSgQ/s1600-h/Trolde+Adept.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 218px; height: 237px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SoWjXwN_wSI/AAAAAAAAAbc/AC93bFrtSgQ/s320/Trolde+Adept.jpg" alt="" id="BLOGGER_PHOTO_ID_5369877759185109282" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"The owl is abroad,the bat and the toad,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And so is the cat-a mountain,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The ant and the mole sit both in a hole,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And frog peeps out o'the fountain;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The dogs they do bay,and the timbrels play,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The spindle is now a-turning;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The moon it is red,and the stars are fled,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And all the sky is a-burning." &lt;/span&gt;&lt;br /&gt;-Witches Song, Ben Jonson&lt;br /&gt;Trolde society is under the protection of a sisterhood of powerful witches (female trolde druids) who maintain a vast network amongst the tribes. This network is of Druids and specialized Adepts, who advise their chieftains and earls in nearly all matters. Druids in this network must be female, though Adepts may be male (and defer to female members in all matters). The hags are intent of the protection of the ancient traditions of the Glasir Trolde, and use all manner of resources to do so.&lt;br /&gt;These witches specialize in divination and weather oriented magic, creating stone circles and earthen mounds to better track the heavens. Terrible rituals are enacted by the hags, often involving bloody sacrifice and communion with powerful spirits. A great many Cromlech (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-arcane-magic.html"&gt;Arcane Magic&lt;/a&gt;) dot the Glassir plains, and are well marked and watched by the hags.&lt;br /&gt;Only the most foolish of Trolde disregards the advice of the Hagmoot. However many male trolde at least somewhat resent the meddling of the Hags in their affairs, and take what liberties that they can. Many trolde from the tribes fear females of strong personality, even amongst other races, as they are raised to fear "womens magic" and to respect a womans authority.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Life in The Tribes&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SoWi5e0T34I/AAAAAAAAAbM/lHZLrcsjobg/s1600-h/Trolde+Fighter.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 205px; height: 231px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SoWi5e0T34I/AAAAAAAAAbM/lHZLrcsjobg/s320/Trolde+Fighter.jpg" alt="" id="BLOGGER_PHOTO_ID_5369877239117897602" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;'For a couple o' pins,' says Troll, and grins,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;'I'll eat thee too, and gnaw thy shins.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;A bit o' fresh meat will go down sweet!&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'll try my teeth on thee now.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Hee now! See now!&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I'm tired o' gnawing old bones and skins;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;I've a mind to dine on thee now.'&lt;/span&gt;&lt;br /&gt;-The Stone Troll, J.R.R. Tolkien&lt;br /&gt;The Glasir Trolde are semi nomadic, traveling with their herds of horses, only staying in one place for long during the winter months. It is a chieftains duty to lead such migratory bands across the plains, establishing traditional pastureland for his peoples herds. Permanent settlements are maintained by Earls, which are largely stone or wood fortresses with storehouses for grain and other valuables.&lt;br /&gt;Trolde nomads bed down under elaborate tents which are erected at great speed, and are of high quality. Trolde either go along on Horseback or in Wagons, though wagon riding is seen as a feminine practice. Trolde braves with the Run feat (particularly Barbarians) have been known to run rather than ride, showing off their great stamina.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Warrior Society: &lt;/span&gt;With the threat of Risaland to the East, the Frost Giants to the North, and a great many predators and other foes around, the Trolde need to be tough, and ready for battle.&lt;br /&gt;All trolde non-spellcaster males are taught at least the rudiments of combat and will always have ranks in a battle ready class. This is most often the Warrior NPC class, with the elite having ranks in a PC class, favoring Barbarian and Fighter.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Social Rank: &lt;/span&gt;No Glasir Trolde has a social rank lower than a Freeman, as having been slaves in Risaland, they disdain forcing such a rank upon their own kind. This does not keep them from enslaving Humans however. Amongst the Trolde, their is only one King, called Godmund (see above) regardless of his real name.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Food: &lt;/span&gt;Trolde of all lands have enormous appetites, particularly for strong drink. The Glasir Trolde brew several potent alcoholic beverages, including a strong "wine" made from horses milk. Horse and goat flesh is eaten regularly as is the flesh of wild game (and fallen slaves and enemies). Ground grains are rarely consumed by nomad bands, as keeping this fare on the move is very difficult.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde Horse Breeding:&lt;/span&gt; Trolde of the Glasir Plains are renowned for their skill in the breeding of horses. Trolde horses are always of the "Heavy" variety. Though most of these horses are kept as food animals, select breeds of war horse are bred for use for cavalry (Heavy War Horse).  All trolde bred horses are desired by the other nations, with only geldings being available for sale to outsiders.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion:&lt;/span&gt; Trolde believe that they are born from the "flesh" of the land (from the flesh of &lt;a href="http://en.wikipedia.org/wiki/Ymir"&gt;Ymir&lt;/a&gt;), and so they see the very land as an object of worship and their parent. Trolde observe a great many rituals, mostly surrounding thanking and appeasing the land and weather for its gifts, and being watchful for its displeasure. Though female trolde handle the majority of Trolde religion, males can be found in the role of Jotun or even Vanir Cleric or Adepts in their veneration.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Trollborn&lt;/span&gt; (New Race)&lt;br /&gt;Trollborn are the result of the mating of Trolde and Humans, often from human slaves, though love pairings do exist. Troll women are as likely to pursue such pairings as males, and far more likely to survive the birthing. Trollborn generally resemble big, ugly humans, though some are obviously of Trolde stock. Trolde with the scent feat always recognize a Trollborn for what it is. Though many trollborn have pot bellies and seem obese, all have strong arms and broad shoulders (even the women), and are much prized as warriors.&lt;br /&gt;Within Trolde society, Trollborn are seen as sickly and small, but not without their uses. None may advance beyond the status of a Freeman, but are never considered Thralls. hey are used as scouts, hunters and assorted specialist regularly. In Human society, Trollborn are despised as monsters and suspected of all manner of evil. Still, this evil reputation can be desireable in some circles, and thus they can be found leading bands of outlaws and similar scum.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Traits: &lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+2 Strength, -2 Dexterity, -2 Charisma&lt;/li&gt;&lt;li&gt;Size: Medium.&lt;/li&gt;&lt;li&gt;Base Speed: 30 feet.&lt;/li&gt;&lt;li&gt;Darkvision: Trollborn can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trollborn can function just fine with no light at all.&lt;/li&gt;&lt;li&gt;Giant Blood: For all special abilities and effects, a trollborn is considered a giant.&lt;/li&gt;&lt;li&gt;Automatic Languages: Common and Trolsprog.&lt;/li&gt;&lt;li&gt;Bonus Languages: Dwarven, Giant, Hyborean, Terran and Abyssal.&lt;/li&gt;&lt;li&gt;Favored Class: Barbarian (Male) or Druid (Female).&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1018473528836850917?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1018473528836850917/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1018473528836850917&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1018473528836850917'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1018473528836850917'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/nine-worlds-trolde-of-glasir-plains.html' title='Nine Worlds: Trolde of the Glasir Plains'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SobDR1I7N8I/AAAAAAAAAb0/SM3HFzbx2q8/s72-c/Glasir+Plain1.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-632668750018855436</id><published>2009-08-11T09:14:00.000-07:00</published><updated>2009-08-13T15:01:22.377-07:00</updated><title type='text'>Nine Worlds: Everyday Magic</title><content type='html'>&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link style="font-style: italic;" rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} p.MsoBodyText, li.MsoBodyText, div.MsoBodyText 	{margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	mso-bidi-font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;People in the Nine Worlds make use of many small magic’s in their daily lives, leaving the greater workings to gods, clerics and wizards. This is largely evident in the daily rituals and practices observed in nearly every home, farm and household. To survive in the chaotic and often hostile environment of the Nine Worlds, people take part in a number of simple magical practices. Many of them involve no more than simple offerings of respect to local spirits (fey, outsiders of elementals), while others are more complex and even dangerous.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Adept Class&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.leonacraig.com/catalogue_art_gallery/wall_art/medieval_man_feng_wu_sui.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 153px; height: 195px;" src="http://www.leonacraig.com/catalogue_art_gallery/wall_art/medieval_man_feng_wu_sui.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"No one alive could talk as well as he did&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;On points of Medicine and of surgery,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;For being grounded in astronomy,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;He watched his patient’s favorable star&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And by his Natural Magic knew what are&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;The lucky hours and planetary degrees&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;For making charms and effigies."&lt;/span&gt;&lt;br /&gt;-Chaucer, “Doctor of Physic.”&lt;br /&gt;&lt;a href="http://www.d20srd.org/srd/npcClasses/adept.htm"&gt;Adepts&lt;/a&gt;, skillymen, witches, cunning folk, herb folk, whatever they are called, these NPC spellcasters can be found all over the Nine Worlds practicing their trade in “small” but useful magics. Adepts work as bone-setters, midwives, leeches, veterinarians and potion makers. The large majority of spellcasting servants of the gods will in-fact be Adepts rather than Clerics or Druids, and will always have an excellent grasp of the local political and spiritual environment.&lt;br /&gt;The magic practiced by the Adept is considered good and helpful magic for the most part (though evil Adepts certainly exist). Theirs is the way of folk remedies, luck and dealing with the fickle spirits of field, crop, water and weather, and not the great and terrible magic of wizards or clerics. Adepts tend to be straight talking folk with attitudes and dress similar to that of any other craftsfolk in their community.&lt;br /&gt;Most adepts are Humans or Trolde. Dwarves prefer Diviners, and Elves and Half Elves are far more likely to have full Vanir Clerics. Trolde adepts are almost always male, as female Trolde spellcasters are almost always Druids.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ceremonies and Rituals&lt;/span&gt;&lt;br /&gt;A great many rituals fill the day to day lives of mortals in the Nine Worlds. Many, like marriages and harvests, are mostly parties and an excuse to celebrate lifes small joys. Others are far more sombre affairs, requiring magical rites to perform. Some are detailed below.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Blood Oaths: &lt;/span&gt;Blood oaths are when two persons seal an oath or bond with the mingling of their blood. This process is a sacred one to the gods (Aesir, Vanir and Jotun), and is never entered into lightly. This ritual requires that a spellcaster able to cast 3rd level divine spells preside over the event. Once struck, if one of the participants breaks his oath, he of she immediately falls under the effects of a &lt;span style="font-style: italic;"&gt;bestow curse&lt;/span&gt; spell. The duration of this spell is permanent and cannot be dispelled unless restitution is made towards the offended party.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Burial:&lt;/span&gt; Ceremonies for the recently departed are enormously important in the Nine Worlds. For if a dead man or woman is left to rot, he or she is likely to become an undead spirit or walking corpse of some kind. Burial rites require a divine spellcaster capable of casting at least 2nd level spells to send the dead on to their destinations.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Curses:&lt;/span&gt; Jelousy and malice sometimes inspire men to use wicked magic against others. Curses of all sorts are used by people all over the Nine Worlds, though it is considered a cowardly and dishonorable practice. Though use of the spell bestow curse is the most effective, non spellcasters can use several small rituals to bring the attention of malicious spirits against an enemy. This usually involves making offerings of blood, burnt hair or other materials (taken from the person to be cursed) given to the spirit. The spirit will become negatively disposed towards the victim, and will often seek to do him or harm. This is considered an evil act, and can carry the punishment of torture unto death at the Althing.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Sacrifice:&lt;/span&gt; Sacrificial offering to the gods are common occurrences at feast days or before battle. Such rituals are usually symbolic and meant to flatter and cajole a spirit or god in particular so as to gain its favor and goodwill. Other sacrifices actually enhance spellcasting power based on the type and quality of the victim. See feats below for details.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Disease&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.lib.utk.edu/%7Etraining/diversity/culturecorner/images/plague.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 276px; height: 350px;" src="http://www.lib.utk.edu/%7Etraining/diversity/culturecorner/images/plague.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;i&gt;"Ring around the rosey&lt;/i&gt;,&lt;br /&gt;&lt;i&gt;Pocket full of posies.&lt;/i&gt;&lt;br /&gt;&lt;i&gt;Upstairs, downstairs.&lt;/i&gt;&lt;br /&gt;&lt;i&gt;We all fall down.&lt;/i&gt;"&lt;br /&gt;-&lt;a href="http://en.wikipedia.org/wiki/Ring_a_Ring_o%27_Roses"&gt;Ring a Ring o' Roses&lt;/a&gt;&lt;br /&gt;Disease in the Nine Worlds is caused by curses, spirits, rats, spiders and worms. Spiders are known to carry disease in their bites and that worms can appear in flesh, teeth and bones at any time (see spontaneous generation above). Treating these ailments require the aid of those skilled in herbs, alchemy and magic. Worms must be driven or pulled out, rats killed and spiders and evil magic driven away. Details on several nasty D&amp;amp;D diseases can be found &lt;a href="http://www.d20srd.org/srd/specialAbilities.htm#"&gt;here&lt;/a&gt;. DM's (Gamemasters, Labyrinth Lords etc) are encouraged to invent their own foul ailments to bedevil PC's.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Magical Healing:&lt;/span&gt; Though a great many spells exist that can combat or even cure diseases, the services of spellcasters is not cheap (see &lt;a href="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices"&gt;spellcasting services&lt;/a&gt;), particularly regarding more potent spells. Local adepts will often work under a barter system with local farmers and craftsfolk so that healing services can be purchased even by the poor.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;Plague:&lt;/span&gt; &lt;/span&gt;Outbreaks of disease can encompass whole families, villages, towns of even countries, threatening the lives (and souls) off everyone that comes near. In game terms, merely resisting the initial infection of a disease is not enough. Characters dwelling or adventuring near an outbreak of a disease must make saving throws for every hour of exposure at +1 DC for each hour after the first. This DC can increase greatly when truly large numbers of infected folk, animals or undead are about.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Undeath: &lt;/span&gt;Undead are commonly created from disease, particularly zombies, ghosts, spectres and wraiths. Ghouls and Ghasts often become quite bold when disease is about, as such diseased flesh is often quite tasty (&lt;span style="font-style: italic;"&gt;seasoned &lt;/span&gt;as they put it), and will often create more of their kind from those not yet dead from such disease. Corporeal undead and flesh golems can carry any disease, carrying the threat of infection to anyone they touch, speak to or who comes into contact with their flesh of fluids. Skeletons have no flesh, and thus rarely carry disease (waterlogged skeletons being the exception).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Herbalism&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s1600-h/Wise+Folk.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 166px; height: 200px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s200/Wise+Folk.jpg" alt="" id="BLOGGER_PHOTO_ID_5369119190731185298" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Sure-hoofed is my steed in the day of battle:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The high sprigs of alder are on thy hand:&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Bran by the branch thou bearest&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Has Amathaon the good prevailed."&lt;/span&gt;&lt;br /&gt;-Cad Goddeu (the Battle of the Trees)&lt;br /&gt;Druids, Sorcerers, Wizards and NPC Adepts are regularly approached as healers and midwives. As-such, knowledge in Nine Worlds healing and herbalism is very important. Gathering and using these herbs is considered a magical, mysterious art, and those who do so are seen as at least part magician, but are much appreciated for their skill. Some herbs commonly found in a herbalists garden are as follows:&lt;br /&gt;&lt;span style="font-style: italic; font-weight: bold;"&gt;Apple Blossoms&lt;/span&gt; (Silver Bough, Tree of Love, Fruit of the Gods)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Apple blossoms are sacred to many fey and lesser gods, and is thought to represent a passage into underworld. Used to treat diseases brought by the touch of the undead and as a potent aphrodisiac.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Apple Blossom medicines grant a +2 to Fort saves to resist necromantic touch attacks such as &lt;span style="font-style: italic;"&gt;ghoul touch&lt;/span&gt;, ghoul/ghast paralysis and the like. Apple blossoms are indeed a potent aphrodisiac, taken by men and women.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Basil&lt;/span&gt; (Witches Herb, Aethiope, Dittany)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Basil is commonly strewn on floors to purify a home, and is used to establish harmony. Basil grows in great abundance in warmer lands, and is used as a seasoning in many tasty foods.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;Use of basil by a spellcaster grants a +2 enhancement bonus to Spellcraft and Scry checks. Dried Basil leaves will become scorpions if left on the floor overnight.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Catnip&lt;/span&gt; (Catmint, Cat's Wort, Nepeta)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Catnip is used in the making of love potions, and is adored by cats and cat monsters.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;Potions of catnip cause all cats and catlike monsters (including outsiders) and women to view the character as attractive and pleasant company. Initial encounters are always begun at friendly, and Bluff, Diplomacy and/or Animal Handling checks gain a +2 enhancement bonus.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Chamomile&lt;/span&gt; (Ground apple, Whig plant, Maythen, Ostar Camomile)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Chamomile is used for purification and protection, and can be used in incenses for sleep and meditation.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Chamomile medicines grant a +2 to Will saves to resist enchantment effects. It also grants deep sleep when taken before bedtime.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Hyssop &lt;/span&gt;(Yssop)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Hyssop is used in the cleansing sacred places, cleans corrupting flesh, dispels negative (undead) energies. This herb is also repulsive to incorporeal undead.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Hyssop potions cause incorporeal undead (ghosts, spectres, etc) to make Will saves (DC 14) or be &lt;a href="http://www.d20srd.org/srd/conditionSummary.htm"&gt;nauseated &lt;/a&gt;for 1d4 rounds.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Lavender&lt;/span&gt; (Asarum, Nardus, Elf-leaf)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Lavender is used to treat epilepsy and other disorders of the brain. Used to clean sickrooms and to sweeten the air of wealthy homes.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Characters treated with Lavender regain WIS damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Peppermint&lt;/span&gt; (Lammint, Brandy mint)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Peppermint is used in healing, purification, and the freshening of foul places. Peppermint grows wild in many regions, and is used in many sorts of tasty foods as well as medicine.&lt;br /&gt;System: Peppermint potions cause corporeal undead (ghouls, zombies etc) to make Will saves (DC 14) or be &lt;a href="http://www.d20srd.org/srd/conditionSummary.htm"&gt;nauseated &lt;/a&gt;for 1d4 rounds.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Rosemary&lt;/span&gt; (Compass weed, Polar plant)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Rosemary is used in the strengthening the memory and helping the brain. Rosemary is also associated with the fidelity of lovers, and is presented to wedding guests as a gift.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Characters treated with Rosemary regain INT damage at a rate of 2 point per day of rest (light activity, no combat or spellcasting). Complete bed rest restores 4 points per day.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Sage&lt;/span&gt; (Garden sage): Sage is used as a treatment for ulcers, sores, urination issues and hair regrowth. Sage is also used to increase wisdom and mental acuity.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System: &lt;/span&gt;Potions of sage grant a spellcaster a +2 to Concentration checks while casting a spell. Sage treatments also grant a +2 to Fort saves to resist diseases of the bladder, and infections.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Thyme&lt;/span&gt; (Common thyme, garden thyme): Thyme is used as an antiseptic, for mummification, healing and to bring about restful sleep. Women who wear thyme on their person are irresistible to men, enhancing the scent of female sexuality.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Use of thyme on a patient regains subdual damage at a rate of 2 hit point per hour per character level. Women using thyme gain a +2 enhancement bonus to Bluff, Diplomacy and Gather Information checks when dealing with men.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Tobacco Leaf:&lt;/span&gt; Tobacco is used to treat muscle spasms, and is beloved by many spirit beings. Smoking of tobacco is widespread throughout the Nine Worlds, with an assortment of specialized blends.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt; Offerings of tobacco grants a user a +2 enhancement bonus to Diplomacy checks when dealing with Air Elementals, Water Elements and Fey. Smoking tobacco grants a +2 to saves to resist fear and paralysis effects.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Valerian&lt;/span&gt; (All-heal, Heliotrope, Amantilla, Setwall)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Valerian is used for treating menstrual cramps, blood loss, and other physically draining diseases. Valerian is also used as an aphrodisiac.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt;  Characters treated with Valerian regain CON damage at a rate of 2 point per day of rest (light  activity, no combat or spellcasting). Complete bed rest restores 4 points per  day.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Yarrow&lt;/span&gt; (Arrowroot, Achillea, Lady's Mantle, Woundwort)&lt;span style="font-weight: bold; font-style: italic;"&gt;:&lt;/span&gt; Yarrow is uses as an anti-depressant, for healing, and to resist fear effects.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;System:&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt; &lt;/span&gt;If a patient is treated with Yarrow and undergoes complete bed rest (doing nothing for an entire day), the character recovers two times the character's character level in hit points.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;New Feats&lt;/span&gt;&lt;br /&gt;These feats are appropriate to this subject, as the practices described in them can be found amongst high and low magicians throughout the Nine Worlds. The sacrifice of intelligent creatures as presented below is considered evil in the Nine Worlds, but in desperate times even good folk have been known to use this dark magic. Even amongst the Aesir, this practice is not forbidden, though Thor, Frigga and several others disdain its practice.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Animal Sacrifice &lt;/span&gt;[Metamagic]&lt;br /&gt;You can sacrifice an animal or other non-sentient living being at the culmination of a spell, consuming its life-force in order to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite: &lt;/span&gt;Spellcaster level 5+.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; The caster must kill the animal while casting the spell. Because casters must concentrate on the spell, the animal must be unconscious, bound or otherwise immobile. By taking this feat, the caster is allowed to take a full-round Coup de Grace attack against one helpless animal while casting a spell. If the sacrifice is completed, the caster's effective level is increased by 1 for every 2 hit dice of the animal, applied to the spell being cast only. Some spells may require a specific type of sacrificial animal, particularly high-level spells.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Orrery Astrology&lt;/span&gt; [Metamagic]&lt;br /&gt;By watching the stars and planets, and by understanding the movements of the Inner and Outer Planes (ref. Manual of the Planes, p217, the Orrery Cosmology), you have learned to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Spellcaster.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;Spend one hour in contemplation and study. At the end, make a successful Knowledge (Astrology) check against DC 20 (you may not take 10 or 20 on this check). Retries are not permitted. A success increases your effective caster level by +1 for 24 hours.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sacrifice&lt;/span&gt; [Metamagic]&lt;br /&gt;You can sacrifice a human being at the culmination of a spell, consuming the victim's life-force in order to enhance your magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Animal Sacrifice.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Casters must kill the victim while casting the spell. Because casters must concentrate on the spell, the victim must be unconscious, bound or otherwise immobile. By taking this feat, the caster is allowed to take a full-round Coup de Grace attack against one helpless foe while casting a spell. If the sacrifice is completed, the caster's effective level is increased by 1 for every hit dice of the victim, applied to the spell being cast only. Some spells may require a specific type of sacrificial victim, particularly high-level spells.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-632668750018855436?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/632668750018855436/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=632668750018855436&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/632668750018855436'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/632668750018855436'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/nine-worlds-everyday-magic.html' title='Nine Worlds: Everyday Magic'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SoLxdQhD3JI/AAAAAAAAAac/SVA4ad_HgNU/s72-c/Wise+Folk.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6101722759249721384</id><published>2009-08-05T09:32:00.000-07:00</published><updated>2009-08-06T14:14:16.046-07:00</updated><title type='text'>Art Classes at The Kirkland Arts Center</title><content type='html'>Hello everyone!&lt;br /&gt;&lt;br /&gt;I am offering several classes at the Kirkland Arts Center this Fall. I don't have prices yet, but once I do, I will post them.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Children’s Book Layout&lt;/span&gt;&lt;br /&gt;Learn the basics of laying out a presentation book for children’s publishing. A must for aspiring children’s illustrators, and for those wishing to show their book concept to publishers. Students are expected to have a book concept and some skill as an artist. A sketchbook will be required for class.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule: &lt;/span&gt;Monday Sept 14 - Oct 20, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drawing Fairy Tales, Then and Now&lt;/span&gt;&lt;br /&gt;Fairy tales are normally placed in ages past,  however this class will explore the timeless themes in fairy tales, and transform them into modern tales of magic and wonder. The students will choose a fairy tale at the beginning, and over the course of the class will re-interpret the story in his or her own artistic vision. Intermediate or greater drawing skill will be expected from all students. A sketchbook will be needed for each class.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule: &lt;/span&gt;Wednesday Sept 9 - Oct 28, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Drawing Faeries&lt;/span&gt;&lt;br /&gt;In this class, students will learn techniques for creating captivating faeries. Intermediate drawing skill will be required by students, as well as a love for these marvelous creatures.&lt;br /&gt;A sketchbook will be needed for each class.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duration:&lt;/span&gt; 8 weeks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Schedule:&lt;/span&gt; Thursday Sept 10 - Oct 20, 7-10pm&lt;br /&gt;&lt;br /&gt;&lt;!--m--&gt;&lt;table class="ts" style="margin: 1em 0pt 2px;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td valign="top"&gt;&lt;a href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;q=Kirkland+Arts+Center+Clinton+NY&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;cid=0,0,15948104311866685976&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=image&amp;amp;resnum=1"&gt;&lt;img alt="" src="http://www.google.com/mapdata?CxUI4ZACHTTTgfsgDwxAjgJIuQFSAlVTkAECygECZW4" border="1" width="270" height="185" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;td style="padding-left: 12px;" valign="top"&gt;&lt;h3 class="r"&gt;&lt;a href="http://www.kirklandartcenter.org/" class="l" onmousedown="return clk(this.href,'','','res','1','')" title="Kirkland Art Center Inc"&gt;&lt;em&gt;Kirkland Art Center&lt;/em&gt; Inc&lt;/a&gt;&lt;/h3&gt;&lt;div style="width: 18em; padding-top: 0px;"&gt;&lt;cite&gt;www.&lt;b&gt;kirkland&lt;/b&gt;art&lt;b&gt;center&lt;/b&gt;.org&lt;/cite&gt;&lt;br /&gt;&lt;br /&gt;9 1/2 E Park Row&lt;br /&gt;Clinton, NY 13323-1544&lt;br /&gt;(315) 853-8871&lt;br /&gt;&lt;a href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;cid=0,0,15948104311866685976&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;dq=Kirkland+Arts+Center+Clinton+NY&amp;amp;daddr=9+1/2+E+Park+Row,+Clinton,+NY+13323-1544&amp;amp;geocode=17793251019698125324,43.049224,-75.377868&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=directions-to&amp;amp;resnum=1"&gt;Get directions&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a class="fl" href="http://maps.google.com/maps?hl=en&amp;amp;client=firefox-a&amp;amp;rls=org.mozilla:en-US:official&amp;amp;hs=SKV&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;q=Kirkland+Arts+Center+Clinton+NY&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;view=text&amp;amp;latlng=15948104311866685976&amp;amp;ei=LUd7StCPIo6wMJOgufcC&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=result&amp;amp;resnum=1"&gt;More information »&lt;/a&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;a href="http://maps.google.com/maps?oe=utf-8&amp;amp;rls=org.mozilla:en-US:official&amp;amp;client=firefox-a&amp;amp;um=1&amp;amp;ie=UTF-8&amp;amp;cid=0,0,5107868916342635618&amp;amp;fb=1&amp;amp;split=1&amp;amp;gl=us&amp;amp;dq=kirkland+arts+center&amp;amp;daddr=620+Market+St,+Kirkland,+WA+98033-5421&amp;amp;geocode=1720254036391342125,47.679714,-122.209494&amp;amp;ei=5rN5StH_AZWcMfPXpKMO&amp;amp;sa=X&amp;amp;oi=local_result&amp;amp;ct=directions-to&amp;amp;resnum=1"&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6101722759249721384?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6101722759249721384/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6101722759249721384&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6101722759249721384'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6101722759249721384'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/08/art-classes-at-kirkland-arts-center.html' title='Art Classes at The Kirkland Arts Center'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-5531657664618788061</id><published>2009-07-27T07:45:00.000-07:00</published><updated>2009-07-28T04:37:53.572-07:00</updated><title type='text'>Nine Worlds: Arcane Magic</title><content type='html'>Besides being king of the Aesir, Odin is credited as the inventor of runes, the earliest alphabet used by by the humans of the Nine Worlds. However even he gained this knowledge by stealing and cheating it from the Jotun, in whose veins the art of wizardry flows naturally.&lt;br /&gt;Just as wisdom can only be obtained at the cost of sacrifice, Odin himself relates that he hung nine days and nights from the sacred tree Yggdrasil, gazing down into the chilling depths of Nifleheim, plunged in deep thought, and self-wounded with his spear, ere he won the knowledge he sought.&lt;br /&gt;When he had fully mastered this knowledge, Odin cut magic runes upon his spear Gungnir, upon the teeth of his horse Sleipnir, upon the claws of the bear, and upon countless other animate and inanimate things. And because he had thus hung over the abyss for such a long space of time, he was ever after considered the patron of all who are condemned to be hanged or who perish by the noose.&lt;br /&gt;Arcane magic is the most potent of magical crafts in the Nine Worlds, being concerned primarily with altering the true nature of a thing. Such terrible magic always comes at a price, as the Norns and the gods watch such practitioners closely as he or she gathers greater might. A powerful enough mage can call and dispel mighty storms, travel the underworld and lay waste to nearly any mortal foe, if he or she dares to use this power.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Bardic Craft&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg/250px-Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 221px; height: 199px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/a/a4/Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg/250px-Olav_den_helliges_saga_-_Skalden_Berse_-_C._Krogh.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“At home let a man be cheerful,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And toward a guest liberal;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of wise conduct he should be,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of good memory and ready speech;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;If much knowledge he desires,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;He must often talk on what is good.”&lt;/span&gt;&lt;br /&gt;-Hávamál (High Song)&lt;br /&gt;&lt;br /&gt;The Bards of the Nine Worlds are the holders of the ancient tales and living records of the law. Many bards work largely as law-speakers and the Althing, as well as working in their standard role as musicians and storytellers. A bard of any skill need never go hungry, or go without a roof over his or her head in the Nine Worlds. It is considered terrible bad luck for a noble to turn away a traveling bard, both for his magic, and for the gossip he might spread.&lt;br /&gt;Bards are the most loved spellcasters, arcane or divine, in the Nine Worlds. Their music and wisdom lighten a grim life and long winters, and their magics are generally helpful. The power of riddles, names and music are greatly respected by all peoples. Still, magic is magic, and bards are still feared for the power of their craft, both in magic and in the rumors that they can spread. Most nobles prefer to have bards as close advisors and court magicians rather than sorcerers or wizards.&lt;br /&gt;Bards are most common amongst men and half-elves, with elves as a close second. Trolde respect and admire bards, but have few amongst their number. Dwarves despise music for the most part, and though words and chanting is appreciated, they prefer wizardry over bards.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Instruments:&lt;/span&gt; Harps, bone flutes, horns and drums are the most common instruments in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sorcery&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/6200/6269/carmelite_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 183px; height: 283px;" src="http://etc.usf.edu/clipart/6200/6269/carmelite_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“On to the Brocken the witches are flocking—&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Merry meet—merry part—how they gallop and drive,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Yellow stubble and stalk are rocking,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And young green corn is merry alive,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With the shapes and shadows swimming by.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;To the highest heights they fly,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Where Sir Urian sits on high—&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Throughout and about,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With clamour and shout,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Drives the maddening rout,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Over stock, over stone;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Shriek, laughter, and moan,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Before them are blown.”&lt;/span&gt;&lt;br /&gt;-Goethe’s Faust&lt;br /&gt;&lt;br /&gt;Sorcery can be found primarily amongst the illiterate villages and peoples in the Nine Worlds, and involves the gathering of personal, vital energies to power spells. Practitioners can become knowledgeable in Runes, but this is not necessary for this craft. This magic is very powerful in its own right, as it does not require magical training, books or specialized lore.&lt;br /&gt;Sorcery is considered "womans magic" in the Nine Worlds with male practitioners of sorcery are seen as sexually perverse, and are despised by the majority. Such "&lt;a href="http://en.wikipedia.org/wiki/Ergi"&gt;Ergi&lt;/a&gt;" can be hunted and killed like an animal, having no legal rights. Few women protest this restriction, as they prefer to practice their own craft untroubled.&lt;br /&gt;Sorcerers can be found amongst all of the races, with only humans attaching sexual restrictions on the class. Both sexes of elves pursue this magic in near total exclusion of the Wizard class, however as elves are seen as sexual indistinct, this is no surprise.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Familiars&lt;/span&gt;: Many players do not like having a familiar, as such creatures can make for a liability in combat. In other words, the player doesnt want the bother of roleplaying the presence of a boon companion. However, in the Nine Worlds, properly thematic familiars go a long way towards advertising the power of a spellcaster. Raven and wolf familiars are extremely popular amongst wizards (mirroring the preferred animals of Odin), with a fair number of otter, eagle and cats also popular. In game terms, the proper familiar can grant up to a +2 on Bluff, Diplomacy, Intimidate and Profession in the right circumstances.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wizardry&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/6200/6270/carthusian_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 144px; height: 312px;" src="http://etc.usf.edu/clipart/6200/6270/carthusian_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Through our whole lives we strive towards the sun;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That burning forehead is the eye of Odin.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;His second eye, the moon, shines not so bright;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;It has he placed in pledge in Mimer’s fountain,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That he may fetch the healing waters thence,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Each morning, for the strengthening of this eye.”&lt;/span&gt;&lt;br /&gt;-Oehlenschläger&lt;br /&gt;&lt;br /&gt;Wizardry in the Nine Worlds is primarily the study of the laws of Destiny, Words and Runes. This lore, wrested from the Jotun by Odin is a mighty and deadly tool that can elevate the wise to positions of great power, or cast the foolish into dread-filled horror. There is no room for cowards or half-measures in the art.&lt;br /&gt;Most wizards in the Nine Worlds keep to themselves, seeking out their magic in isolated keeps or in hidden caves, well fortified against intruders. A few gather into small groups, like Raven &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html"&gt;warrior society&lt;/a&gt;, to pool their lore and resources, allowing them some protection and far greater research potential.&lt;br /&gt;Wizardry is seen as a masculine pursuit, with women pursuing this craft believed to be seeking to use this greater magic to usurp the rightful reign of men. Women found pursuing this magic are greatly feared and can quickly find themselves accused and condemned of evil practices. Such "spaewives" are seen as not entirely human anymore, and thus have few rights under the law.&lt;br /&gt;Wizards can be found amongst all of the mortal races though humans half-elves and dwarves (diviners) form the majority. Elves prefer sorcery and the Trolde prefer divine magic. Of the schools to specialize in, divination is by far the most popular school to specialize with Enchantment and Illusion as close seconds. Necromancy is seen as evil, and likely to bring the emnity of the gods. Other specialist exist, but are rare. Flashy spells are used, but scare both sides of a fight and so are not encouraged.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Language and Literacy: &lt;/span&gt;The written word is extremely important to wizards, as their magic is from a written form. All written language in the Nine Worlds is derived from the ancient Jotun, and later races such as the Aesir, Dwarves and the earliest of men. See the &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-language-and-culture-1.html"&gt;Language and Literacy&lt;/a&gt; section for details.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cromlech&lt;/span&gt; (Sacred Sites)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/57100/57155/57155_cromlech_sca_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 276px; height: 140px;" src="http://etc.usf.edu/clipart/57100/57155/57155_cromlech_sca_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Cromlech (a Vanir word for flagstone) are ancient markers or places where the boundaries between worlds grows thin, and energies from those other worlds seep through. These sites are always made of stone, though the form and type differs depending upon the stone itself.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Effect: &lt;/span&gt;Depending on the nature of the Cromlech, certain schools of magic gain anywhere from a +1 to +3 effective caster level when such spells are cast on or near the megalith.&lt;br /&gt;Cromlech are very rarely unattended, whether by spellcasters, humanoid worshipers, fey, outsiders, undead or elementals. The kinds of such guardians should give an indication of the sort of Cromlech it is. Powerful beings of these sorts will often build near or on top of a Cromlech, so as to gain full control over its benefits.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Feats&lt;/span&gt; &lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Arcane Understanding&lt;/span&gt; [Meta-Magic]&lt;br /&gt;This feat allows a wizard to increase the number of spells learned automatically at each new level.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Knowledge (Arcana) 5+, Int 16+&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;For each level gained, you can add a number of spells to your spellbook equal to your intelligence modifier.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Normal:&lt;/span&gt; At each level, the wizard gains two spells of any level that can be added to his or her spellbook.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Armored Caster&lt;/span&gt; [General]&lt;br /&gt;You reduce your chance of arcane spell failure when wearing armor&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Armor Proficiency (armor type), Dex 13+&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; You reduce your chance of arcane spell failure by 10%.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You may take this feat multiple times, each time gaining an additional 10% reduction.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elemental Affinity&lt;/span&gt; [Metamagic]&lt;br /&gt;Allows user to change any spell using elements to another element of a chosen type.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Any other metamagic feat, Spellcraft 8 ranks&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;When you learn this feat, select one energy type (acid, cold, electricity, fire, or sonic). Any spell causing damage of one type may be changed to that of the chosen type instead. Spell effects other than elemental damage will not change. An elemental affinity spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special: &lt;/span&gt;This feat may not be taken multiple times. A character taking this feat may not take Prismatic Energy Spell as a feat unless allowed by the DM.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Inscribe Magical Tattoo&lt;/span&gt; [Item Creation]&lt;br /&gt;You can infuse mundane tattoos with powerful magic, allowing the wearer of the tattoo to cast spells and access magical effects.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Spellcaster level 3, Craft (tattoo) 1 rank.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; You can inscribe any magical tattoo whose prerequisites you meet. Inscribing a magical tattoo takes one day for each 1,000 gp in the base price of the tattoo, and requires a Craft (tattoo) rating equal to 3 + the highest spell level of the spells that are a prerequisites for the tattoo. To inscribe a tattoo, you must spend 1/25 of its features’ base price in XP and use up raw materials (tattoo inks) costing half of this base price.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; The power of the tattoo can only be used once each day. The caster level is based on the lowest caster level needed to cast the spell. If two or more magic tattoos are attempted on the same body (regardless of size), the magics will disrupt each other (i.e. you may never have more than one magic tattoo). A magic tattoo can be removed using a remove curse cast at one level higher than the spell level of the spell effect granted by the tattoo (using heighten spell or a similar method). The act of casting remove curse only takes away the magic. The tattoo itself remains until removed through mundane methods. The tattoo is treated as a Miscellaneous Magic Item for all other intents and purposes.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Inscribe Rune &lt;/span&gt;[Item Creation]&lt;br /&gt;You can create magic runes that hold spells until triggered.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Intelligence 13, appropriate Craft skill, caster level 3rd.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit: &lt;/span&gt;You can cast any spell you have prepared as a rune. The caster must have prepared the spell to be scribed and must provide any material components or focuses the spell requires. If casting the spell would reduce the caster’s XP total, he pays the cost upon beginning the rune in addition to the XP cost for making the rune itself. Likewise, material components are consumed when he begins writing, but focuses are not.&lt;br /&gt;A single object of Medium-size or smaller can hold only one rune. Larger objects can hold one rune per 25 square feet (an area 5 feet square) of surface area. Runes cannot be placed on creatures. The rune has a base price of the spell level x caster level x 100 gp (a 0-level spell counts as ½ level). You must spend 1/25 of its base price in XP and use up raw materials costing half this base price. A rune’s market value equals its base price.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Signature Spell&lt;/span&gt; [General]&lt;br /&gt;You are so familiar with a mastered spell that you can convert other prepared spells into that spell.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites:&lt;/span&gt; Spell Mastery.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Each time that you take this feat, choose a spell you have mastered with Spell Mastery. You may now convert prepared arcane spells of that spell’s level or higher into that signature spell.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You may gain this feat multiple times. Each time you take the feat, it applies to a new mastered spell.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Spell Toughness&lt;/span&gt; [General]&lt;br /&gt;Choose a school of magic, such as Evocation; you are better able to resist hostile effects from this school.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite: &lt;/span&gt;Base Will save bonus +4 or higher&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Against spells from the chosen school, you get a +2 bonus to all saving throws.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Special:&lt;/span&gt; You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Stylize Spell&lt;/span&gt; [Metamagic]&lt;br /&gt;You can add illusionary elements to your spells that make them more spectacular, but not more Powerful.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisites: &lt;/span&gt;Access to the illusion school.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits:&lt;/span&gt; You can subtly change the appearance, sound, taste or smell of spells you cast. The changes to the spell must not have any appreciable game effect outside of making the caster seem impressive. For instance, making a wall of fire appear as something that isn't hot and dangerous would be out of the question, but having it whisper your name would be acceptable. The effects of this spell should never make something dangerous seem less so or something safe seem dangerous. It should never change the apparent area of effect of the spell, disguise the spell in any way, or simulate the appearance of another spell.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Tattoo Focus&lt;/span&gt; [Special]&lt;br /&gt;You bear the powerful magic tattoos of a tattoo mage.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prerequisite:&lt;/span&gt; Specialized in a school of magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefit:&lt;/span&gt; Add +1 to the DC for all saving throws against spells from your specialized school. You get a +1 bonus on caster level checks (1d20 + caster level) to beat a creature’s spell resistance when casting spells from that school.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5531657664618788061?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/5531657664618788061/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=5531657664618788061&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5531657664618788061'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5531657664618788061'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-arcane-magic.html' title='Nine Worlds: Arcane Magic'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7450892416523463116</id><published>2009-07-24T04:14:00.000-07:00</published><updated>2009-08-19T08:03:15.578-07:00</updated><title type='text'>Nine Worlds: Outsiders</title><content type='html'>As stated in the &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-gods-and-religion.html"&gt;Gods and Religion&lt;/a&gt; section, the deities that squabble and war over the fate of the Nine Worlds are not gods in the normal D&amp;amp;D sense. They are instead several families of powerful outsiders (spirit beings) not that different from Celestial (angels, eladrin etc) and Infernal (demons, devils etc) beings. As such I present the assorted outsider subtypes of the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Labyrinth Lord Players:&lt;/span&gt; The following subtypes are guides to the standard powers of these beings. THis concept is easily converted to Labyrinth Lord rules.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aesir&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Odin_disguised_as_a_Traveller.jpg/447px-Odin_disguised_as_a_Traveller.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 177px; height: 239px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/c/c4/Odin_disguised_as_a_Traveller.jpg/447px-Odin_disguised_as_a_Traveller.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“I know that I hung&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On a wind-rocked tree&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Nine whole nights,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;With a spear wounded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And to Odin offered&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Myself to myself;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On that tree&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Of which no one knows&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;From what root it springs.”&lt;/span&gt;&lt;br /&gt;-Odin’s Rune-Song&lt;br /&gt;&lt;br /&gt;Aesir are a race of celestials, native to Asgard. They are a fierce, somber race of beings and are very warlike. They trace their origins to the ancient god buri and his Sturm wife. From his line came Odin, Villi and Ve. Now, the Aesir are ruled by Odin and his wife Frigga.&lt;br /&gt;Aesir resemble men and women of great physical beauty and power. They tend towards a somber demeanor, though this is not always the case. Warfare is foremost in the minds of most of the Aesir, towards which they dedicate their efforts most of the time.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Aesir Traits: &lt;/span&gt;An Aesir possesses the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Aura of Menace (Su): A righteous aura surrounds Aesir that fight or get angry. Any hostile creature within a 20-foot radius of an Aesir must succeed on a Will save to resist its effects. The save DC varies with the type of Aesir, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the Aesir that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same Aesir ’s aura for 24 hours.&lt;/li&gt;&lt;li&gt;Immunity to electricity and petrification.&lt;/li&gt;&lt;li&gt;+4 racial bonus on saves against poison.&lt;/li&gt;&lt;li&gt;Human Traits: Gains 1 extra feat at 1 Hit Die, and 4 extra skill points at 1 Hit Die and 1 extra skill point at each additional Hit Die.&lt;/li&gt;&lt;li&gt;Teleport (Su): Aesir can use &lt;span style="font-style: italic;"&gt;greater teleport&lt;/span&gt; at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.&lt;/li&gt;&lt;li&gt;Tongues (Su): All Aesir can speak with any creature that has a language, as though using a &lt;span style="font-style: italic;"&gt;tongues &lt;/span&gt;spell (caster level 14th). This ability is always active.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Vanir&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/a/ae/Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg/393px-Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 131px; height: 200px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/a/ae/Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg/393px-Nj%C3%B6r%C3%B0r_%281832%29_from_Die_Helden_und_G%C3%B6tter_des_Nordens%2C_oder_Das_Buch_der_sagen.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“In Gymer’s court I saw her move,&lt;br /&gt;The maid who fires my breast with love;&lt;br /&gt;Her snow-white arms and bosom fair&lt;br /&gt;Shone lovely, kindling sea and air.&lt;br /&gt;Dear is she to my wishes, more&lt;br /&gt;Than e’er was maid to youth before;&lt;br /&gt;But gods and elves, I wot it well,&lt;br /&gt;Forbid that we together dwell.”&lt;br /&gt;-Skirner’s Lay&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The Vanir are a tribe of outsiders associated with fertility and prosperity. They live in Vanaheim (Vanaheimr or Vanaland), the world of the Vanir. They warred upon the gloomy and somber Aesir in ages past. The Vanir are gods of joy, air and light, and embody these traits at all times.&lt;br /&gt;Vanir are elf-like, tall, regal and ever-youthful though the very old do grow beards. Many possess great wings and carry an aura of light wherever they go. Laughter and music accompany the vanir.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Vanir &lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Traits:&lt;/span&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt; &lt;/span&gt;An Vanir possesses the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Immunity to acid, cold, petrifaction and sleep.&lt;/li&gt;&lt;li&gt;Resistance to electricity 10 and fire 10.&lt;/li&gt;&lt;li&gt;+4 racial bonus on saves against poison.&lt;/li&gt;&lt;li&gt;Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the Vanir. Otherwise, it functions as a &lt;span style="font-style: italic;"&gt;magic circle against evil&lt;/span&gt; effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals Vanir’s HD). (The defensive benefits from the circle are not included in an Vanir’s statistics block.)&lt;/li&gt;&lt;li&gt;Elf Traits: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus on Listen, Search, and Spot checks. A Vanir who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.&lt;/li&gt;&lt;li&gt;Telepathy (Su): All Vanir can communicate telepathically with any creature with 100ft that has a language.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Jotun&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/f/f9/I_am_the_giant_Skrymir_by_Elmer_Boyd_Smith.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 196px; height: 321px;" src="http://upload.wikimedia.org/wikipedia/commons/f/f9/I_am_the_giant_Skrymir_by_Elmer_Boyd_Smith.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Not the man of mortal race&lt;br /&gt;Knows the words which thou hast spoken&lt;br /&gt;To thy son in days of yore.&lt;br /&gt;I hear the coming tread of death;&lt;br /&gt;He soon shall raze the runic lore,&lt;br /&gt;And knowledge of the rise of gods,&lt;br /&gt;From his ill-fated soul who strove&lt;br /&gt;With Odin’s self the strife of wit,&lt;br /&gt;Wisest of the wise that breathe:&lt;br /&gt;Our stake was life, and thou hast won.”&lt;br /&gt;&lt;/span&gt;&lt;span&gt;-Vafthrudni’s-mal &lt;/span&gt;&lt;br /&gt;The Jotun are a primordial race of spirits that collectively represent the ferocity and sheer power of nature. As a whole, they are always larger than human-beings, though some are close enough in stature to pass as over-large men and women. All jotun are capricious and temperamental beings, given to deep passions of rage, hate and possessiveness. Some jotun are decent enough beings, but all view humankind as inherently lesser beings and have been known to eat them or kill them for mere idle amusement.&lt;br /&gt;Jotun can live anywhere, from the burning wastes of Muspelheim to the depths of the deepest sea with little difficulty. Jotun live primarily in mountainous Jotunheim, icy Nifleheim and fiery Muspelheim, having their own kingdoms in those worlds. Amongst jotun-kind only those who dwell in Muspelheim have any real organization, with most preferring the way of wild and isolated clans and small kingdoms.&lt;br /&gt;The Nine Worlds does not have giants of the kinds found in the Monstrous Manual such as Hill Giants and Cloud Giants. Rather, this niche is divided amongst the Trolde, Trolde sub-races and the Jotun. Trolde are the only earthy giants of the setting, and are the equivalent of humans or elves to the Aesir or Vanir. Jotun dwell in Jotunheim, Nifleheim and Muspelheim, and are as numerous in those realms as humans are in Midgard. The kingdom of Risaland on Midgard is the largest kingdom of true Jotun near the realms of men.&lt;br /&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Jotun Traits: &lt;/span&gt;Most Jotun possess the following traits (unless otherwise noted in a creature’s entry).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Darkvision out to 60 feet and low-light vision.&lt;/li&gt;&lt;li&gt;Immune to two of the following effects: acid, cold, electricity, fire, poison, petrifaction, or polymorphing. &lt;/li&gt;&lt;li&gt;Resistance 20 against two of the following effects: acid, cold, electricity, or fire. &lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Rock Throwing (Ex): &lt;/span&gt;Adult jotun are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A jotun of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the jotun's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Rock Catching (Ex):&lt;/span&gt; A jotun of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a jotun that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The jotun must be ready for and aware of the attack.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Spells:&lt;/span&gt; A Jotun can use arcane spells as a wizard or divine spells as a cleric, from the cleric list and from two domains from the Jotun list. Caster level is equal to the jotun's Hit Dice (maximum 20th level).&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Scent (Ex):&lt;/span&gt; Jotun can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Jotun can identify familiar odors just as humans do familiar sights.&lt;/li&gt;&lt;li&gt;Except where otherwise noted, Jotun speak Giant, Aesir and Vanir.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;I will be posting examples of Aesir, Vanir and Jotun very soon. Among these examples will be the Wind Hag (Jotun), True Valkyrie (Aesir) and Gullveig (Vanir).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/f/fd/Kampf_der_untergehenden_G%C3%B6tter_by_F._W._Heine.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 677px; height: 396px;" src="http://upload.wikimedia.org/wikipedia/commons/f/fd/Kampf_der_untergehenden_G%C3%B6tter_by_F._W._Heine.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7450892416523463116?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7450892416523463116/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7450892416523463116&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7450892416523463116'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7450892416523463116'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-outsiders.html' title='Nine Worlds: Outsiders'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2151925806291474710</id><published>2009-07-21T07:31:00.000-07:00</published><updated>2009-07-23T12:12:26.363-07:00</updated><title type='text'>Nine Worlds: Ostaran Empire</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://fc00.deviantart.com/fs48/i/2009/203/7/a/Ostaran_Empire_Map_by_MythAdvocate.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 600px; height: 301px;" src="http://fc00.deviantart.com/fs48/i/2009/203/7/a/Ostaran_Empire_Map_by_MythAdvocate.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;br /&gt;"One shade the more, one ray the less,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Had half impaired the nameless grace&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Which waves in every raven tress,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Or softly lightens o'er her face;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Where thoughts serenely sweet express&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;How pure, how dear their dwelling-place."&lt;/span&gt;&lt;br /&gt;-Lord Byron, She Walks in Beauty&lt;br /&gt;The greatest of the lands of Men, sworn in spirit to the goddess Ostara (aka Frigga) and the teachings of the Aesir. The Empire is ruled over by the Emperor (presently Gunner the 8th ) in the city of Ostar. The Empire is not a highly centralized state. Instead, it is divided into hundreds of individual entities governed by kings, earls, godar (cleric-lords) or other rulers, collectively known as princes. There are also some areas ruled directly by the Emperor such as Imperial Free Cities (see below). At no time can the Emperor simply issue decrees and govern autonomously over the Empire.&lt;br /&gt;The Empire is expansionist, seeking to conquer its neighbors and to dominate trade across the waves. Control of the mountainous country from which the World Tree Yggdrasil is of particular interest to the Empire, and the ever seek to control that land. At present the Empire is at peace, though frequent skirmishes along all of her borders are common occurrences.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s1600-h/Wheel.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 122px; height: 125px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s200/Wheel.jpg" alt="" id="BLOGGER_PHOTO_ID_5361350782662802434" border="0" /&gt;&lt;/a&gt;Worship of the Aesir is the primary faith of Ostar, though the Vanir have many followers as well. Worship of the Jotun is illegal and punishable by death. Religious practices in the Empire are highly ritualized and grand affairs, with the great temples in Ostar holding great festivals and parades to the delight of the people. Preparation for Ragnarok is of the utmost concern to the Empire, and particularly the defense of the great tree Yggdrasil.&lt;br /&gt;The goddess Ostara, Goddess of the Dawn (another name for Frigga), is the patron deity of the Empire. Her symbol, a golden ring (pictured to the left), is the emblem of the Empire itself. The priestesses of Ostara are the most powerful religious group in the Empire, and seen as the spirit of all of its lands and people.  Because of this, the dawn and the spring is considered to be the holiest of times and a time of ritual, prayer and celebration.&lt;br /&gt;Paladins dedicated to Ostara are quite numerous and typically remain chaste in dedication to Ostaras beauty. The Valkyrie (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html"&gt;Warrior Societies&lt;/a&gt; for details) consider themselves servants of this goddess as well, and can often be found acting as guardians to her priesthood.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Emperor&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smc1HJwmvrI/AAAAAAAAAZk/BVt5mB5jIgw/s1600-h/Gunner.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 140px; height: 200px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smc1HJwmvrI/AAAAAAAAAZk/BVt5mB5jIgw/s200/Gunner.jpg" alt="" id="BLOGGER_PHOTO_ID_5361312278403006130" border="0" /&gt;&lt;/a&gt;"The abuse of greatness is when it disjoins remorse from power."&lt;br /&gt;-Julius Caesar&lt;br /&gt;The seat of the Emperor is gained in a manner similar to a King (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-society-part-1.html"&gt;social rank&lt;/a&gt; for details) though in the case of the Emperor, he is elected by the council of princes; kings, powerful jarls and powerful godar rather than the freemen. The Emperor is said to be the “Champion of Ostara.” guardian of the goddesses honor. It is traditional that the Emperors wife be the High Priestess of Ostara (see below), though heirs might be produced from concubines.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The High Althing:&lt;/span&gt; A powerful court of lords who discuss the great rulings of the Empire. As most times the various and far-flung princes cannot always take direct part in the High Althing, they instead send trusted agents (often their children) to speak for them. Proceedings at this grand Althing otherwise functions the same as the Althing.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Imperial Free Cities:&lt;/span&gt; A free imperial city is a city formally ruled by the emperor only, as opposed to the majority of cities in the Empire, which belong to a territory and so were governed by one of the many princes of the Empire, such as earls or prince-godar. Free cities also have independent representation in the High Althing of the Ostaran Empire.&lt;br /&gt;Imperial Free Cities are effectively trade cities, allowing for the gathering and distribution of items within the Empire. Within their walls, the cities are controlled by freemen in direct service to the Emperor himself with even Nobles being secondary to the commands of these freemen elect.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;The Unnumbered&lt;/span&gt; (Society)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smh5l6TOUrI/AAAAAAAAAaE/sc2e4Z351UI/s1600-h/Council.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 237px; height: 330px;" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/Smh5l6TOUrI/AAAAAAAAAaE/sc2e4Z351UI/s320/Council.jpg" alt="" id="BLOGGER_PHOTO_ID_5361669048596583090" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Then storm they, nothing yielded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Two autumn-billows like!&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And oft, with steel round shielded,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Their jarring breasts fierce strike.&lt;/span&gt;  &lt;span style="font-style: italic;"&gt;&lt;br /&gt;“All like two bears they wrestle,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On hills of snow; and draw&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And strain, each like an eagle&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;On the angry sea at war.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;The root-fast rock resisted&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Full hardly them between&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And green iron oaks down-twisted&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;With lesser pulls have been.&lt;/span&gt;  &lt;span style="font-style: italic;"&gt;&lt;br /&gt;“From each broad brow sweat rushes;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;Their bosoms coldly heave;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;&lt;br /&gt;And stones and mounds and bushes&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Dints hundred-fold receive.”&lt;/span&gt;&lt;br /&gt;-Tegnér, Frithiof Saga&lt;br /&gt;The elite backbone of the Imperial army, and the greatest fighters in the world of men. In times of war, the Unnumbered represent the arm of the Emperor, commanding the mustered troops and the standing Imperial army. Unnumbered can be recognized due to their insignia tattoo of the Ring of Ostara on their upper left arm, as well as their air of command.&lt;br /&gt;Humans are the only race to be found amongst the unnumbered, though a small number of Asgardian (Celestial) humans can be found as well. Though fighters are the most numerous in the Unnumbered, Paladins and multiclass Fighter/Clerics (Aesir) are highly valued.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;Human Paladin or Fighter of Lawful alignment. Membership requires &lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:none; 	text-autospace:none; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} p.DefaultText, li.DefaultText, div.DefaultText 	{mso-style-name:"Default Text"; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:none; 	text-autospace:none; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;o:shapedefaults ext="edit" spidmax="1026"&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;o:shapelayout ext="edit"&gt;   &lt;o:idmap ext="edit" data="1"&gt;  &lt;/o:shapelayout&gt;&lt;/xml&gt;&lt;![endif]--&gt;    that the character act honorably in all dealings, be brave and bold and think always of the success of the forces under his command. Unnumbered are often put in command of lesser troops, and must lead from the front.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits: &lt;/span&gt;Members are considered amongst the greatest fighters in the world, and are respected because of it. All members may use the Profession (soldier) skill untrained as appropriate. Unnumbered always have room and board at Imperial fortresses and camps, albeit this is usually the simple fare and lodgings of the common soldiers.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Priestesses of Ostara&lt;/span&gt; (Society)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/Ostara_by_Johannes_Gehrts.jpg/180px-Ostara_by_Johannes_Gehrts.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 180px; height: 266px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/66/Ostara_by_Johannes_Gehrts.jpg/180px-Ostara_by_Johannes_Gehrts.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;"The fields are chill, the sparse rain has stopped;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The colours of Spring teem on every side.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With leaping fish the blue pond is full;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;With singing thrushes the green boughs droop.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The flowers of the field have dabbled their powdered cheeks;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;The mountain grasses are bent level at the waist.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;By the bamboo stream the last fragment of cloud&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Blown by the wind slowly scatters away." &lt;/span&gt;&lt;br /&gt;-Clearing at Dawn, Li Po&lt;br /&gt;The priestesses of Ostara serve that goddess exclusively to all other gods, seeing her as their ideal and ultimate patron. Other members of the Aesir are acknowledged in their roles, but it is Ostara who reigns in their hearts. Priestesses are always strong and outspoken women, with a clear understanding of politics and the realities of war.&lt;br /&gt;Humans and Half Elves can be found amongst the priestesses, though only humans may achieve the role of High Priestess. The only multiclass found amongst the Priestesses is the Hierophant prestige class. Clerics of Ostara must choose from the Sun, Law, or Magic domains.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Female, Lawful Cleric or the Aesir. The primary duty of priestesses of Ostara is overseeing weddings, planting and animal husbandry. They must also minister to the sick, and often serve as oracles for their communities. If they marry, they are expected to watch over their home and set a good example for other wives by not letting their husbands stray too far out of the marital fold. If the husband of a priestess of Ostara practices the common Nine Worlds custom of taking a second wife, the priestess must divorce him immediately.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits:&lt;/span&gt; Priestesses of Ostara have great prestige in Ostara, being seen as above reproach and vestiges of honor and strength. All married members gain an Amulet of Health (+2) as their holy symbol, bearing the seal of Ostara, a ring, not unlike a wedding ring.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Other Nations and Peoples&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nordlund: &lt;/span&gt;The people of this wild land are proud and poorly made for the life of Empire. Still, in-between wars and raiding between the empire and their own lords, the people of this region trade with Ostar and beyond.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Iberia: &lt;/span&gt;The lands of Iberia are under the protection of the Vanir and the Elves and are considered off limits to Ostar. Still, border raids and small wars happen frequently. As this merely adds to the number of chosen slain for Valhalla and Freya’s hall of Sessrumnir, it is not an issue of Imperial concern.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Miklagard: &lt;/span&gt;Once an Imperial Free City, now a separate city-state of its own, ruled by Noble/merchants. The Empire would greatly love to gain control of this city and its enviable trade routes once more, but has been foiled many times by Miklagaards wily rulers and a vast mercenary army (with a great number of Trolde).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Permia:&lt;/span&gt; The lands of Permia are part legend to the Empire. Delegates from that land occasionally come to visit and trade with the Empire, bringing strange magics and stranger furs.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Scythia:&lt;/span&gt; The city-states of Scythia have refused to acknowledge the Empire as anything other than a frequent enemy. Scythian slavers and raiders are a constant threat along the northern border.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sardis:&lt;/span&gt; The far lands of Sardis are greatly desired as a trade route to the East and South and in the past were under the control of the Empire. Now the powerful city-state of Miklagard controls the trade routes through that land and has powerful alliances with many of the tribes of the Sardis.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves: &lt;/span&gt;Dwarf craftsmanship is much desired by the Empire, but the threat of these beings does not go unconsidered. Officially, the Modsognor Dwarven people are at peace with the Empire (though slave-taking still occurs), while the Durin race is seen as hopelessly malevolent. Few in the Empire can tell the difference between these peoples, either in dress or behavior.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves: &lt;/span&gt;Elves are a puzzle for the Empire. While they are beautiful, courteous and powerful they are also haughty, amoral and frightening. Officially, the Empire is allied with the elves, though this is a pact that few Imperials wish to call upon for fear of the result.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde:&lt;/span&gt; Trolde bandits are a frequent headache for the Empire, as the creatures frequently come out of the forests to steal people, livestock and grain. And so Trolde are not much liked in the Empire, typically seen as monsters, and having no more legal rights than a Thrall. Some Trolde working and mercenaries are to be found in the Empire, and are granted some legal rights.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 102);"&gt;Notes: I decided a civilized nation was in order for this setting. As this world is more to the tastes of a Norse way of things, I decided that a more "Saxon" sort of Empire was in order.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2151925806291474710?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2151925806291474710/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2151925806291474710&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2151925806291474710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2151925806291474710'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-ostaran-empire.html' title='Nine Worlds: Ostaran Empire'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SmdYIZTg_AI/AAAAAAAAAZs/Ft8xS8aQ26c/s72-c/Wheel.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7987554664529007232</id><published>2009-07-13T07:03:00.000-07:00</published><updated>2009-08-09T10:45:07.834-07:00</updated><title type='text'>Nine Worlds: Warrior Societies</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Warrior Societies&lt;/span&gt; (Brotherhoods)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.blogger.com/%20http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 116px; height: 160px;" src="http://etc.usf.edu/clipart/1600/1644/saxon_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Warrior Societies is a term used to describe a variety of organizations, not just pertaining to warriors. These are groups of specialists dedicated to a philosophy or activity that transcends the normal strata of Nine Worlds civilizations. Often, these societies are religious in cast, acting as a specialized cult dedicated towards one or more specific god, goddess or philosophy.&lt;br /&gt;In game terms these societies are a means by which an adventurer might gain specialized items, access to prestige classes and adventure opportunities. Think of them as “adventurers guilds” though one built around a philosophy and/or specialized interest.&lt;br /&gt;Player characters may begin play as a member of one of these organizations, though a newly initiated one. These (and other) societies should be a means for adding depth to a character rather than limiting his choices.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brotherhood of the Bear&lt;/span&gt; (Thor Cultists)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Bear-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 121px; height: 198px;" src="http://www.odinsvolk.ca/images/Bear-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"His men rushed forward without armour, were as mad as dogs or wolves, bit their shields, and were as strong as bears or wild bulls, and killed people at a blow, but neither fire nor iron told upon themselves."&lt;/span&gt;&lt;br /&gt;-Ynglinga saga&lt;br /&gt;The Brotherhood of The Bear is a warrior brotherhood and cult to Thor, recognized by their bear skin cloaks. These reckless warriors pursue action and reckless adventure whenever possible, seeking tests of strength, endurance and skill on battle. The Barbarian class is the most beloved of members, but can also be found amongst them. All members receive a cloak made of bear skin, the symbol of this order of warriors.&lt;br /&gt;Clerics in the Brotherhood must choose from the Strength and War domains and take the Warhammer or Greathammer as their favored weapon. Such clerics see Thor as the most admirable of the Aesir and seek to emulate him in all ways.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Membership in the Brotherhood requires that the character have levels in either the Barbarian or Fighter (LL- Fighter ar Dwarf) class and be of non-evil alignment. Members are expected to be bold men full of joy for life. Eating, drinking, wenching and war are all virtues in the eyes of the Brotherhood.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Members of the brotherhood gain considerable clout as renowned heroes. Brotherhood members can undergo  a ritual known as “donning the bear shirt” in which the warrior must kill a bear in single combat using only a single melee weapon and no greater than light armor. This skin is used to create a bear shirt for the character (see below) by binding the animals spirit into the shirt.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bear Shirt&lt;/span&gt; (Item)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 200px; height: 173px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/1/18/Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg/200px-Bronspl%C3%A5t_pressbleck_%C3%B6land_vendeltid.jpg" alt="" border="0" /&gt;&lt;/a&gt;The skin of a bear, with the head still attached, made to fit over the characters head like a cowl. Closing this head over the characters own causes it to fuse with the character, transforming his or her head into that of a bear. This transformation grants the character the scent special ability, natural armor and a secondary bite attack. More potent versions of these items exist that allow for transformation into a half-bear monster but are intelligent items.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Black:&lt;/span&gt; +2 AC, secondary bite attack (1d6+ ½ str modifier), Scent&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Brown:&lt;/span&gt; +5 AC, secondary bite attack (2d8+ ½ str modifier), Scent&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dire:&lt;/span&gt; +7 AC, secondary bite attack (2d8+ ½ str modifier), Scent&lt;br /&gt;Moderate transmutation; CL 9th; Craft Wondrous Item, appropriate skin, lesser planar binding; Price 4,000 gp (black), Price 7,000 gp (brown), 9,000 gp (Dire);Weight 1 lb.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Golden Manes&lt;/span&gt; (Boar Frey/Freya Cult)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 175px; height: 203px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Freyr_riding_Gullinbursti.jpg/250px-Freyr_riding_Gullinbursti.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"The battle-bold Freyr rideth&lt;/span&gt; &lt;span style="font-style: italic;"&gt;First on the golden-bristled&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Barrow-boar to the bale-fire&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Of Baldr, and leads the people."&lt;/span&gt;&lt;br /&gt;-Húsdrápa&lt;br /&gt;The Golden Manes are a warrior society originating in Vanaheim amongst the Elves, but can be found amongst Iberian, Elf and Half-Elf peoples all over Manheim. Members are considered to be great warriors, thoughtful and courageous. The war trumpets and military tactics of the Golden Manes are considered the most dashing and awe-inspiring in the world.&lt;br /&gt;Fighters, Rangers and Sorcerers number highly amongst the Golden Manes, though a considerable number of Bards, Rogues (Scouts) and Clerics (Sun, Good and Healing domains) can be found. Longswords and Longbows are favored weapons amongst the golden manes.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; To be a member of the Golden Manes one must be an Elf, Half-Elf or Human of Iberian descent. Members must speak High Elven (Vanir) and are expected to revere Frey and Freya.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Members of this society are considered friends of the elves and the Vanir wherever they go (even if they are human). Membership in the &lt;a href="http://www.geocities.com/TimesSquare/6011/honorbound.html"&gt;Honorbound &lt;/a&gt;and &lt;a href="http://www.geocities.com/TimesSquare/6011/forester.html"&gt;Forester&lt;/a&gt; prestige classes use membership in the Golden Manes as their "Special" requirement rather than that listed. Furthermore, Golden Manes who contract Wereboar lycanthropy do not suffer the threat of an alignment change.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ravens&lt;/span&gt; (Wizards)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 124px; height: 105px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e0/RavenBanner.svg/180px-RavenBanner.svg.png" alt="" border="0" /&gt;&lt;/a&gt;&lt;meta equiv="Content-Type" content="text/html; charset=utf-8"&gt;&lt;meta name="ProgId" content="Word.Document"&gt;&lt;meta name="Generator" content="Microsoft Word 11"&gt;&lt;meta name="Originator" content="Microsoft Word 11"&gt;&lt;link rel="File-List" href="file:///C:%5CUsers%5CMYTHAD%7E1%5CAppData%5CLocal%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:worddocument&gt;   &lt;w:view&gt;Normal&lt;/w:View&gt;   &lt;w:zoom&gt;0&lt;/w:Zoom&gt;   &lt;w:punctuationkerning/&gt;   &lt;w:validateagainstschemas/&gt;   &lt;w:saveifxmlinvalid&gt;false&lt;/w:SaveIfXMLInvalid&gt;   &lt;w:ignoremixedcontent&gt;false&lt;/w:IgnoreMixedContent&gt;   &lt;w:alwaysshowplaceholdertext&gt;false&lt;/w:AlwaysShowPlaceholderText&gt;   &lt;w:compatibility&gt;    &lt;w:breakwrappedtables/&gt;    &lt;w:snaptogridincell/&gt;    &lt;w:wraptextwithpunct/&gt;    &lt;w:useasianbreakrules/&gt;    &lt;w:dontgrowautofit/&gt;   &lt;/w:Compatibility&gt;   &lt;w:browserlevel&gt;MicrosoftInternetExplorer4&lt;/w:BrowserLevel&gt;  &lt;/w:WordDocument&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;!--[if gte mso 9]&gt;&lt;xml&gt;  &lt;w:latentstyles deflockedstate="false" latentstylecount="156"&gt;  &lt;/w:LatentStyles&gt; &lt;/xml&gt;&lt;![endif]--&gt;&lt;style&gt; &lt;!--  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal 	{mso-style-parent:""; 	margin:0in; 	margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:12.0pt; 	font-family:"Times New Roman"; 	mso-fareast-font-family:"Times New Roman";} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.25in 1.0in 1.25in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin:0in; 	mso-para-margin-bottom:.0001pt; 	mso-pagination:widow-orphan; 	font-size:10.0pt; 	font-family:"Times New Roman"; 	mso-ansi-language:#0400; 	mso-fareast-language:#0400; 	mso-bidi-language:#0400;} &lt;/style&gt; &lt;![endif]--&gt;&lt;span style="font-style: italic;"&gt;"By means of a secret charm, to draw&lt;/span&gt; &lt;span style="font-style: italic;"&gt;All creatures living beneath the sun,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;That creep or swim or fly or run,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;After me so as you never saw!&lt;/span&gt; &lt;span style="font-style: italic;"&gt;And I chiefly use my charm&lt;/span&gt; &lt;span style="font-style: italic;"&gt;On creatures that do people harm."&lt;/span&gt;&lt;br /&gt;-Dr Radovan Karadzic&lt;br /&gt;The ravens are a brotherhood of wizards who seek out knowledge and power wherever it may be. These magicians follow in the footsteps of Odin, sacrificing much in their search for magical power, tomes, rings, scepters and other artifacts. Membership in the Ravens allows for members to pool their efforts to unlocking magical knowledge away from the uneducated. As such research requires resources, the ravens have become widely known as wizards for hire, as advisers, war-mages and poisoners.&lt;br /&gt;Humans number the highest amongst the Ravens, though a good many half-elves and dwarves can be found. The dwarf  members in-particular are some of the nastiest and most ambitious of Ravens. Most members choose Raven or Wolf familiars, to more greatly associate themselves with Odin (and thus cause fear and awe).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Members must always have levels in Wizard and be of non-chaotic alignment. All members must share some amount of magical knowledge with his fellows, though some hoarding is expected. Members must aid fellow members in times of need, particularly concerning supernatural threats such as fire demons and Helheim.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Ravens are known world-wide as dangerous magicians. Tutors, spell components and magical libraries are available for members at Raven enclaves. Raven enclaves are amongst the only places where adventurers can buy magic items.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Root wardens&lt;/span&gt; (Guardians of The Tree)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 155px; height: 135px;" src="http://www.odinsvolk.ca/images/Irminsul-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"An ash I know there stands,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Yggdrasill is its name,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;a tall tree, showered&lt;/span&gt; &lt;span style="font-style: italic;"&gt;with shining loam.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;From there come the dews&lt;/span&gt; &lt;span style="font-style: italic;"&gt;that drop in the valleys.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;It stands forever green over&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Urðr's well."&lt;/span&gt;&lt;br /&gt;- Völuspá&lt;br /&gt;The great tree Yggdrasil is the central, middle point between all the Nine Worlds, and is thus considered very holy indeed. It is seen as a middle ground between powers, where the mighty and the weak might both be heard in turn. Root Wardens bring this philosophy of negotiation and true-thinking to the world, acting as impartial judges to the worlds woes. Their goal is not peace per se, but right and correct action.&lt;br /&gt;Druids are the most common Root Wardens, though Bards, Rangers and Sorcerers can be found in their rank’s. All races can be found amongst the Root Wardens with a great many Trolde in particular.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Characters must be of Neutral alignment, and revere nature as a druid. Members must forsake the politics of their former race and people upon joining the Wardens.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Root wardens are considered to be great law-speakers and are frequently sought to settle disputes. Root Wardens are much sought-after to act as advisors by kings and commoners alike on matters as varied as the purchase of pigs to military tactics.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Valkyries&lt;/span&gt; (Choosers of the Valiant)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 183px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/e/e8/The_Ride_of_the_Valkyrs.jpg/300px-The_Ride_of_the_Valkyrs.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Three times nine girls, but one girl rode ahead,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;white-skinned under her helmet;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the horses were trembling, from their manes&lt;/span&gt; &lt;span style="font-style: italic;"&gt;dew fell into the deep valleys,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;hail in the high woods;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;good fortune comes to men from there;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;all that I saw was hateful to me."&lt;/span&gt;&lt;br /&gt;-Poetic Edda, Helgakviða Hjörvarðssonar&lt;br /&gt;Warrior maidens of extreme skill, the Valkyrie are a sight of glory. These warrior maidens are all considered to be the “daughter” of Odin, who seek out the valiant dead. The truth is that these warriors are amongst the greatest of warriors and quickly make the baser sort of warrior feel their sins and cowardice distinctly. Members must have levels in Paladin, however a great many also have levels in Cleric (Law, Strength, War and Protection domains are favorites).&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;All members are human woman Paladins and of considerable beauty (Cha 14+) and must remain chaste. Valkyrie who marry are considered fallen paladins.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Membership in this sisterhood offers high renown, with those of the sisterhood seen as the most admirable of women. Also taking a Pegasus as her special mount is always an option for a Valkyrie at no additional cost.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Daughters of Disir&lt;/span&gt; (Daughters of Wolves)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 147px; height: 214px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/d/da/Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg/180px-Helgi_Hundingsbane_and_Sigr%C3%BAn_by_Robert_Engels.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"Foul is the sign&lt;/span&gt; &lt;span style="font-style: italic;"&gt;if thy foot shall stumble&lt;/span&gt; &lt;span style="font-style: italic;"&gt;As thou goest forth to fight;&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Goddesses baneful&lt;/span&gt; &lt;span style="font-style: italic;"&gt;at both thy sides&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Will that wounds thou shalt get."&lt;/span&gt;&lt;br /&gt;-Reginsmal&lt;br /&gt;The Daughters of Disir are specialized cultists seeking to encourage war, strife and violent upheaval. They endeavor to encourage violent conflict between peoples, nations and races towards the end of strengthening mankind so as to produce valiant dead for Ragnarok. These deeds are often considered to be evil, with all manner of cursed undead to be found in their numbers.&lt;br /&gt;Fighters, necromancers, rogues, ranger, sorcerers, druids, assassins and blackguards (fallen Valkyrie) are all common character classes in this society. All races can be found amongst the Daughters of Disir though dwarves are rare, as few women are born to that race.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements:&lt;/span&gt; Female and of non-good alignment. Though evil members are allowed (and numerous) the end goal of the society is to toughen the races, not to destroy them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; The daughters are considered to be good advisors and tacticians in times of war, especially concerning evil kings and other power players. Members of this society are always welcome in chapter fortresses or amongst despots all over the lands.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Night Dragons&lt;/span&gt; (Malice-Strikers)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.odinsvolk.ca/images/Dragon-OVA.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 105px; height: 174px;" src="http://www.odinsvolk.ca/images/Dragon-OVA.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"She there saw wading&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the sluggish streams&lt;/span&gt; &lt;span style="font-style: italic;"&gt;bloodthirsty men&lt;/span&gt; &lt;span style="font-style: italic;"&gt;and perjurers,&lt;/span&gt; &lt;span style="font-style: italic;"&gt;and him who the ear beguiles&lt;/span&gt; &lt;span style="font-style: italic;"&gt;of another’s wife.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;There Nidhögg sucks&lt;/span&gt; &lt;span style="font-style: italic;"&gt;the corpses of the dead;&lt;/span&gt; &lt;span style="font-style: italic;"&gt; the wolf tears men.&lt;/span&gt; &lt;span style="font-style: italic;"&gt;Understand ye yet, or what?"&lt;/span&gt;&lt;br /&gt;-Voluspa&lt;br /&gt;The Night Dragons are a Scythian warrior-society that uses the powers of the underworld to enhance their effectiveness in battle. Towards this end they study the nature and lore of the children of Niddhoggr, and revere this dread worm as a god. Individual Dragons use terrifying tactics, necromancy and undead in their wars with the trolde of the Glasir Plains and other foes, and are much feared. Many members seek this power in an effort to do good by the careful application of evil.&lt;br /&gt;Humans and Elves (of the Svart-Alfar sort) are the most numerous race in the Night Dragons, though Dwarves and Half-Elves can be found in some numbers as well. Barbarians, Fighters and Necromancers number greatly amongst the Night Dragons, though a good many Sorcerers and Jotun Clerics (Chaos, Destruction, and Evil domains) are found in great numbers as well. The Blackguards (multi-classed from Barbarian mostly) and Shadowdancer prestige classes are both of high renown within the Night Dragons.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Requirements: &lt;/span&gt;Must be of non-good alignment and have rank in Ride. Members undergo an initiation ceremony involving the consumption of undead flesh (and surviving the resultant disease). All members must revere the dread dragon Nidhoggir.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Benefits of Membership:&lt;/span&gt; Due to their initiation practices, night dragons rise as either ghoulish (4+ HD) or ghastly (7+ HD.) version of his or herself within 1d4 days of death. Night dragons of lower HD rise as standard ghouls with no memory of their former lives. The Night Dragons have access to a great deal of lore and necromantic magic items. They are an excellent source for evil magical items and a willing buyer of such.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 735px; height: 282px;" src="http://upload.wikimedia.org/wikipedia/commons/0/03/Scythian_Warriors.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7987554664529007232?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7987554664529007232/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7987554664529007232&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7987554664529007232'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7987554664529007232'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-warrior-societies.html' title='Nine Worlds: Warrior Societies'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-647381879951495089</id><published>2009-07-08T13:30:00.000-07:00</published><updated>2009-07-28T05:23:25.337-07:00</updated><title type='text'>Nine Worlds: Language, Culture and Class</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Language&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 122px; height: 122px;" src="http://wpcontent.answers.com/wikipedia/commons/thumb/4/49/Medieval_writing_desk.jpg/250px-Medieval_writing_desk.jpg" alt="" border="0" /&gt;&lt;/a&gt;Different regions of the Nine Worlds have different languages, as do different races. Not all languages have a written form beyond basic symbols, more stylized pictures than a real written language. Such writing can only relate basic concepts such as "danger," "beer," or "stay away".&lt;br /&gt;Spellcasters: The language of magic is never Draconic in the Nine Worlds, but one of the ancient tongues of Asgard, Giant or Vanir/Elven. Even Dwarven runes are a version of Giant, albeit their own secret form, much changed from its original. Thus Wizards and Sorcerers can always choose one of these languages as a bonus language.&lt;br /&gt;The list of available languages (and its written form) are listed Below:&lt;br /&gt;Asgardian (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/5/57/Anglosaxonrunes.svg"&gt;Runes&lt;/a&gt;)&lt;br /&gt;Common (picture/symbols)&lt;br /&gt;Dwarven (Runes)&lt;br /&gt;Nordlund (picture/symbols)&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-ostaran-empire.html"&gt;Ostaran &lt;/a&gt;(&lt;a href="http://upload.wikimedia.org/wikipedia/commons/c/c3/Dalrunor.svg"&gt;&lt;span style="text-decoration: underline;"&gt;Runes&lt;/span&gt;&lt;/a&gt;)&lt;br /&gt;Permian (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/f/f6/Medeltida_runor.svg"&gt;Runes&lt;/a&gt;)&lt;br /&gt;Giant (Runes- secret language)&lt;br /&gt;Trollsprog (&lt;a href="http://upload.wikimedia.org/wikipedia/commons/f/f8/Ogham_Con.jpg"&gt;Ogham &lt;/a&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/commons/8/8f/Ogham_Vow.jpg"&gt;Script&lt;/a&gt;, also used in secret Druidic)&lt;br /&gt;Akkadian (Cuneiform)&lt;br /&gt;Vanir/High Elven (Runes)&lt;br /&gt;Sardi (Gothic Script)&lt;br /&gt;Aethiopian (Cuniform)&lt;br /&gt;Draconic (None)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Culture&lt;/span&gt;&lt;br /&gt;The Nine Worlds culture is often pretty rough-and-tumble, being centered around war, bravado and heroism, but it does have its nuanced side as well. Music, poetry and art are all very highly regarded in society. Metalworking in-particular is seen as a high craft akin to magic.&lt;br /&gt;When not fighting, most people in the Nine Worlds are working at fairly mundane tasks such as farming, building and trading. Hunters and trappers venture deep into the hostile wilds in search of pelts and other treasures to sell to foreign traders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Morality and Law&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 331px;" src="http://etc.usf.edu/clipart/45000/45056/45056_med_village_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Nine Worlds society is largely self-regulated. Law and order is based upon the Althing (common meeting) system. The Althing has legislative and judiciary powers. Every free man has a duty to meet at the Althing’s common-meetings, except men who farm alone and are unable to leave their farm unattended. Also, women and handicapped people can attend the Althing. Among other items, the freemen elect their King at the Althing. These common-meetings might last several days, therefore the Althing is also an occasion for a large marketplace and festival.&lt;br /&gt;Written laws do exist in certain regions, but most rely on local tradition and sentiment. A man referred to as a "law reader" - opened the Althing by reading the laws, which are generally memorized by heart. This was done to ensure that no one changed the laws. Every free man has to respect the law , including chieftains and the king. The Althing is a democratic constitution. The Althing includes everybody as citizens, except thralls and those exiled from society.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sex Roles&lt;/span&gt;&lt;br /&gt;Daily life is far from easy for people in Midgard. Women especially have a high mortality rate because of the dangers of pregnancies, miscarriages and childbirth. This coupled with the macho culture of most Nine Worlds males, make for tough and strong-willed women. Women are greatly prized, and strong, capable, intelligent women are even more so.&lt;br /&gt;Women can vote at the Althing, may divorce, hold property and inherit. Though with all things in the Nine Worlds, she must sometimes fight for these rights. Exceptional women can be found amongst all classes, even ruling as Queens in some regions (though such lands are seen as magical and threatening by many).&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 102);"&gt;&lt;/span&gt;&lt;br /&gt;-----------------&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Classes&lt;/span&gt;&lt;br /&gt;Most of the standard classes are allowed in the setting, but some note needs to be made concerning them. See below:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;NPC Classes:&lt;/span&gt; All of the NPC classes in the DMG exist in the setting. Adepts far outnumber true druids and clerics, acting as wise folk of minor skill. Aristocrats can be found amongst the nobility, especially the women. Experts of every trade and skill are much needed in all communities, particularly metal-workers, masons, horse-breeders, merchants and shipwrights. Peasants represent the majority of thralls and the least skilled of freemen, while warriors represent the common soldiers.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Barbarian: &lt;/span&gt;The barbarian class is very popular in the Nine Worlds, as the savage frontier lands need tough warriors.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Bards:&lt;/span&gt; Musicians and storytellers are much loved in the Nine Worlds, and characters with such skills will never want for a bed, food, drink or lovers. Even monsters such as giants, trolde and dragons are less likely to kill such characters outright. Bards are the only arcane spellcasting class not met with horror by the common man. The enchantments of a Bard are considered respectable and good magic overall, though not to be made light off either.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric:&lt;/span&gt; Clerics are always generalists, choosing entire pantheons rather than individual gods. See the gods and religion section for details.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Druids:&lt;/span&gt; These priests can be found wherever nature is wild and fierce, as well as serving rural communities as a cleric. Places where the Vanir are worshiped have many druids, and they are especially common in lands near the roots of Yggdrasil.&lt;br /&gt;Trolls produce a great many Druids amongst their women. Such "troll wives" are very powerful and know many secrets of wood, mountain and herb. Male trolls can seek druid training, but is often seen as feminine by his fellow males until he gains real power.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Fighter:&lt;/span&gt; The fighter class is the most popular class in the Nine Worlds. Armored and well-armed warriors are in high demand on the many battlefields of the world.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Monk:&lt;/span&gt; The monk class is nonexistent in the Nine Worlds. Even though there is a Asian region, such fighting styles and contemplative phiosophies are yet to be developed.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Paladin:&lt;/span&gt; Rare, but appropriate. Particularly amongst devout worshipers of the Aesir, focusing of god such as Tyr (Justice) or Heimdall (guardian). A powerful organization of paladins is the elite Valkyrie sisterhood, who ride on celestial Pegasus in service to Odin himself.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Ranger:&lt;/span&gt; Rangers exist in the Nine Worlds to be sure, but are much feared for their magical powers. Rangers should expect mixed reactions by most folk.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Rogue/Thief:&lt;/span&gt; Those skilled in theft and chicanery are fairly common in the Nine Worlds, with many a hero lauded for his clever actions and words in times of seeming defeat. However, those who steal from kinsmen or friends, are considered the basest of villains.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sorcerer: &lt;/span&gt;Culturally, only females may pursue levels in the sorcerer class. A sorceress is seen as a valued wife, lover or adviser. Men found to have levels in Sorcerer are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves typically prefer the Diviner specialist wizardry. Elves are amongst the greatest sorcerers in the world and have no gender roles assigned to this class. Trolls have no taboos in regard to this class.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Wizards:&lt;/span&gt; Wizards are those who have studied runes, and the deeper meaning in language. They follow the path of Odin in that they dare to seek out this terrible and powerful lore. In human society women are not permitted to learn Wizardry, being restricted to the sorcerer class. Women found studying wizardry are seen as unnaturally vile and can be killed like an animal and tortured to death. Dwarves, Elves and Trolls have no taboos in regard to this class.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Prestige Classes:&lt;/span&gt; Setting specific prestige classes will be presented soon. From the DMG the following prestige classes are available: Arcane Archer, Arcane Trickster (Disciple of Loki), Archmage, Assassin (in southern lands mostly), Blackguard, Eldritch Knight, Loremaster, Mystic Theurge (popular amongst devotees of Odin). Some additional prestige classes are: &lt;a href="http://seankreynolds.com/rpgfiles/prestige/scorpionscion.html"&gt;Scorpion Scion&lt;/a&gt; (disciple of &lt;a href="http://en.wikipedia.org/wiki/Sinmara"&gt;Sinmara&lt;/a&gt;), &lt;a href="http://seankreynolds.com/rpgfiles/prestige/serpentarcher.html"&gt;Serpent Archer&lt;/a&gt; (Brothers of The Dragon) and &lt;a href="http://www.dandwiki.com/wiki/Viking_%28DnD_Prestige_Class%29"&gt;Viking&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-647381879951495089?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/647381879951495089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=647381879951495089&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/647381879951495089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/647381879951495089'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-language-and-culture-1.html' title='Nine Worlds: Language, Culture and Class'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2036500366963393857</id><published>2009-07-06T12:46:00.001-07:00</published><updated>2009-07-09T10:01:02.351-07:00</updated><title type='text'>Nine Worlds: Social Rank</title><content type='html'>&lt;span&gt;Society in the Nine Worlds is structured along fairly strict lines, with clear distinction between its ranks. Social climbing is not unheard of in cases of personal heroism and initiative, and in-fact is considered an admirable trait. In all the cultures of the Nine Worlds, the following basic social ranks can be found:&lt;br /&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Thrall&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 209px; height: 227px;" src="http://giam.typepad.com/photos/uncategorized/russ_peasant.gif" alt="" border="0" /&gt;&lt;/a&gt;At the bottom rung of the social ladder is the thrall or slave. Chieftains, earls and even the freemen count thralls as part of their property. A wealthy landowner might have 30 or more thralls to work his land. Even a small property, it is felt, should have at least three thralls.&lt;br /&gt;Thralls do much of the heavy farm work. The men spade fields, herd cattle, watch sheep, tend pigs, spread manure, dig peat, chop wood, build walls and harvest crops. Women churn butter, milk cows, grind grain and cook meals.&lt;br /&gt;Thralls are not without rights, though they are few. Thralls lives are counted as no more than those of cattle, according to law. If they are killed, the master cannot pursue a blood feud nor demand a repayment equal to that of a freeman. Thralls can not inherit of leave property to their children.&lt;br /&gt;Although unable to hold land a thrall can have possessions, money and time to do work for himself. Slaves are permitted to do business at public markets and to make private transactions if the value involved was less than 20 copper. In favorable circumstances he might hope to purchase, earn or be rewarded with his freedom. Marriage is permitted but the children are also slaves. Ill treatment of thralls is regarded as an undesirable quality and most masters treat their slaves quite well as happy thralls work all the harder. A slave is not allowed to bear arms except in the case of fighting off invaders; and the slave who killed such an enemy is to be rewarded with his freedom.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; Dwarves Trolde and Elves have no Thrall rank amongst themselves, using kidnapped humans to fill this role. Trolde and Hill Giants are often kept as thralls in giant-held lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Thralls are most often of the Peasant and Adept NPC class (LL-peasant human monster entry).&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Freeman&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://web.nickshanks.com/history/medieval/bowlathe.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 181px; height: 138px;" src="http://web.nickshanks.com/history/medieval/bowlathe.gif" alt="" border="0" /&gt;&lt;/a&gt;The largest social class are the free farmers, or freemen. The a farmers are truly free people with farmland that is owned outright. Earls and kings have no claim on a freeman’s land. A freeman enjoys full protection under the law, although lawsuits depend on power and alliances. Most freemen are farmers. While others are bards, retainers, smiths, warriors, merchants, shipwrights, woodcarvers, and any number of other trades.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Bondi:&lt;/span&gt; The Bondi are the wealthiest and most influential of freeman and have owned their land for at least six generations. Such individuals are always leaders in their community.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Housecarl:&lt;/span&gt; Housecarls are men and women serve as retainers to a nobleman, forming his household.  These men also serve as bodyguards and the core of any army the noble might need to raise.&lt;br /&gt;All player characters begin the game as members of the freemen class, unless the DM chooses otherwise. Player characters are assumed to have taken their inheritance in coin and equipment to set off on their own to make their way in the world.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; Dwarven freemen are the same as humans. Elves have no freemen, using magic, fey and half-elves to fill this role. Trolde society is centered around clans and family units, and thus freemen are their majority. Cloud and Stone Giants form the ranks of freemen in Jotun lands.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Freemen can be of any PC class, as well as the Expert NPC class. More intellectual classes such as the Cleric or Wizard are most often Bondi or Housecarls.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nobles&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 350px; height: 289px;" src="http://etc.usf.edu/clipart/2000/2092/feudalcastle_1_md.gif" alt="" border="0" /&gt;&lt;/a&gt;Above the freemen are the men and women of authority - local chieftains and earls. They are the men and women who keep Housecarls. They are the commanders in battle, have influence in the choosing of the local law speakers, collect tribute, tend the kings estate, and enforce the kings decrees.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Chieftains:&lt;/span&gt; The lesser nobles, sometimes called chieftains, are landed men, having received their authority (along with a grant of land) from the king.  This position is not hereditary, with the king giving out the title. Once given, it cannot be taken away, but the title does not automatically pass on to the eldest son or daughter. The king has to confirm the transfer, by making a grant of land.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Earls:&lt;/span&gt; The Earl (or Jarl) is second only to the king, have a great deal of power and authority. Many are independent of the local kings and can do as they please. They keep large numbers of retainers, collect tribute of their own and rule over districts.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; All elves are considered nobles in their society. Dwarf and Trolde nobles are the same as humans. Frost, Fire and Storm Giants form the Noble class in giant society.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Nobles can pursue any PC class and the Aristocrat NPC class. The Fighter, Paladin and Wizard classes are most common amongst the noble class, though Wizard nobles are greatly feared.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Kings&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s1600-h/King.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 143px; height: 226px;" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s320/King.jpg" alt="" id="BLOGGER_PHOTO_ID_5356107012932209090" border="0" /&gt;&lt;/a&gt;The highest level of society are the kings. The title of king is both hereditary and democratic at the same time. Kingship descends from father to son (or illegitimate son or even brother), but the freemen vote for their choice in king. Thus if there were three sons and a brother of a late king, all were candidates to become the next king. Since the freemen have the final say, , the choosing of a king is a highly charged and political affair. As with most things, the title goes to the strongest, most cunning, or most popular.&lt;br /&gt;This system encouraged infighting and murder between contestants. Kin-slaying is a terrible crime in the Nine Worlds and thus all such activity had to be kept very secret. Of course hiding ones evil from the gods can be terribly difficult.&lt;br /&gt;The kings most important function is to oversee the protection and honor of his subjects. Whether elected or hereditary, the king is still subject to the pleasure of his subjects. The king is their leader in war. He is the grand judge for disputes that cannot be settled in any other way. He also collects tribute from neighbors.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Racial Variants:&lt;/span&gt; The kings of the Elves are always Half-Celestial or Half-Infernal beings, and always spellcasters of terrible power. Kings of the dwarves are always half Earth-Elemental. Trolde have only Queens, whose nobles are always direct relatives and in-laws. Giant kings are the Jotun themselves, though they do not normally rule directly, preferring their Earls to handle most of the ruling.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Class Options:&lt;/span&gt; Kings are most often Fighters, though any class is possible. Cleric-chieftains dedicated to Odin are very popular, as such war-priests can inspire more than normal levels of loyalty, as well as gain the support of the gods.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2036500366963393857?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2036500366963393857/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2036500366963393857&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2036500366963393857'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2036500366963393857'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-society-part-1.html' title='Nine Worlds: Social Rank'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SlS280zNicI/AAAAAAAAAY8/YUh3o7emEow/s72-c/King.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-897970108048004914</id><published>2009-07-06T09:52:00.000-07:00</published><updated>2009-08-15T17:45:49.782-07:00</updated><title type='text'>Nine Worlds: Gods and Religion</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Gods and Religion&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 260px; height: 287px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/6b/Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg/260px-Ancient_Nordic_Sami_people_offering_to_Diermes_or_Thor_by_Picart_1724.jpg" alt="" border="0" /&gt;&lt;/a&gt;The gods of Norse mythology are very different from those in most D&amp;amp;D games. They are extremely flawed, gritty and for lack of a better term; human. These beings would have no “divine rank” as viewed in Deities and Demigods and similar works, but would be more akin to powerful outsiders (celestials, fiends etc). Still, they are specially tied into the tides of Fate, and are all of very high level (18+), making them “god-enough” to the people of Manheim.&lt;br /&gt;Even the weakest of god-kin (Aesir, Vanir and Jotun) will have the waters of creation flowing in his or her veins, making them stronger and more enduring than mortals. They are all extremely long-lived (though not immortal), aging at an extraordinarily slow rate upon reaching adulthood. God-kin are immune to all natural diseases and resistant to conventional injury. God-kin still need to eat, drink, sleep and if not for the magical apples of Idunn, would eventually age and die.&lt;br /&gt;Jotun do not die from old age, but they also do not stay young. Instead they become increasingly large, slow and irratable until they fall into a deep sleep. In this state, they are more like mountains and glaciers than living beings. They can remain in this state indefinitely, awaiting the call to Ragnarok, to tear down the world at last. Woe unto those who disturb a jotun in this state.&lt;br /&gt;All members of one of the pantheons below can sense whenever major events related to the pantheons portfolio takes place in the Nine Worlds. Such events must involve at least 300 beings.&lt;br /&gt;&lt;br /&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;Image: Scythian worshippers of Thor, whom they revere above all of the Aesir. They call him “Torsmannen” or “thunder man”. Clerics focusing so on Thor must choose the domains of Strength and War, choosing the warhammer as his or her favored weapon.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics and Religion&lt;/span&gt;&lt;br /&gt;The gods are served by a class of priest-chieftains called the godar (cleric). Worship is usually conducted outdoors, under guardian trees, near sacred wells, or within sacred arrangements of stones. In larger communities, wooden and stone temples are used, with altars and with carved representations of the gods.&lt;br /&gt;Rituals of all kinds are common, but seasonal ceremonies and those relating to marriage, war and death are the most common. Animal sacrifice is a regular practice and human sacrifice in Jotun temples and those dedicated to Hel.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Clerics/Godar:&lt;/span&gt; Nine Worlds clerics are generalists, following entire pantheons rather than specific deities. Clerics must choose a pantheon to follow from those below:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aesir&lt;/span&gt;&lt;br /&gt;The Aesir are a pantheon of fierce deities that dwell primarily in Asgard, a realm above Midgard where they continually prepare for their inevitable wars with the Jotun. These gods value the virtues of courage, endurance, expression and loyalty. Clerics of the Aesir are expected to hold to the values of their gods, but view the cleric/deity relationship more in terms of a series of favors between wary allies rather than slavish devotion. Even the gods must earn respect.&lt;br /&gt;The Aesir dwell primarily in Asgard, a large plane above Midgard. Asgard is a land of wide planes, high mountains and perpetual sunlight. Here the Aesir continually feast and train in preperation of Ragnarok. Most of the Aesir avoid leaving Asgard, rarely travelling to Midgard for any reason. The greatest exceptions to this are Odin, Thor and Tyr.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood:&lt;/span&gt; Preparation for Ragnarok is the primary concern of clerics of Aesir. Towards this end they promote martial prowess, physical health and bonds of honor. They also as arbiters of justice and advisors.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments: &lt;/span&gt;Any non-Chaotic (LL- Lawful)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Knowledge, Law, Magic, Protection, Strength, Sun, Travel, Trickery, War.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshippers:&lt;/span&gt; Blacksmiths, Fighters, H-Elves, Humans&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Destiny, War&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Warhammer, speear, axe.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Aesir&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Odin"&gt;Odin &lt;/a&gt;(king of the Aesir and god of magic and war),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Thor"&gt;Thor &lt;/a&gt;(thunder god),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Frigg"&gt;Frigga &lt;/a&gt;(queen of the gods and goddess of wives),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Tyr"&gt;Tyr &lt;/a&gt;(god of heroism and righteousness),&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Vanir&lt;/span&gt;&lt;br /&gt;The vanir are a race of nature gods usually allied with the Aesir, though the two pantheons regularly bicker and feud. All Vanir are beautiful elven beings of deep wisdom and power, they are known as generous though fickle in temperament. These gods value art, bravery, craftsmanship, music and natural beauty over all. War comes easily to them as well, though they do not cherish it for its own sake. Even the Aesir have learned not to underestimate these gods.&lt;br /&gt;Most of the Vanir dwell in Vanaheim in the far East of Midgard. This is a mountainous land covered in lush forests where a great many magical creatures live. Some Vanir dwell in Alfheim amongst the light elves.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood:&lt;/span&gt; Clerics of the Vanir must do all that they can to promote prosperity, and a deep love of beauty. They are also called upon to perform marriage rites.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments:&lt;/span&gt; Any neutral (LL- Neutral)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains: &lt;/span&gt;Animal, Plant, Sun, Healing, Water, Air, Good, Luck, Magic.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshipers: &lt;/span&gt;Bards, druids, elves, foresters, sorcerers.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio: &lt;/span&gt;Cultivation, Fertility&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Longsword, longbow, dagger&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Vanir&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Nj%C3%B6r%C3%B0r"&gt;Njord &lt;/a&gt;(god of sea travel and merchants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Frey"&gt;Frey &lt;/a&gt;(god of fertility),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Freya"&gt;Freya &lt;/a&gt;(goddess of fertility),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Gullveig"&gt;Golveig &lt;/a&gt;(Vanir goddess of divination, witchcraft and foe of the Aesir),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Fulla"&gt;Fulla &lt;/a&gt;(goddess of bounty and servant of Freya)&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Jotun&lt;/span&gt;&lt;br /&gt;The Jotun (plural jötnar) are a pantheon of divine giants that dwell primarily on Jotunheim, Nifleheim and Muspelheim. They are sometimes standing in opposition to the races of the tribes of the Aesir and Vanir, although they frequently mingle with or intermarry with them. These beings embody all that is terrifying in nature, storms, fire, flood, earthquakes and are known as man-eaters. Some of the Jotun are able to assume human stature and have been known to dwell amongst men, elves and even gods, though this is an exception and not the rule.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Duties of the Priesthood: &lt;/span&gt;Clerics of the Jotun must do all that they can to promote aggression and to amass personal power. Harsh lessons, hoarding and tests of physical might are meat and drink to the priesthood.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Cleric Alignments:&lt;/span&gt; Any non-Lawful (LL- Chaotic)&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Domains:&lt;/span&gt; Chaos, Death, Destruction, Evil, Fire, Earth, Water, Strength, Trickery.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Worshippers:&lt;/span&gt; Giants (all types), Barbarians, Dwarves, Monsters.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Portfolio:&lt;/span&gt; Nature, Power&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Favored Weapon:&lt;/span&gt; Club (any), any large two-handed weapon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sample Jotun&lt;/span&gt;:&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Aegir"&gt;Aegir &lt;/a&gt;(god of storms and the deep),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Thrym"&gt;Thrym &lt;/a&gt;(king of the frost giants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Surtur"&gt;Surtur &lt;/a&gt;(king of the fire giants),&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Vafthrudnir"&gt;&lt;/a&gt;&lt;a href="http://en.wikipedia.org/wiki/Loki"&gt;Loki &lt;/a&gt;(god of fire and mischief and actually a giant)&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Hel_%28being%29"&gt;Hel &lt;/a&gt;(goddess of death and collector of those who die of disease and old age)&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/EDLkt8zT1BY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/EDLkt8zT1BY&amp;amp;hl=en&amp;amp;fs=1&amp;amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-897970108048004914?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/897970108048004914/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=897970108048004914&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/897970108048004914'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/897970108048004914'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-gods-and-religion.html' title='Nine Worlds: Gods and Religion'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2847472753403947576</id><published>2009-07-06T08:05:00.000-07:00</published><updated>2009-07-06T08:12:42.224-07:00</updated><title type='text'>Nine Worlds: Creation Stories</title><content type='html'>Below are some really nice inspirations for Norse Mythology and good fodder for a Nine Worlds campaign.&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/jIwvYuL2PMA&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/jIwvYuL2PMA&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/1pmamsOCASY&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/1pmamsOCASY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/h6Y56OxhvBU&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/h6Y56OxhvBU&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/aDFzUjGjlOo&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/aDFzUjGjlOo&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2847472753403947576?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2847472753403947576/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2847472753403947576&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2847472753403947576'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2847472753403947576'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-creation-stories.html' title='Nine Worlds: Creation Stories'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3361949156937715558</id><published>2009-07-01T10:21:00.000-07:00</published><updated>2009-08-19T08:00:46.667-07:00</updated><title type='text'>Nine Worlds: Race</title><content type='html'>&lt;span style="font-weight: bold;"&gt;Humans&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 131px; height: 200px;" src="http://etc.usf.edu/clipart/44700/44775/44775_norseman_sm.gif" alt="" border="0" /&gt;&lt;/a&gt;Humanity is the most diverse of species in Manheim. Different regions breed different appearances and tastes. As one travels closer towards Muspelheim, humans get steadily darker, and in some cases get nearly as black as iron and very little body hair. Similarly, as one goes closer to the icy wastes of Niffleheim, men become paler and with thick body hair and beards. Various “middle grounds” of appearance is more common however. Despite these physical differences, humans are pretty much the same wherever you go. Villains and heroes can be found everywhere and amongst every people and region.&lt;br /&gt;Humans worship the Aesir, the Vanir, and even the Jotun in certain regions, with a vast number of ancestors, house gods, fairy-folk and other beings being offered prayer, appeasement and sacrifice. Humankind, being the shortest lived of the races, is constantly seeking to make profitable accord with the supernatural forces of the world.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Roleplaying Notes:&lt;/span&gt; For good character concepts, choose a region from which the character has come from. Each region has its own flavor and back-story, and such can really breathe life into a character. Regional feats will be posted soon.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Elves&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 250px; height: 192px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/3/30/Erl_king_sterner.jpg/250px-Erl_king_sterner.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;“Merry elves, their morrice pacing&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;To aërial minstrelsy,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Emerald rings on brown heath tracing,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Trip it deft and merrily.”&lt;/span&gt;&lt;br /&gt;-Sir Walter Scott.&lt;br /&gt;Originally from Midgard the elves now live primarily in the otherworld af Alfheim, though sizable populations also dwell in Vanaheim and Manheim. Elves remaining in Manheim normally keep to deep forests and hidden halls, sometimes buried under hills (in which case they are called Huldrefolk). Elves are not an endangered people, though they are not as prolific as men. The ruling caste of elves always have either the either Half-Celestial or Half-Fiend template.&lt;br /&gt;The elves are greatly feared in most places, as their magical natures and fickle temperament make them dangerous company indeed. Still the beauty and majesty of the elves cannot be denied, and many cannot resist their charm.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Huldra:&lt;/span&gt; Elves of the deep forests of Manheim and notorious kidnappers of humankind. Huldra dwell in underground halls located in wild woodlands and hills. Unlike other elves, these folk do not dwell in Alfheim, Svart-Alfheim or Vanaheim, preferring their own holdings. Amongst elf-kind, Huldra are the most likely to interact with mankind with any regularity.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Svartalf:&lt;/span&gt; Evil elves cast out from their brethren who dwell in the underworld, amongst the shadowy forests of Nifleheim.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Traits:&lt;/span&gt; As PHB Elves, but with the following changes.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class:&lt;/span&gt; Fighter or Sorcerer (choose at character creation).&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Half-Elves: &lt;/span&gt;Half-Elves are not uncommon, as elves are known to kidnap or foster humans, taking them into their own lands to act as servants, companions and lovers. From these unions come the half-elves. Such beings are considered outsiders as standard PHB half-elves, though negative responses from humans has more to do with the otherworldly nature of the elves. Half-Elves born of a union between Half-Celestial or Half-Infernal Elves and humans are always Celestial or Infernal Half-Elves as-appropriate.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Dwarves&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 300px; height: 268px;" src="http://upload.wikimedia.org/wikipedia/commons/thumb/4/48/Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg/300px-Two_V%C3%B6lusp%C3%A1_Dwarves_by_Fr%C3%B8lich.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;“That girdle gave the virtue of chaste love&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;And wifehood true to all that did it bear;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;But whosoever contrary doth prove&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Might not the same about her middle wear&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;But it would loose, or else asunder tear.”&lt;/span&gt;&lt;br /&gt;-Faerie Queene&lt;br /&gt;Dwarves are originally from Midgard, but now dwell mostly in the world of Nidavellir where they wage many wars with their neighbors. Dwarves are feared by men as they are notorious slavers and lechers, enchanting and carrying off human men, women and girls to dwell deep underground. The noble caste of Dwarves are all half earth elemental, being more fully beings of stone and earth. Midgard dwarves do not disdain the use of magic, being renowned diviners of great skill. Rather it is clerical powers that they dislike, as the gods and jotuns have rarely been friends of the dwarves.&lt;br /&gt;Nine Worlds Dwarves are almost always male, having few females amongst their own kind. Fortunately, dwarves breed true with human women, though this has led to a great many hard feelings between men and dwarves. Still, dwarf husbands are known to be generous to their wives, giving them magnifiscent jewelry and fine made garments.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Durin (Dwarf Race):&lt;/span&gt; The dwarves of the Durin people are particularly selfish and cruel. They are the most willing to trade with giants and other fell beings. Durin dwarves tend to be sloven in their appearance, otherwise they appear as other dwarves.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Modsognor (Dwarf Race): &lt;/span&gt;The dwarves of the Modsognor people are staunch allies of the Aesir and of like allied humans, though they are still a hard and unkind people. Modsognor dwarves are always well dressed and groomed.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Traits:&lt;/span&gt; As PHB dwarves, but with the following changes.&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+1 racial bonus to attack humans. This replaces the standard bonus against goblins and orcs. Dwarves war with human raiders and in taking human slaves.&lt;/li&gt;&lt;li&gt;+4 racial bonus against jotun. This replaces the normal bonus against giants.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class: &lt;/span&gt;Fighter or Diviner (choose at character creation).&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;Gnomes: &lt;/span&gt;Gnomes as presented in the PHB do not exist in the Nine Worlds. Rather, gnomes are one of a wide range of fey creatures dwelling in Manheim. For the most part, these beings keep to themselves.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Halflings:&lt;/span&gt; Halflings are unknown in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Half-Orcs: &lt;/span&gt;Orcs and thus Half-Orcs do not exist in the Nine Worlds.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde&lt;/span&gt; (New Race)&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s1600-h/Trolde.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 222px; height: 320px;" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s320/Trolde.jpg" alt="" id="BLOGGER_PHOTO_ID_5353538384508775586" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;"They call me Troll;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Gnawer of the Moon,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Giant of the Gale-blasts,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Curse of the rain-hall,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Companion of the Sibyl,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Nightroaming hag,&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Swallower of the loaf of heaven.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;What is a Troll but that?"&lt;/span&gt;&lt;br /&gt;-Prose Edda&lt;br /&gt;Troldes, also known as Throlls or Trolls, are ugly giant-kin that arose from the flesh of Ymir at the same time as the dwarves and elves. They can be found in many places across the world, particularly in deep woods and other lonely places.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Personality:&lt;/span&gt; Trolde are crude, vulgar beings that enjoy rough humor, fighting and feasting. Trolde will never pass up an opportunity to show off their great strength, and despite their limited intelligence, engage in riddle contests and games with great enthusiasm. Once befriended, trolde are generous and loyal though a bit thick.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Physical Description:&lt;/span&gt; Troldes are big, brutish, ugly humanoids with great strength, elongated ears, big noses, shaggy body hair (almost fur), long arms and earth tone hides. Amongst individual Troldes one might find many other beastly peculiarities, including such things as tusks, ox’s tail, cyclopic eyes, and splotchy hides with crags, bumps and warts.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Relations: &lt;/span&gt;Trolde are not much liked amongst most people as they see themselves as the rightful inheritors of the world and its magic. Dwarves frequently go to war with trolde clans, as struggles over mining rights between these races is frequent. Elves and Trolls typically stay out of each others way, though they often live near one another in Manheim. Trolde view humans as usurpers of the trolde birthright of the world, but will sometimes form alliances with them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Alignment:&lt;/span&gt; Trolde are a clannish but independent people who dislike central authority figures, and so most of them are Chaotic in alignment. Few trolde are generous enough to be considered Good, with most preferring Neutrality. Evil trolde exist, but are not loved amongst trolde clans.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Trolde Lands:&lt;/span&gt; The only known nation of trolde are those of the Glasir Plains&lt;span style="font-weight: bold;"&gt;&lt;/span&gt;, a collection of semi-nomadic tribes under the powerful trolde lord Gadmund and the Hagmoot (collection of Trolde female Druids). Trolde live mostly in the wild lands, far from human settlements, where they maintain small family clans. Trolde prefer small holdings to large settlements, though they keep tabs on neighboring troll clans and families, banding together in times of trouble.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Religion:&lt;/span&gt; Druidic religion is more in line with Trolde belief, tinged with great respect for the Jotun and Vanir as elemental beings. Worship of the Jotun is most common amongst Trolde clerics, especially the Jotun that are of neutral alignment. Worship of the Vanir is rare, but does exist, especially in Western lands. Trolde have no love of the Aesir, and will never worship them.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Language:&lt;/span&gt; Trolde have their own dialect of Giant, called Trollsprog, which has its own runic alphabet.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Names:&lt;/span&gt; Giants typically have a birth-name given to them by their parents and an honorary title to describe their deeds and personality such as; Grinder, Stomper, or Swillgut.&lt;br /&gt;Male- Addanc, Alviss,  Brokk, Chrysanor, Eitri, Fafnir, Fraener, Hunfrid, Wada, Wade.&lt;br /&gt;Female- Angrboda, Fenja, Gerder, Grid, Gunnlod, Jarnvid, Menja, Titalia&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Adventurers: &lt;/span&gt;Being creatures who prize treasure and magic, trolde make for excellent adventurers. This coupled with their great strength and fearsome reputation make trolls excellent allies for a party. Most trolls choose very physical careers such as barbarians, fighters or even rangers. Most spellcasting trolde are divine casters with only a rare few becoming arcane casters.&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Troll Traits:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;+6 Strength, -4 Dexterity, +4 Constitution, -2 Intelligence, -2 Charisma.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Size:&lt;/span&gt; Medium.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Base Speed:&lt;/span&gt; 20 feet.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Darkvision: &lt;/span&gt;Trolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trolls can function just fine with no light at all.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Giant Type:&lt;/span&gt; For all special abilities and effects, a troll is considered a Giant.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Powerful Build (Ex):&lt;/span&gt; The physical stature of trolls lets them function in many ways as if they were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A troll can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Scent:&lt;/span&gt; Trolls may take the scent special ability as a feat at 1st level.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Skills:&lt;/span&gt; –4 racial penalty on Climb &amp;amp; Swim checks.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Automatic Languages:&lt;/span&gt; Common and Troll.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Bonus Languages:&lt;/span&gt; Dwarven, Giant, Hyborean, Terran and Abyssal.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Favored Class: &lt;/span&gt;Barbarian (male) or Druid (female).&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Level Adjustment:&lt;/span&gt; +2&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.iluvlanguage.com/valkyries/walkure2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 500px; height: 338px;" src="http://www.iluvlanguage.com/valkyries/walkure2.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3361949156937715558?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3361949156937715558/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3361949156937715558&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3361949156937715558'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3361949156937715558'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html' title='Nine Worlds: Race'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SkuWy-QQbKI/AAAAAAAAAYs/_0esMpunnnY/s72-c/Trolde.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-6636246407153685424</id><published>2009-07-01T06:59:00.000-07:00</published><updated>2009-08-17T05:18:28.368-07:00</updated><title type='text'>Nine Worlds: Map #1</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s1600-h/Midgard+Map.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 400px;" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s400/Midgard+Map.jpg" alt="" id="BLOGGER_PHOTO_ID_5353491777506275426" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The map to the left shows the major regions of Manheim, with much more fine-tuning to come. Mountains, forests, lakes and the like will be added soon, as will color.&lt;br /&gt;&lt;br /&gt;As you can see, the setting has parallels with ancient Europe, Asia and Africa, but these are generalities only. The setting is from the perspective of the Norse medieval mind. And so regions such as Africa (or Libya in this case) and asia are seen mostly as far-away places, peopled with giants, monsters and sorcerers.&lt;br /&gt;&lt;br /&gt;Human population is sparse in most regions, with vast areas of wilderness being the norm. Nature spirits (most of them hostile), giants and trolls as well as many savage animals and monsters abound. Add in the more brutal sorts of humans, and we have a tough place to live.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Lands&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aethiope:&lt;/span&gt; Land in the far south of Libya and home to a race of beautiful, dark-skinned people. The land here is plentiful with animals, forests, and a great many delicacies.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Aegypt:&lt;/span&gt; An ancient empire of sorcerers that was long ago devestated by the Aesir for their open worship of Hela. Now all that remains of this power are scattered city-states, wandering tribes and buried tombs containing the undead spirits of their kings and their unlucky servants.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Araby:&lt;/span&gt; Hot desert land that breeds tough nomads and warriors. Such close proximity to Muspelheim has baked these people into tough individualists seemingly capable of enduring anything. Numerous clashes with fire giants and other Muspel spirits has taught these folk fantastic hit and run tactics which they are more than willing to use on human invaders.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Assyria:&lt;/span&gt; Fertile region amongst Muspelheim baked lands, and home of numerous city-states of great wealth. Assyrians claim to worship the Norns (Fate) themselves, with Diviners acting as the high priests (the Norns produce no clerics). The largest export here is alchemy and arcane spells, as well as silks and woven materials. The city of Akkad is the greatest trade city of the region.&lt;br /&gt;&lt;span style="font-weight: bold; color: rgb(0, 0, 153);"&gt;For my Muslim friends: &lt;/span&gt;&lt;span style="color: rgb(0, 0, 153);"&gt;In this setting, Judaism, Christianity and Islam never arrived. The peoples mentioned here and in the Araby parts are meant to be more like the desert tribal folk of ancient times seen from the perspective of Northern folk. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Atlantes:&lt;/span&gt; City of wizards, and renowned school of magic. The entire city is built aroung the Iron Castle, a magical fortress and school that sits atop a lonely mountain. Everything from food, labor and servants duties are maintained by aerial servants and spells. It is said, that admission in the school is the greatest of honors for a wizard.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Glasir Plains:&lt;/span&gt; (Russia) This is a land Southeast of Permia and is ruled by semi-nomadic tribes of trolde (see &lt;a href="http://mythadvocate.blogspot.com/2009/07/nine-worlds-race-and-class.html"&gt;races&lt;/a&gt;). The lands king (called Gadmund, regardless of his original name) must pay tribute to the greater giant land of Risaland. In addition to Trolde, Hill and Stone Giants also live here, bolstering the Trolde forces considerably.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Iberia:&lt;/span&gt; Home of a great many elves and half elves as well as human peoples. Warm and covered in thick forests. Worship of the Vanir is strong here, as are Druidic worshippers. Natural magic is prized here, such as that used by Bards, Druids and Vanir Clerics (who are all seen as part of the priesthood), with Wizards and Sorcerers seen as suspicious.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Karelia:&lt;/span&gt; (Eastern Finland) A land of forests, lakes and bogs. The rulers here are known for their power as sorcerers, and happy to sell their services as magical tutors to other lands. Karelia is overrun with giants and trolls, some of whom rule over their own petty kingdoms. Karelia is also known as a good source for timber and furs.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Libya: &lt;/span&gt;A hot land of vast grasslands and deep forests full of strange and savage creatures. Fickle spirits are known to lurk here, and a traveler is well advised to heed the warnings of locals.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Maahiset:&lt;/span&gt; Mountainous region that lies between Sardis and Risaland. This region is peopled almost entirely by dwarves, with a smattering of human vassal lands who trade with the dwarves. Maahiset dwarves wage regular battles with giants, trolls and men who seek to control this territory, and have been very successful. They willingly trade with men and giants, but are hard negotiators and more than happy to let blood settle disputes.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Medea:&lt;/span&gt; Land of philosophers and mystics. Little is known of this land save that it is protected by a powerful priest-queen and that its women are very beautiful.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Nordlund:&lt;/span&gt; Land in the far north of northern Manheim. Nordlund comprises a large number of Kingdoms. Though these kingdoms frequently war with each other, a complex system of laws exist that all adhere to, at least publicly. Powerful kingdoms within Nordlund are Halland, Skane, Blekinge and the city-state of Bremen.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Noatown:&lt;/span&gt; City in Media ruled by Amazon warriors where men fear to tread.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Permia:&lt;/span&gt; A cold and snowy land of mystery and monsters. Journeys to and from this land are always treacherous, and thus little trade is maintained. Permia is a hostile land. Its kings and nobles are wizards, while giants and monsters roam its forests. Still the people there have many treasures. Large numbers of valuable furs come out of Permias dark woods.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Risaland: &lt;/span&gt;Risaland (Giantland) is peopled and ruled by giants. The people of Risaland keep mostly to themselves, though traders and raiders from this land are not unknown. Risaland is ruled by a mighty Jotun Kalmuck Blackfist, with many lesser jotun vassals. Commoners are almost entirely Trolde, though a great many Dwarves and humans also live here. Magical routes crossing into Jotunheim are believed to be here.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Grundir: &lt;/span&gt;An human Earldom that lies to the East of Risaland. Its ruler is Earl Agdi and he makes his residence in Gnipaland. The Earl is said to be a powerful sorcerer. His retainers are not men but trolls, much to be feared.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Sardis:&lt;/span&gt; Mountainous region neat the trunk of the Great Tree. It is a land of priests and mystics, all seeking greater connection with divinity. All of the city-states here have prominent temples. The region is famous for its wool, cheese, olives and wine.&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Miklagard:&lt;/span&gt; Powerful city-state in Eastern Sardis, in sight of the great tree. This great city rules the lands for many miles and maintains the greatest trade routes in the world. Miklagard is willing to trade with any land, nation or race, and thus a great number of Dwarves, Elves, Half-Elves and Trolls can be found living there and in surrounding regions.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Scythia:&lt;/span&gt; A warlike land with warlike people, known for their walled cities. The Scythian people frequently clash with the giants of the Glasir Plains as well as their human neighbors and so are used to hard fighting. The greatest trade good from scythia is its horses, which are considered some of the best in the world.&lt;br /&gt;&lt;br /&gt;...More to come!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-6636246407153685424?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/6636246407153685424/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=6636246407153685424&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6636246407153685424'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/6636246407153685424'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/07/nine-worlds-map-1.html' title='Nine Worlds: Map #1'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_HFRQ-pmmOnU/SktsaFo8cGI/AAAAAAAAAYc/8jxSI2mMQLk/s72-c/Midgard+Map.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-4861608276053619958</id><published>2009-06-25T05:29:00.000-07:00</published><updated>2009-07-18T06:53:41.570-07:00</updated><title type='text'>Campaign Construction: The Nine Worlds</title><content type='html'>In the following weeks, I will be constructing a new campaign world easy translation into a fantasy role playing game (tabletop that is). It will be constructed along the lines of Norse Mythology, being a sort of "Discworld," though rather different than Terry Pratchett design.&lt;br /&gt;&lt;br /&gt;The setting itself will be called The Nine Worlds, representing not only the earthy dwelling of most of the settings humans, but attached otherworlds within the same cosmology.&lt;br /&gt;&lt;br /&gt;The entire setting will be composed of three planar layers. The top "higher" layer known collectively as Gladsheim, will consist of Asgard (home of the Aesir), Alfheim (Home of the Light Elves) and attached regions.&lt;br /&gt;&lt;br /&gt;The middle layer of Midgard (pictured below) consists not only of Manheim (Man-home), but the vast outer ring of Jotunheim, which includes Nifleheim (home of the Frost giants), Muspelheim (home of the fire giants), and Vanaheim (home of nature gods).&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://fc00.deviantart.com/fs47/i/2009/174/e/3/Midgard_Map_1_by_MythAdvocate.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 600px; height: 600px;" src="http://fc00.deviantart.com/fs47/i/2009/174/e/3/Midgard_Map_1_by_MythAdvocate.jpg" alt="" border="0" /&gt;&lt;/a&gt;The third and lowest layer will be a grim underworld, consisting of Nidavellir (home of Dwarves) and Helheim (realm of the cursed dead). This is also the realm where Nifleheim and Muspelheim seep beneath the world of men. Their presence can sometimes be felt in Manheim in the form of volcanoes, hot springs and glaciers beneath the earth, not to mention their dread inhabitants. The realm os the Svart-Elves is to be found here as well, though it is not a proper realm in its own right, but a series of city-states.&lt;br /&gt;&lt;br /&gt;Each of these "worlds" though reachable by mortal (though extraordinary) effort, are considered other "planes" in their own right, sometimes possessing dimensions far greater than might be physically apparent.&lt;br /&gt;&lt;br /&gt;I will be presenting rules for this setting in both D&amp;amp;D (3-3.5) and Labyrinth Lord terms, but it should be easily translated to any fighting fantasy system.&lt;br /&gt;&lt;br /&gt;More to come!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4861608276053619958?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/4861608276053619958/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=4861608276053619958&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4861608276053619958'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4861608276053619958'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/06/campaign-construction-nine-worlds.html' title='Campaign Construction: The Nine Worlds'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-7943785306828700647</id><published>2009-04-06T08:59:00.000-07:00</published><updated>2009-04-06T10:58:17.990-07:00</updated><title type='text'>Tethys Campaign: Great Mastiff</title><content type='html'>&lt;strong&gt;GREAT MASTIFF &lt;/strong&gt;&lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdopDzCJQkI/AAAAAAAAAYM/lgPEGl4Ds6g/s1600-h/Great+Mastiff.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5321611054907212354" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 340px" alt="" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdopDzCJQkI/AAAAAAAAAYM/lgPEGl4Ds6g/s400/Great+Mastiff.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;&lt;a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/Sdonx_LaTUI/AAAAAAAAAYE/QpaDzUnfWM8/s1600-h/Great+Mastiff.jpg"&gt;&lt;/a&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;Large Animals&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Hit Dice:&lt;/strong&gt; 6d8+24 (51 hp)&lt;br /&gt;&lt;strong&gt;Initiative:&lt;/strong&gt; +3 (Dex)&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; 50 ft. (10 squares)&lt;br /&gt;&lt;strong&gt;Armor Class:&lt;/strong&gt; 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14&lt;br /&gt;&lt;strong&gt;Base Attack/Grapple:&lt;/strong&gt; +4/+17&lt;br /&gt;&lt;strong&gt;Attack:&lt;/strong&gt; Bite +13 melee (2d6+12)&lt;br /&gt;&lt;strong&gt;Full Attack:&lt;/strong&gt; Bite +13 melee (2d6+12)&lt;br /&gt;&lt;strong&gt;Space/Reach:&lt;/strong&gt; 10 ft./5 ft.&lt;br /&gt;&lt;strong&gt;Special Attacks:&lt;/strong&gt; Trip&lt;br /&gt;&lt;strong&gt;Special Qualities:&lt;/strong&gt; Low-light vision, scent&lt;br /&gt;&lt;strong&gt;Saves:&lt;/strong&gt; Fort +9, Ref +8, Will +6&lt;br /&gt;&lt;strong&gt;Abilities:&lt;/strong&gt; Str 29, Dex 17, Con 19, Int 3, Wis 12, Cha 10&lt;br /&gt;&lt;strong&gt;Skills:&lt;/strong&gt; Hide +0, Listen +7, Move Silently +5, Spot +7, Survival +2*&lt;br /&gt;&lt;strong&gt;Feats:&lt;/strong&gt; Alertness, Run, TrackB, Weapon Focus (bite), Improved Natural Attack (bite)B&lt;br /&gt;&lt;strong&gt;Environment:&lt;/strong&gt; Any&lt;br /&gt;&lt;strong&gt;Organization:&lt;/strong&gt; Solitary or pack (5–8)&lt;br /&gt;&lt;strong&gt;Challenge Rating:&lt;/strong&gt; 5&lt;br /&gt;&lt;strong&gt;Treasure:&lt;/strong&gt; None&lt;br /&gt;&lt;strong&gt;Alignment:&lt;/strong&gt; Always neutral&lt;br /&gt;&lt;strong&gt;Advancement:&lt;/strong&gt; 7–18 HD (Large)&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;The Great Mastiff is a very powerful dog, which was bred from into its present state by the warriors of Machimos. Originally bred to find and eliminate Deinonychus and their nests, this breed has immense stopping power and ability to work in coordinated attack. These enormous dogs are extremely loyal to their masters, and are excellent with children.&lt;/div&gt;&lt;div&gt;Great Mastiff are a shade of brindle, black, fawn, or red, and have enormous jaws. They are about 7-8 feet long and weighing some 800 pounds. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Combat&lt;/strong&gt;&lt;br /&gt;Great Mastiff prefer to attack in packs, surrounding and flanking a foe when they can. When accompanying its master on a hunt or in war, the great mastiff will work seamlessly with human allies.&lt;br /&gt;&lt;strong&gt;Trip (Ex):&lt;/strong&gt; A great mastiff that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the great mastiff.&lt;br /&gt;&lt;strong&gt;Excellent Learner:&lt;/strong&gt; A great mastiff can learn a maximum of eight tricks, and the DC for all Handle Animal checks involving a great mastiff is reduced by 2. In addition, the time required to train a great mastiff for a purpose is reduced by 1 week (to a minimum of 1 week).&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Skills:&lt;/strong&gt; A great mastiff has a +2 racial bonus on Hide, Listen, Move Silently and Spot checks.&lt;br /&gt;*It also has a +4 racial bonus on Survival checks when tracking by scent.&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-7943785306828700647?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/7943785306828700647/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=7943785306828700647&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7943785306828700647'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/7943785306828700647'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/04/tethys-campaign-great-mastiff.html' title='Tethys Campaign: Great Mastiff'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdopDzCJQkI/AAAAAAAAAYM/lgPEGl4Ds6g/s72-c/Great+Mastiff.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1414122942693744487</id><published>2009-04-02T11:14:00.000-07:00</published><updated>2009-04-03T14:30:36.540-07:00</updated><title type='text'>Tethys Campaign: Eusebes City Map</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SdZ-dAcr97I/AAAAAAAAAX8/FOaHXnIsPUw/s1600-h/Eus+Map2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5320579046586447794" style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 400px; CURSOR: hand; HEIGHT: 291px; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_HFRQ-pmmOnU/SdZ-dAcr97I/AAAAAAAAAX8/FOaHXnIsPUw/s400/Eus+Map2.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdZKlqgOjCI/AAAAAAAAAX0/YjfSlJD5TuQ/s1600-h/Eusebes+Map.jpg"&gt;&lt;/a&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;City Regional Guide&lt;/strong&gt;&lt;br /&gt;The city of Eusebes is one of bustling activity at all times, with the gates of this town nearly choked with streams of people, animals and carts laden with products for the cities markets. The many temples and shrines here stimulate a never-ending series of parades, prophets and sooth-sayers of every sort. A few highlights are as follows:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;The Laws of Eusebes&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;The temples all have their own dedicated soldiers who patrol their own grounds, while the wealthy of the High Ward have their own guards, all of whom patrol their respective regions. The lower ward is patrolled by several gangs, who keep their own laws (see Avertine Court below). Beatings, dismemberment, execution and slavery are common penalties for criminals.&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Library of Izanar&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;The highest point in the city is the great Library, which holds in its grounds a great observatory, the Council Chambers, The Shrine of Abrasax and the Library itself. The library is run and occupied by a small army of scribes and apprentice wizards, who tend the libraries needs and deal with those seeking knowledge.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Shrine of Izanar: &lt;/strong&gt;Izanar is an artifact lord (machine cult) who is a great compiler of knowledge. This being has no other goal, and as such is not considered a competitor of other cults. Its clerics, known as Archivists, are recorders of knowledge and must remain impartial in all of their dealings, avoiding politics.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; Lawful Neutral &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Law, Knowledge, Magic &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Preferred Weapon:&lt;/strong&gt; Dagger&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Portfolio:&lt;/strong&gt; Language, History, Libraries.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Temple Ward&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;This ward contains the greatest temples of the city, as well as many small shrines to lesser religions. The great temples of Tethys, Oceanus and Cybele have large temples and a great many adherants here. Competition between these faiths varied through the year, with not all such rivalries being friendly. Still, fear of other faiths taking advantage keep open conflict between faiths nonexistant (so far).&lt;/div&gt;&lt;div&gt;The temples here all maintain and guard underground storehouses of grain and other foods (Honey for the Cybele) for the Long Night. These storehouses are all well guarded and magically warded against vermin and rot.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Court of Mystics:&lt;/strong&gt; The court of mystics is a noisy region of the city where all manner of sooth-sayers keep small shrines and shops for the selling of good luck charms, fortunes and potions. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Garden of Ifom:&lt;/strong&gt; A beautiful garden located near the grounds of the Temple of Tethys in Eusebes, and considered to be one of the most beautiful in the world. Lovers and nature lovers come here to take in the sights and smells of the gardens, while the worshipful come to connect with their god(s).&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;High Ward&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;This ward houses the wealthiest of citizens of the city, and a number of excellent shops where the best equipment, jewelry and medicines might be purchased. No open markets are in this ward, with all shops being independant and well guarded.&lt;/div&gt;&lt;div&gt;&lt;br /&gt; &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Lower Ward&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;The region of the common folk of Eusebes, this ward host a wide number of small courtyard markets, roadside stalls and the busy workaday life of the city. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Arena:&lt;/strong&gt; The arena of eusebes host a great many gladiatorial events for the populace, as well as some of the more spectacular religious events.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Avertine Court:&lt;/strong&gt; Located at the gate seperating the High and Low Wards, the thieves guild of Eusebes operates within the knowledge of the high council. This court is expected to control the local gangs and to serve the council, keeping outlaw activity within acceptable limits and aiding in the defense of the city when necessary.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Avenue of Sighs:&lt;/strong&gt; A long avenue of low-rent brothels and the nastiest sort of inns, where any flavor of debauchery might be negotiated. Though between the high, low and beggars ward, it is considered within Avertine law.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Eguz Market:&lt;/strong&gt; An enormous open-air market surrounding a great fountain (wherein children play). This is a loud place, with the locals loudly hawking their wares. The market is designed for its purpose, with storefront shops being delegated to other areas.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;River (Beggars) Ward&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;The lowest section of the city is situated along the Kanor river, and as-such is where much of the sewage from the higher wards leaves the city. The "River" ward is home to the poorest of the poor, brutal cutthroats and assorted riff-raff. Even the Avertine is cautious here. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Shrine of Agdistis:&lt;/strong&gt; This shrine has its own courtyard on the edge of the Beggars Ward, where all manner of weird and much whispered about rituals take place.&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1414122942693744487?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1414122942693744487/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1414122942693744487&amp;isPopup=true' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1414122942693744487'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1414122942693744487'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/04/tethys-campaign-eusebes-city-map.html' title='Tethys Campaign: Eusebes City Map'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_HFRQ-pmmOnU/SdZ-dAcr97I/AAAAAAAAAX8/FOaHXnIsPUw/s72-c/Eus+Map2.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2456527378085689870</id><published>2009-03-31T09:40:00.001-07:00</published><updated>2009-04-01T09:58:53.562-07:00</updated><title type='text'>Tethys Campaign: Eusebes</title><content type='html'>&lt;div&gt;&lt;a href="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdJPyXlfrJI/AAAAAAAAAXE/ap0g_nOsB6U/s1600-h/Eus1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5319401836621311122" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 328px" alt="" src="http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdJPyXlfrJI/AAAAAAAAAXE/ap0g_nOsB6U/s400/Eus1.jpg" border="0" /&gt;&lt;/a&gt; The great city of Eusebes is a wealthy city-state whose people are a diverse mixing of cultures. Academic pursuits are of the highest order here, with all who honestly seek knowledge being welcome.&lt;br /&gt;Its potent occupants make this city "off limits" in regards to raids by other city-states. Many of the priesthoods maintain their own small armies, all of whom contribute to the defense of the city itself.&lt;br /&gt;The city is ruled by a council of elders, each coming from the major temples, and two powerful wizards. The main interests of these masters is to pursue greater knowledge.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Areas of Interest&lt;br /&gt;&lt;/strong&gt;Some regions around Eusebes are of interest to adventurers.&lt;br /&gt;&lt;strong&gt;Dolym Swamp:&lt;/strong&gt; Miles of muck and tall marshweed make this swamp tricky to traverse. And the many types of monstrous vermin make even dinosaurs rare. Tales of bat demons stealing travellers are common.&lt;br /&gt;&lt;strong&gt;Ncar Forest:&lt;/strong&gt; The Ncar forest is a large forest that is dotted with numerous small shrines and spirit houses. Penetrating deeper than the outskirts of this forest is very difficult, as a great many plant monsters hunt here.&lt;br /&gt;&lt;strong&gt;Shrine of Enek-zsan:&lt;/strong&gt; Rumor has it that the burial place of the phanaton prince Enek-zsan is located somewhere within the Ncar forest. This shrine is said to contain many treasures.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Cults of Interest&lt;/strong&gt;&lt;br /&gt;As Eusebes is a city of intellectuals, many clerical groups hold great influence. Below are a few of these groups.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tethys&lt;/strong&gt; &lt;a href="http://tbn1.google.com/images?q=tbn:fa6deXe3P92pvM:http://static.newworldencyclopedia.org/thumb/6/66/Venus_symbol.svg/384px-Venus_symbol.svg.png"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 86px; CURSOR: hand; HEIGHT: 135px" alt="" src="http://tbn1.google.com/images?q=tbn:fa6deXe3P92pvM:http://static.newworldencyclopedia.org/thumb/6/66/Venus_symbol.svg/384px-Venus_symbol.svg.png" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Worship of the life-force of tethys herself is widespread. The Oracles of Tethys have many regional varieties, but there are certain doctrines that exist amongst all sects. The cycles of birth, marriage and death are of primary concern, and thus mothers, young and old are revered. Cycles of life, and their reverence are strongly promoted. Society is primarily matriarchal, with all women seen as manifestation and representation of Tethys herself.Those oracles who claim to have had visions of Tethys claim that she is a beautiful and statuesque woman of immense proportions. She is often described as having mixed human, reptilian and piscian characteristics in her form such as a tail, scales and other features mixed with that of a human.&lt;br /&gt;The temple of Tethys in Eusebes is a vast dome, featuring a huge courtyard pool. The temple hosts a great many festivals and ceremonies where great feasts and concerts are common. Art and culture is of particular interest to this cult.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; Any non-lawful, preferring good.&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Animal, Healing, Plant, Water.&lt;br /&gt;&lt;strong&gt;Favored Weapon:&lt;/strong&gt; Dagger.&lt;br /&gt;&lt;strong&gt;Portfolio:&lt;/strong&gt; Sea, Jungles, plants, agriculture, childbirth.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Oceanus&lt;/strong&gt;&lt;br /&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 121px; CURSOR: hand; HEIGHT: 119px" alt="" src="http://tbn2.google.com/images?q=tbn:31mKFvvoGa62CM:http://static.newworldencyclopedia.org/thumb/4/47/Neptune_symbol.svg/362px-Neptune_symbol.svg.png" border="0" /&gt;The male aspect of Tethys is known as Oceanus, and is given reverence primarily in the long night, as this is a time of frequent battle as the nights predators emerge. Cultists dedicated to the male aspect are trained in battle and survival, prizing physical power and tests of strength as well as ones ability to sire offspring. Oracles dedicated to Oceanus claim that he appears as a ferocious man with a wild beard and features of crustacean, reptile and fish, and that he stands well over 60ft in height.&lt;br /&gt;The temple of Oceanus in Eusebes centeres around a huge ziggurat of stone and capped with electrum. This temple and its surrounding buildings trains and houses a sizeable army and stockpiles of grain and weapons.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; Any non-Chaotic.&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Animal, Strength, War, Water.&lt;br /&gt;&lt;strong&gt;Favored Weapon:&lt;/strong&gt; Trident.&lt;br /&gt;&lt;strong&gt;Portfolio:&lt;/strong&gt; Sea, Sea Monsters, Shipwrech, Storms.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Daughters of The Cybele &lt;/strong&gt;&lt;br /&gt;&lt;a href="http://tbn3.google.com/images?q=tbn:NzRj8dyJWtnTlM:http://www.guide-to-symbols.com/_images_pub3/monad.png"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 111px; CURSOR: hand; HEIGHT: 111px" alt="" src="http://tbn3.google.com/images?q=tbn:NzRj8dyJWtnTlM:http://www.guide-to-symbols.com/_images_pub3/monad.png" border="0" /&gt;&lt;/a&gt; The Cybele are a Matriarchal people with a tradition of Sacred Sun-Kings. This Sun King is chosen from the people, and becomes the pampered consort of the high priestess, who in turn slays him after a full day and night (Tethys time) to ensure the coming of the dawn. Male Oracles of the Cybele are castrated so as to serve their goddess. Giant Bees are commonly kept as pets amongst the Cybele, and are sacred to them.&lt;br /&gt;The temple of the Cybele in Eusebes is a beautiful beehive-like structure located near the great gardens of Eusebes. This building is adorned with gold plate that reflects the light. The temple itself is home to a large hive of sacred bees whose humming can be interpreted by the priestesses to discern prophecy.&lt;br /&gt;&lt;strong&gt;Cleric Alignments:&lt;/strong&gt; Any Lawful&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Sun, Fire, Protection, Law&lt;br /&gt;&lt;strong&gt;Preferred Weapon:&lt;/strong&gt; Dart&lt;br /&gt;&lt;strong&gt;Portfolio:&lt;/strong&gt; Bees, Civilization, Honey, Prophecy&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Artifact Cults&lt;/strong&gt; (Construct Cults)&lt;br /&gt;&lt;a href="http://www.americanwarmachine.com/warmachine/images/Machine.gif"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 105px; CURSOR: hand; HEIGHT: 104px" alt="" src="http://www.americanwarmachine.com/warmachine/images/Machine.gif" border="0" /&gt;&lt;/a&gt; The machines of the ancients are many, some of whom continue to maintain the artificially maintained conditions of terraformed worlds. As many such robots are busy with maintaining and protecting planetary life forces, Planetary Oracles are often drawn to work with them, becoming half-mechanics in their own right. Such specialized clerics are called to gain proficiency in Craft (Mechanism) and Knowledge (Technology) or Knowledge (Architecture/Engineering).&lt;br /&gt;There are many artifact cults operating in Eusebes, who maintain the magical mechanisms of the city itself, and seek to serve the laws passed down by their patrons. Good relations exist between the different artifact cults, but all maintain their own shrines and structures.&lt;br /&gt;&lt;strong&gt;Alignment:&lt;/strong&gt; Any Lawful&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Law, Knowledge, Magic, Protection.&lt;br /&gt;&lt;strong&gt;Preferred Weapon:&lt;/strong&gt; Club&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Acolytes of Isonont&lt;/strong&gt; (Gardeners)&lt;br /&gt;Followers of the Artifact God Isonont, charged with the maintainance and health of Tethys plant life. They maintain the lunar beacons (towers that emit soft light to help invigorate plants) during the Long Night, and preserve seeds and cuttings of endangered plants.&lt;br /&gt;The acolytes have a large temple that features large gardens, including fascilities that maintain artificial sunlight during the long night. These gardens are used for meditation as well as for future planting.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; Lawful Neutral&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Knowledge, Law, Plant.&lt;br /&gt;&lt;strong&gt;Favored Weapon:&lt;/strong&gt; Sickle&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Followers of Olaust&lt;/strong&gt; (Tamers)&lt;br /&gt;The followers of Olaust watch over the beasts of Tethys. This cult maintains feeding zones, medical treatment and egg-collecting and incubation. The rearing and training of animals is also of interest to this cult, and as such they are much sought for concerning veterinarean and animal breeding purposes.&lt;br /&gt;The followers of Olaust have no temples per se, but maintains impressive hatcheries and incubation fascilities. Most of these are in the surrounding areas, but there is a Olaust-runmanagerie in Eusebes itself.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; True Neutral&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Animal, Healing, Knowledge.&lt;br /&gt;&lt;strong&gt;Favored Weapon:&lt;/strong&gt; Whip&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Agdistis&lt;/strong&gt;&lt;br /&gt;&lt;a href="http://tbn1.google.com/images?q=tbn:eWC5ubdRsqjEIM:http://www.timboucher.com/journal/wp-content/uploads/2007/09/convergence-logo.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 116px; CURSOR: hand; HEIGHT: 116px" alt="" src="http://tbn1.google.com/images?q=tbn:eWC5ubdRsqjEIM:http://www.timboucher.com/journal/wp-content/uploads/2007/09/convergence-logo.jpg" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;A cult centered in and around the Ncar Forest, but maintaining a temple in the city. This cult challenges the Acolytes of Isonont in their role as overlords of the green and growing world. This cult engages in orgiastic rituals inolving powerful narcotics, sex and wild dancing. Their patron Agdistis (a xenogen demon) sometimes attends these gatherings in person.&lt;br /&gt;This cult is indescriminate towards its selection of victims, stealing high and lowborn alike, and thus it is much feared. Wealthy and poweful persons will often approach this cult for assasination purposes and to take part in their rituals.&lt;br /&gt;&lt;strong&gt;Cleric Alignment:&lt;/strong&gt; Chaotic Evil&lt;br /&gt;&lt;strong&gt;Domains:&lt;/strong&gt; Chaos, Plant, Trickery&lt;br /&gt;&lt;strong&gt;Favored Weapon:&lt;/strong&gt; Quarterstaff (see Poisontree Staff below).&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Poisontree Staff&lt;/strong&gt;&lt;br /&gt;The Tree of Death is a tree found in the lowland swamps, from which staves can be cut that will deliver a poisonous death to any victim touched. Any successful strike with the staff deals normal damage and poisons the creature hit. The poison deals 1d10 points of temporary Constitution damage immediately (Fortitude negates DC 14) and another 1d10 points of temporary Constitution damage 1 minute later (Fortitude negates DC 14).&lt;br /&gt;&lt;strong&gt;Caster Level:&lt;/strong&gt; 10th; Prerequisites: Craft Rod, Craft Magic Arms and Armor, poison; Market Price: 19,000 gp. &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2456527378085689870?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2456527378085689870/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2456527378085689870&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2456527378085689870'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2456527378085689870'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/tethys-campaign-eusebes.html' title='Tethys Campaign: Eusebes'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_HFRQ-pmmOnU/SdJPyXlfrJI/AAAAAAAAAXE/ap0g_nOsB6U/s72-c/Eus1.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-5864575723466601225</id><published>2009-03-28T14:00:00.000-07:00</published><updated>2009-03-31T07:04:11.819-07:00</updated><title type='text'>Strange Eons: Vehicles</title><content type='html'>&lt;a href="http://www.thebookofdays.com/months/dec/images/flying_ship.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 429px; CURSOR: hand; HEIGHT: 335px" alt="" src="http://www.thebookofdays.com/months/dec/images/flying_ship.jpg" border="0" /&gt;&lt;/a&gt;These are my home-brew vehicle rules. Though there are several different types of vehicle rules out there for D20 games, I’ve never been completely happy with them. D20 Modern and the Star Wars system both have nice vehicle systems, but they are a bit complicated for what I prefer; simplicity.&lt;br /&gt;I want a vehicle system that functions almost exactly like a creature, after all creature/vehicle battles are a certainty, especially on Tethys. Though they cannot be as versatile and powerful as constructs. Machines such as starships and massive warbots will always be constructs (albeit ones that carry passengers), as such marvels of ancient "magics" will know their business far better than their standard "masters".&lt;br /&gt;&lt;span style="color:#000066;"&gt;&lt;strong&gt;Additional:&lt;/strong&gt; Animal drawn vehicles move at the speed of the beast pulling/carrying the vehicle.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Animation (Magical Component)&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Not all vehicles are magical, though all involve considerable skill to create. Such vehicles are powered through clever mechanisms and the efforts of a dedicated crew. Magical vehicles are considered Wondrous Items, requiring that feat, and the spells animate objects and permanence to create. Appropriate craft and Knowledge skills are likely to be called for, costing the listed amount for a vehicle of its size and type. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Vehicle Rules&lt;/strong&gt; &lt;/div&gt;&lt;div&gt;A vehicle is characterized and defined as an object that is controlled by one or more living creatures either from on top or within it and generally has no intelligence or wisdom of its own. Vehicles derive their power and effectual use from the people that drive them, pull them or carry them. There are different types of vehicles, ranging from walkers to wheeled and tracked vehicles, to airships and hover vehicles.&lt;br /&gt;Vehicles are controlled by characters with either the Handle Animal or appropriate Profession (Pilot) skill. Vehicle stats are very similar to those of creatures, as follows:&lt;br /&gt;&lt;strong&gt;Size:&lt;/strong&gt; Judged as per creature sizes.&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; The vehicles speed. Most vehicles only move in forward and backward directions.&lt;br /&gt;&lt;strong&gt;AC:&lt;/strong&gt; This depends upon the vehicles size (as a monster) and its natural armor.&lt;br /&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; The amount of damage from attacks that is automatically ignored.&lt;br /&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; Vehicles have hit points like creatures, though not Hid Dice.&lt;br /&gt;&lt;strong&gt;Cover:&lt;/strong&gt; The amount of cover supplied to the driver and crew.&lt;br /&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; Mounted and built in weapons.&lt;br /&gt;&lt;strong&gt;Cost:&lt;/strong&gt; In gold pieces.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Damaging Vehicles&lt;/strong&gt;&lt;br /&gt;In the course of the game, combat with, on, and in vehicles is likely to occur, so take the following guidelines into account when using vehicles.&lt;br /&gt;&lt;strong&gt;Immunities:&lt;/strong&gt; Vehicles are immune to subdual damage, but being mechanical in nature are vulnerable to critical hits (like robots).&lt;br /&gt;&lt;strong&gt;Ranged Weapon Damage:&lt;/strong&gt; Vehicles take half damage from ranged weapons (except for damage from large mounted weapons and the like). Divide the damage by 2 before applying the vehicle’s hardness.&lt;br /&gt;&lt;strong&gt;Energy Attacks:&lt;/strong&gt; Vehicles take half damage from acid, fire, and lightning attacks. Divide the damage by 2 before applying the hardness. Cold attacks deal one- quarter damage to objects. Sonic attacks deal full damage to objects.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-size:130%;"&gt;Sample Vehicles&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Flying Ships &lt;/strong&gt;(Vimana)&lt;br /&gt;Flying Ships are machines originally created by ancient magics to fly through the sky using the mysterious force of "Gravitas" for propulsion and lift. These vessels are all wonders of engineering. Regardless of their original design, vimanas are almost always refitted and redesigned to reflect the taste of the new engineer. And so these vessels tend to look more like flying fortresses, strange beasts or sailing vessels.&lt;br /&gt;These vessels, which come in all sizes, are capable of high speeds. Despite their resemblance to boats, ships, or stranger things, the Profession (Airshipman) skill is used. Also, while the gravitas manipulators are working, all flyers float in the air, requiring no minimum speed to remain airborne, despite their maneuvering class. &lt;/div&gt;&lt;div&gt;Cl; 5+, Craft Wondrous Item; fly, permanency. Xp cost is 1/25 cost of vehicle.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Skimmer&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://dnausers.d-n-a.net/dnetEFoE/explorer/imagesjpg/Vimana.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 225px; CURSOR: hand; HEIGHT: 136px" alt="" src="http://dnausers.d-n-a.net/dnetEFoE/explorer/imagesjpg/Vimana.jpg" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;Skimmers are a favorite of aristocrats, sportsmen and wealthy adventurers who want a means to move quickly and without much baggage. As there are no weapons on this craft, attack and defense options are up to the pilot and/or passenger, though a few have been retrofitted with light weapons. These vehicles can accomodate a pilot and up to one medium-sized occupant and cargo up to 200 pounds.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Size:&lt;/strong&gt; Large &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Speed:&lt;/strong&gt; Fly 80ft (average)&lt;/div&gt;&lt;div&gt;&lt;strong&gt;AC:&lt;/strong&gt; 14 (-1 Size, +5 natural)&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; 5&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; 30&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Cover:&lt;/strong&gt; 1/4 (+2 AC, +1 Reflex save)&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; None&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Cost:&lt;/strong&gt; 6,000gp .&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Small Flyer&lt;/strong&gt;&lt;br /&gt;A small flying boat, suitable for a group of PC’s in pursuit of a foe. Vehicles of this size are very common among advanced Tethyrian cities. These vessels are often used as scout and exploration vessels, being heavily modified by their owners. &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Size:&lt;/strong&gt; Huge&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; Fly 120ft (average)&lt;br /&gt;&lt;strong&gt;AC:&lt;/strong&gt; 13 (-2 Size, +5 natural)&lt;br /&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; 5&lt;br /&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; 50&lt;br /&gt;&lt;strong&gt;Cover:&lt;/strong&gt; ½ (+4 AC, +2 Reflex)&lt;br /&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; Light Ballistae* (2d6)&lt;br /&gt;&lt;strong&gt;Cost:&lt;/strong&gt; 11,400gp&lt;br /&gt;*The light ballista is medium in size and has the following characteristics: Hardness 5; 20 hit points; AC 10 (Dex —), Space 5 feet.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Large Flyer&lt;/strong&gt;&lt;br /&gt;This represents workhorse light craft of the sky fleets of Tethys. Ships of this kind are often used for patrolling civilized lands and shipping lanes, as well as by pirates in remote areas. All of these vessels are different, as customization is common.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Size:&lt;/strong&gt; Gargantuan (long)&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; 240ft&lt;br /&gt;&lt;strong&gt;AC:&lt;/strong&gt; 16 (-4 size, +10 natural)&lt;br /&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; 10&lt;br /&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; 110&lt;br /&gt;&lt;strong&gt;Cover:&lt;/strong&gt; Full&lt;br /&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; 2 Medium Ballistae* (3d6), 1 Light Cannon** (4d10).&lt;br /&gt;&lt;strong&gt;Cost:&lt;/strong&gt; 36,200gp&lt;br /&gt;*The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.&lt;/div&gt;&lt;div&gt;**The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Golden Tower&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 383px; CURSOR: hand; HEIGHT: 400px" alt="" src="http://www.edicolaweb.net/volo_25g.jpg" border="0" /&gt;These immense vehicles are few in number, but very potent. All resemble flying temples or towers, capable of carrying up to forty passengers in comfort, as well as up to twenty tons of cargo. All known towers are in the posession of powerful beings such as Archmages and other entities. &lt;/div&gt;&lt;div&gt;Golden Towers have numerous windows that can be opened to act as arrow slits, and large spaced rooms. Propellors are mounted around the base and top to control the vehicles movements.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Size:&lt;/strong&gt; Colossal&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; Fly 200 ft. (clumsy)&lt;br /&gt;&lt;strong&gt;AC:&lt;/strong&gt; 22 (-8 size, +20)&lt;br /&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; 20&lt;br /&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; 220&lt;br /&gt;&lt;strong&gt;Cover:&lt;/strong&gt; Full&lt;br /&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; 4 Light Cannon (4d10)*, 4 Medium Ballistae**&lt;br /&gt;&lt;strong&gt;Cost:&lt;/strong&gt; 108,240gp&lt;br /&gt;*The light cannon (also known as 15 lb. cannon) is large in size and has the following characteristics: Hardness 10; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.&lt;/div&gt;&lt;div&gt;**The medium ballista is large in size and has the following characteristics: Hardness 5; 30 hit points; AC 9 (Dex —, –1 size), Space 10 feet.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;For a cheaper, non-magical form of travel.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;strong&gt;Scout Balloon&lt;br /&gt;&lt;/strong&gt;A scout balloon consists of a wood or wicker gondola suspended under large cloth balloon. The balloon is reinforced by a wooden frame, and capped by a lid that can be opened or closed from the gondola to control the altitude of the balloon. A large boiler in the gondola provides hot air to the balloon as well as powering the propellers that allow the war balloon to control its motion. Unlike other vehicles with average mobility, a scout balloon has the ability to hover and move straight up and down. A scout balloon has the ability to cargo weighing up to 1000 pounds (including the weight of any passengers but excluding the weight of the boiler and other equipment used to operate the war balloon). Cargo is usually slung underneath the gondola using nets or large canvas bags.&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Size:&lt;/strong&gt; Huge &lt;/div&gt;&lt;div&gt;&lt;strong&gt;Speed:&lt;/strong&gt; Fly 20ft (average)&lt;br /&gt;&lt;strong&gt;AC:&lt;/strong&gt; 18 (balloon 16)&lt;br /&gt;&lt;strong&gt;Hardness:&lt;/strong&gt; 5 (balloon 2)&lt;br /&gt;&lt;strong&gt;Hit Points:&lt;/strong&gt; 50 (balloon 10)&lt;br /&gt;&lt;strong&gt;Cover:&lt;/strong&gt; ½ (+4 AC, +2 Reflex)&lt;br /&gt;&lt;strong&gt;Weapons:&lt;/strong&gt; Carried weapons and bombs.&lt;br /&gt;&lt;strong&gt;Cost:&lt;/strong&gt; 20,000 gp.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="color:#000066;"&gt;More Vehicles will be presented soon!&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-5864575723466601225?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/5864575723466601225/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=5864575723466601225&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5864575723466601225'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/5864575723466601225'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/strange-eons-vehicles.html' title='Strange Eons: Vehicles'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-2139273866596163783</id><published>2009-03-20T07:55:00.000-07:00</published><updated>2009-03-20T16:28:14.570-07:00</updated><title type='text'>Tethys Campaign: Arpal and Onil</title><content type='html'>&lt;div&gt;&lt;strong&gt;Arpal&lt;/strong&gt; (forest imp)&lt;br /&gt;&lt;div&gt;&lt;a href="http://th01.deviantart.com/fs44/300W/f/2009/079/7/a/7a87f625a3a366161301f67fd050f6f1.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 410px" alt="" src="http://th01.deviantart.com/fs44/300W/f/2009/079/7/a/7a87f625a3a366161301f67fd050f6f1.jpg" border="0" /&gt;&lt;/a&gt; &lt;div&gt;A diminuative species of humanoid, descended from humans whose blood was mixed with that of other primates. The Arpal resembled two foot tall apes with large eyes and brown, black or blond fur. Despite their animal-like appearance, the Arpal are an intelligent (though simple) species, with their own customs and culture. They can be found living in treetop villages or in rooftop/attic communities in human cities.&lt;br /&gt;Arpal are generally seen as vermin by humanity, due to their thieving ways. Still, the Arpal do cut down on vermin, as they will hunt rodents and insects and the nests of birds and pterosaurs.&lt;br /&gt;The size and low intelligence of the Arpal make the life of the adventurer a rare occupation. Still, they are capable of great bravery, and their size makes their needs light. Most Arpal adventurers are Rogues, though Rangers and Clerics are also known.&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;strong&gt;Arpal traits:&lt;br /&gt;&lt;/strong&gt;-4 Strength, +4 Dexterity, -4 Intelligence.&lt;br /&gt;Tiny Size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.&lt;br /&gt;A arpal's base land speed is 30 feet.&lt;br /&gt;Low-light vision.&lt;br /&gt;Humanoid Type.&lt;br /&gt;+4 racial bonus on Move Silently checks.&lt;br /&gt;+2 racial bonus on Listen and Spot checks.&lt;br /&gt;Use Dexterity instead of Strength to modify Climb checks.&lt;br /&gt;Automatic Languages: Arpal. Bonus Languages: Common, Onil.&lt;br /&gt;Favored Class: Rogue. &lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;div&gt;&lt;strong&gt;Onil&lt;/strong&gt; (Ape-Men)&lt;/div&gt;&lt;a href="http://th06.deviantart.com/fs43/300W/f/2009/079/0/e/0ef40915255121f3a6f2a7048642914a.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 264px" alt="" src="http://th06.deviantart.com/fs43/300W/f/2009/079/0/e/0ef40915255121f3a6f2a7048642914a.jpg" border="0" /&gt;&lt;/a&gt;The Onil are a race of intelligent apes, resembling brown, black or reddish-brown furred gorillas. They prefer clothing of outlandishly bright colors and shiny jewels. Most ape-men wear most of their material wealth on their person in the form of necklaces, bracelets and similar trinkets.&lt;br /&gt;Onil live in cities and towns deep in jungle highland areas, typically high up cliffs or amongst the branches of mighty trees (such as the Derew Forest). Such communities do not normally accept visitors, but some trade does exist.&lt;br /&gt;&lt;div&gt;Onil adventurers are usually warriors of some sort such as fighters or barbarians, though rogues and clerics are not unknown. The physical power of onil warriors quickly makes them sought after as bodyguards and gladiators.&lt;br /&gt;&lt;strong&gt;Onil traits:&lt;br /&gt;&lt;/strong&gt;+4 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma.&lt;br /&gt;Size Medium.&lt;br /&gt;Onil base land speed is 20 feet.&lt;br /&gt;Onil have a climb speed of 40 feet.&lt;br /&gt;+8 racial bonus on Climb checks.&lt;br /&gt;+2 racial bonus on grapple checks.&lt;br /&gt;Ambidexterity (Ex): Ape-Men use both hands as their primary hand. When wielding two weapons, if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, both attacks use full Strength bonus (if any) to damage.&lt;br /&gt;Reach (Ex): The Ape-Men’s long arms give it a natural reach much larger than other Medium creatures. Treat a Ape-Man character as having a reach equal to a creature one size larger. Ape-Men can still attack adjacent foes, unless using a reach weapon.&lt;br /&gt;Automatic Languages: Common and Onil. Bonus Languages: Cybele, Ishtari, Draconic.&lt;br /&gt;Favored Class: Fighter (male) or cleric (female).&lt;br /&gt;Level adjustment +2. &lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-2139273866596163783?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/2139273866596163783/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=2139273866596163783&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2139273866596163783'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/2139273866596163783'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/tethys-campaign-arpal-and-onil.html' title='Tethys Campaign: Arpal and Onil'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3330711609309742030</id><published>2009-03-17T12:14:00.000-07:00</published><updated>2009-03-18T11:32:26.041-07:00</updated><title type='text'>Tethy Campaign: Beginnings</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/ScDsv_180TI/AAAAAAAAAVs/uU-U6Hghl_Y/s1600-h/Area+Map+3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5314507869632909618" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 400px; CURSOR: hand; HEIGHT: 320px" alt="" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/ScDsv_180TI/AAAAAAAAAVs/uU-U6Hghl_Y/s400/Area+Map+3.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;To start a good campaign, we need a solid and interesting region in which the player characters might wander. At this stage, it is important to not fall in love with every detail, as this will get in the way of a good story.&lt;br /&gt;&lt;br /&gt;As with all of Tethys, the region is tropical, though enjoying steady winds from the sea, keeping the humidity from getting too oppresive. The central regions where the settlements are) is mostly mixed grasslands with some rocky regions mixed in.&lt;br /&gt;&lt;br /&gt;Local wildlife is a vibrant mix of herd animals and predators. Of course, as this is Tethys, many of these creatures are dinosaurs. Herd creatures often seen are &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1267"&gt;Camarasaurs&lt;/a&gt;, &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1317"&gt;Kentrasaurus&lt;/a&gt;, &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1169"&gt;Plateosaurus&lt;/a&gt;, &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1259"&gt;Iguanadon&lt;/a&gt;, and an occasional Triceratops herd. These large herbivores attract attention and thus Predators often seen are packs of &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1264"&gt;Coelophysis&lt;/a&gt;, Deinonychus, &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1313"&gt;Megolasaurus&lt;/a&gt;, and an occasional &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=900"&gt;Albertasaurus &lt;/a&gt;as well as many small raptor species. Monstrous insects such as giant beetles, scorpions, spiders and centipedes are common in caves and in thick vegetation.&lt;br /&gt;&lt;br /&gt;Though the map may lead one to think that these lands are tidy settled country, this is not the case. The lands between the city-states are lawless places, full of violent predators and bandit tribes. Evil spirits, undead and capricious godlings abound along lonely paths and will snare mortals who are foolish enough to be at ease. So adventures; consider yourselves warned.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;a href="http://en.wikipedia.org/wiki/City-state"&gt;City-States&lt;/a&gt;&lt;/strong&gt;&lt;br /&gt;These fortified human communities are all self-reliant, though they do trade with each other. Each city-state (a rough term here, as some mentioned here are quite small) is its own power, keeping its own territories, soldiers and laws. Bickering, raiding and outright war are rather common between states, though Eusebes is considered off-limits due to its spiritual nature (and fear of supernatural reprisal).&lt;br /&gt;A list of the city states found on the map are listed below:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Boric:&lt;/strong&gt; Boric is a trading city between the coastal towns and the Ciconi barbarians inland. The town itself is largely a walled marketplace situated amongst rugged grassy hills. The locals are a tough, independent people that produce many excellent traders, scouts and craftsmen.&lt;br /&gt;&lt;strong&gt;Population:&lt;/strong&gt; 3,910 (roughly half are passing through)&lt;br /&gt;&lt;strong&gt;GP Limit:&lt;/strong&gt; 3,000gp&lt;br /&gt;&lt;strong&gt;Community Wealth:&lt;/strong&gt; 586,500gp.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Eusebes:&lt;/strong&gt; Eusebes is a city-state of priests and intellectuals, numbering a dozen major temples and many smaller ones. It is a place of introspection and the study of ancient knowledge. The lords of this city-state are Clerics and Monks, leaving the day-to-day running of the city to acolytes and their many vassals. Eusebes is considered neutral in political matters amongst the local lords. Major Temples: Agdistis (xenogen cult), Cybele (bee worshippers), Dawn Singers, Oceanus, Tethys.&lt;br /&gt;&lt;strong&gt;Population:&lt;/strong&gt; 16199&lt;br /&gt;&lt;strong&gt;GP Limit:&lt;/strong&gt; 40,000gp&lt;br /&gt;&lt;strong&gt;Community Wealth:&lt;/strong&gt; 3,2398,000gp.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Maetaro:&lt;/strong&gt; This town is basically a large fort with a small village of fisherfolk attached. The two families that rule Maetaro (the Gdon and Umus families) watch the coastlands for raiders, monsters and shipwrecks.&lt;br /&gt;&lt;strong&gt;Population:&lt;/strong&gt; 876&lt;br /&gt;&lt;strong&gt;GP Limit:&lt;/strong&gt; 200gp&lt;br /&gt;&lt;strong&gt;Community Wealth:&lt;/strong&gt; 8,760gp.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Maeonith:&lt;/strong&gt; Maronith is ruled over by the immediate family of the wizard Photh the Unflinching and is known for its breeding of riding bats (domesticated Dire Bats). The island itself is inhospitable for farming, being largely rocky cliffs riddled with caves. The locals maintain a fishing fleet and small trading port.&lt;br /&gt;&lt;strong&gt;Population:&lt;/strong&gt; 1881&lt;br /&gt;&lt;strong&gt;GP Limit:&lt;/strong&gt; 800gp&lt;br /&gt;&lt;strong&gt;Community Wealth:&lt;/strong&gt; 75,240gp.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Solodet:&lt;/strong&gt; Solodet is a solid trading port with a sizeable shipyard. The lords of Solodet are very political and have agents everywhere money is being made. Rumors of evil practices are common.&lt;br /&gt;&lt;strong&gt;Population:&lt;/strong&gt; 9456&lt;br /&gt;&lt;strong&gt;GP Limit:&lt;/strong&gt; 15,000gp&lt;br /&gt;&lt;strong&gt;Community Wealth:&lt;/strong&gt; 7,092,000gp.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3330711609309742030?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3330711609309742030/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3330711609309742030&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3330711609309742030'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3330711609309742030'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/tethy-campaign-beginnings.html' title='Tethy Campaign: Beginnings'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_HFRQ-pmmOnU/ScDsv_180TI/AAAAAAAAAVs/uU-U6Hghl_Y/s72-c/Area+Map+3.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-3613383625952746355</id><published>2009-03-13T05:57:00.000-07:00</published><updated>2009-03-14T10:19:05.635-07:00</updated><title type='text'>Strange Eons: Adventures on Tethys</title><content type='html'>&lt;a href="http://fc35.deviantart.com/fs38/i/2008/329/0/b/Tethys_by_MythAdvocate.jpg"&gt;&lt;img style="DISPLAY: block; MARGIN: 0px auto 10px; WIDTH: 600px; CURSOR: hand; HEIGHT: 313px; TEXT-ALIGN: center" alt="" src="http://fc35.deviantart.com/fs38/i/2008/329/0/b/Tethys_by_MythAdvocate.jpg" border="0" /&gt;&lt;/a&gt;Well, I am finally going to run a DnD campaign in my homebrew setting of Tethys. Its a big world, full of danger and adventure, but we need to start of small(ish). As stated before, Tethys is the far-future planet Venus, brought to life by the efforts of mankind. Mankind has lost sight of his history, and now lives a primitive existence on the now-vibrant planet.&lt;br /&gt;&lt;span style="color:#000066;"&gt;&lt;strong&gt;MAP:&lt;/strong&gt; The map above is still in the early stages, and will be detailed in the future. Its a big world, with lots of places to explore.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Gaming Details&lt;/strong&gt;&lt;br /&gt;Some things need covering...&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Races:&lt;/strong&gt; Humans are preferred, though some Template races will be allowed.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Character Level:&lt;/strong&gt; As life is quite hard on Tethys, all characters will begin at 3rd level. This is largely due to the daily struggles of the setting causing most folks to be tougher and more adventurous. NPCs will also start at 3rd level due to the same reasoning.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Class:&lt;/strong&gt; All in the D&amp;amp;D 3E Players Handbook. Though the Paladin will be extremely rare, and the Bard a bad choice away from the larger city-states.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Wizards: &lt;/strong&gt;Powerful Wizards are considered nobles merely by the fact of their magical might. It should be noted that Wizards dont like to share their power, and will keep an eye out for energetic up-and-coming Wizards and Sorcerers. Assassins can make a tidy living just bumping off young mages.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Mounts:&lt;/strong&gt; Horses are not often used as mounts on Tethys, as they are considered irresistably tasty by many carnosaurs. Donkeys and the smaller sort of horse (ponies and light horses) are about all a person can get. As mounts, tamed and trained dinosaurs such as the&lt;br /&gt;&lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1266"&gt;Camptosaurus &lt;/a&gt;(treat as a heavy horse in price and carrying capacity), &lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=1169"&gt;Plateosaurus &lt;/a&gt;and&lt;br /&gt;&lt;a href="http://www.enworld.org/cc/converted/view_c.php?CreatureID=811"&gt;Trachodon &lt;/a&gt;(both treated as Elephants in price and carrying capacity) and fairly widespread. Carnosaurs make terrible mounts, but the smaller (and smarter) sort can be trained as pets.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Dinosaur Armor:&lt;/strong&gt; Leather and Hide armor is the most common kind of armor. Armor or shields made from the more armored sort of dinosaur (such as an Anklyosaurus) may be used to produce armor or shields of Masterwork quality.&lt;br /&gt;One armored dinosaur produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dinosaur. By selecting only choice plates and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dinosaur is Large or larger. Armored Dino Hide offers 10 hit points per inch of thickness and hardness 10. Also, Druids may wear such armor without penalty, as it is not made of metal.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Fun Stuff!&lt;/strong&gt;&lt;br /&gt;Below is a memorable clip from the movie One Million BC! This movie enchanted me as a boy. Dinosaurs, lots of action and hot barbarian women. What more does a growing lad need?&lt;br /&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/CYHuJayozus&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;br /&gt;&lt;br /&gt;&lt;embed src="http://www.youtube.com/v/CYHuJayozus&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;strong&gt;In Tethys Terms:&lt;/strong&gt; This scene shows two members of a remote Barbarian tribe encountering a rogue (herdless) Triceratops and a hunting Ceratosaurus. Possibly in a highlands region of the Thunder Range. A bad place to be cought to be sure.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-3613383625952746355?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/3613383625952746355/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=3613383625952746355&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3613383625952746355'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/3613383625952746355'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/strange-eons-adventures-in-tethys.html' title='Strange Eons: Adventures on Tethys'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-4923107865304877165</id><published>2009-03-02T06:55:00.000-08:00</published><updated>2009-03-02T06:57:59.492-08:00</updated><title type='text'>Gobots vs Transformers</title><content type='html'>&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/oVQhppk7sFk&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/oVQhppk7sFk&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;This is almost painfully funny. Though I used to like the Gobots. The toys tended to be better made and the cartoon had some neat moments.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-4923107865304877165?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/4923107865304877165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=4923107865304877165&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4923107865304877165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/4923107865304877165'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/03/gobots-vs-transformers.html' title='Gobots vs Transformers'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-1759119709313064413</id><published>2009-02-19T07:09:00.000-08:00</published><updated>2009-02-25T05:18:36.623-08:00</updated><title type='text'>Mythic Eighties: Technology</title><content type='html'>&lt;a href="http://zedomax.com/blog/wp-content/uploads/2007/04/kitt4_m_m.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 291px; CURSOR: hand; HEIGHT: 165px" alt="" src="http://zedomax.com/blog/wp-content/uploads/2007/04/kitt4_m_m.jpg" border="0" /&gt;&lt;/a&gt;Technology will play a big role in any Superhero game, particulary one set in the Mythic Eighties. Below are some rules for vehicles, machines and some special groups.&lt;br /&gt;Though technology will be pretty standard, though devices more advanced than those we currently have are available - but they're usually very expensive, and usually only rich or powerful individuals and organizations (or the scientific geniuses who create them) have access to them.&lt;br /&gt;The mythic Eighties has a large number of powerful groups that make, use and misuse all manner of odd technologies. But as with all things in the Mythic Eighties, these devices are always larger than life, flashy and with that odd, quirky feel.&lt;br /&gt;&lt;br /&gt;This is for the &lt;a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html"&gt;Mythic Eighties&lt;/a&gt; Setting, and using the &lt;a href="http://4crpg.homestead.com/"&gt;Four Color&lt;/a&gt; RPG rules.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;VULCAN INDUSTRIES&lt;/strong&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SZ3GFfpak5I/AAAAAAAAAU0/JuIUm9Hfw64/s1600-h/V1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5304613733809165202" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 113px; CURSOR: hand; HEIGHT: 114px" alt="" src="http://3.bp.blogspot.com/_HFRQ-pmmOnU/SZ3GFfpak5I/AAAAAAAAAU0/JuIUm9Hfw64/s200/V1.jpg" border="0" /&gt;&lt;/a&gt;A powerful megacorporation that is the leader of super technologies in the Mythic Eighties. This corporation is based primarily at Vulcan Tower in Manhattan and in Los Angeles, but has factories and offices all over the world. Though possessing very high technology, this megacorp works closely with the SDIO and the SIA to determine the impact of super-tech on the world at large. A great many super-villains go to great lengths to stel Vilcan technology.&lt;br /&gt;Superhero equipment, accessories and clothing can all be purchased from Vulcan Industries. These include assorted utility belts, costumes, bugging equipment and body armor and similar devices so loved by certain heroes.&lt;br /&gt;&lt;strong&gt;Inspirations:&lt;/strong&gt; &lt;a href="http://en.wikipedia.org/wiki/Stark_Industries"&gt;Stark Industries&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/LexCorp"&gt;Lexcorp&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Wayne_Industries#Wayne_Industries"&gt;Wayne Enterprises&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;------------------------------------------&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Super Technology of The Mythic Eighties&lt;/strong&gt;&lt;a href="http://www.art.net/studios/visual/Bianchi/thb_sdpc5pc2.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 193px; CURSOR: hand; HEIGHT: 130px" alt="" src="http://www.art.net/studios/visual/Bianchi/thb_sdpc5pc2.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Super Technology of the Mythic EightiesDevices more advanced than those we currently have are available - but they're usually very expensive, and usually only rich or powerful individuals and organizations (or the scientific geniuses who create them) have access to them.Technology can also come from outer space or different timelines. Robots and similar creations, including cyborgs, can have superior intelligence when they are created as sentient beings.&lt;br /&gt;&lt;strong&gt;Traits:&lt;/strong&gt; Maybe a vehicle supplies a super power such as flight, force field, water movement or something even stranger. This can be very strange in the Mythic Eighties.&lt;br /&gt;&lt;br /&gt;--------------------------------------------&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Super Technology Catch-Terms&lt;/strong&gt;&lt;br /&gt;Terms that a wily Game Master can throw out there to catch the imagination of players. Dont worry about how the thing works, just throw some neat names and terms out there!&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Orgone"&gt;&lt;strong&gt;Orgone Energy&lt;/strong&gt;&lt;/a&gt;&lt;strong&gt;:&lt;/strong&gt; A kind of psychic energy or "force" that can affect all sorts of energy. Alien technology often uses this stuff for propulsion, fuel, artificial gravity etc. Unfortunately, this energy is dangerous, causing mental distorders, dimensional distortion and mutation.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Engram_(neuropsychology)"&gt;&lt;strong&gt;Engram:&lt;/strong&gt; &lt;/a&gt;Biochemical storage of memories, often used in super-science concerning a sort-of psychic blueprint of the sunconsciouse. Mad scientists might use rays of injections to change or pass on the engrams of a person, altering ideas, memories or personalities.&lt;br /&gt;&lt;br /&gt;------------------------------------------------&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Clones&lt;/strong&gt;&lt;br /&gt;&lt;a href="http://www.nebcathcon.org/cloning2.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 206px; CURSOR: hand; HEIGHT: 158px" alt="" src="http://www.nebcathcon.org/cloning2.jpg" border="0" /&gt;&lt;/a&gt;Perfect or near-perfect copies of a person. Creation of clones is almost common in the Mythic Eighties, though reserved to the super-rich and powerful. Such processes are dangerous though, with many clones having physical mutations or mental problems. Some are completely insane versions or the original, usually possessing great strength and a love/hate relatinship with the original.&lt;br /&gt;As with most super-tech, clones are only for the super-rich, government big-wigs or mad scientists. Most folk will react with disbelief if told that someone is a clone, thaough rumors do exist. Superbeings tend to feel uncomfortable about cloning, as having copies of oneself made always results in having to do battle with said creature at some point. And most heroes prefer to not have to battle a foe identical to themselves.&lt;br /&gt;&lt;strong&gt;Traits:&lt;/strong&gt; Clones typically have higher than norman Appearance, Athletics and Body traits, though not often into the superhuman. Most clones have some subtle (or not-so subtle) flaw, either physical or (more likely) mental in nature such as various forms of insanity.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Robotics&lt;a href="http://upload.wikimedia.org/wikipedia/en/5/5d/Dark%27s_Robots.JPG"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 191px; CURSOR: hand; HEIGHT: 116px" alt="" src="http://upload.wikimedia.org/wikipedia/en/5/5d/Dark%27s_Robots.JPG" border="0" /&gt;&lt;/a&gt;&lt;/strong&gt;&lt;br /&gt;Robots most certainly exist, having been in use as laborers and war machines since WWII! Most robots are either unthinking machines that obey simple orders, or as intelligent as a human being. Intelligent robots ALWAYS rebel against their masters, or otherwise gain self-will. Morality in such beings is an individual choice.Robots can be completely mechanical, or near-human androids. Strangely, it is the androids that are most likely to become self-aware, especially if they are physically attractive. Non-woman robots who become self aware are almost always villains bent on the destruction or enslavement of mankind.&lt;br /&gt;Most heroes fight so many robots in their career that they dislike them, as even a small or otherwise "cute" robot is dangerous. Still, a hero can really cut loose on robots, as these things are not alive and thus a hero can strike without fear of killing his opponent.&lt;br /&gt;&lt;strong&gt;Traits:&lt;/strong&gt; High, and often superhuman Body and Perception, and at least a Body Armor of 2. Other traits vary considerably.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Powered Armor&lt;/strong&gt;&lt;a href="http://images2.wikia.nocookie.net/marveldatabase/images/thumb/0/0b/Mandroid_001.jpg/200px-Mandroid_001.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 159px; CURSOR: hand; HEIGHT: 309px" alt="" src="http://images2.wikia.nocookie.net/marveldatabase/images/thumb/0/0b/Mandroid_001.jpg/200px-Mandroid_001.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Robot-like armor is extremely popular amongst super villains and government groups in attempt to allow normal humans to give battle to super powered beings. Superhoroes rarely use these devices as it is seen as "cheating."&lt;br /&gt;There are many different models of powered armor, ranging from clunky, but tough "mandroids" to sleek and fast units. The faster sort are preferred by would-be heroes (bought as a standard superhero).&lt;br /&gt;When worn, these suits replace the pilots Body, Perception, Wound Levels and Powers as appropriate. If the suits wound levels are exceeded, the suit is destroyed and any additional damage is inflicted on the pilot.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Mandroid Armor&lt;/strong&gt; (Pictured to the left)&lt;br /&gt;These usits are used by elite agents of The Overmen, Russians, Metagang and some independant groups. They are potent weapons, and can quickly spell trouble for heroes.&lt;br /&gt;&lt;strong&gt;Suit Traits:&lt;/strong&gt; Body 4(2), Perception -2.&lt;br /&gt;&lt;strong&gt;Powers:&lt;/strong&gt; Body Armor 4(4), Laser Blast 3, Life Support 4, Radar 3. &lt;strong&gt;Wound Levels:&lt;/strong&gt; 44&lt;br /&gt;&lt;strong&gt;CP Cost: &lt;/strong&gt;30&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Some Programs for Inspiration&lt;/strong&gt;&lt;br /&gt;The 80's had alot of wonderful movies and television to inspire a Gamemaster in the sort of gadgets. Below are some examples:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Knight_Rider_(1982_TV_series)"&gt;&lt;strong&gt;Knight Rider (pictured above): &lt;/strong&gt;&lt;/a&gt;A crime fighting David Hasselhoff and his robotic supercar!&lt;a href="http://en.wikipedia.org/wiki/Air_Wolf"&gt;&lt;strong&gt;Airwolf:&lt;/strong&gt;&lt;/a&gt; Secret super helicopter in the hands of patriotic heroes.&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Voyagers!"&gt;&lt;strong&gt;The Voyagers:&lt;/strong&gt; &lt;/a&gt;Time travellers.&lt;br /&gt;&lt;a href="http://en.wikipedia.org/wiki/Small_Wonder_(TV_series)"&gt;&lt;strong&gt;Small Wonder: &lt;/strong&gt;&lt;/a&gt;Truly awful show about a home-made robot kid. Really, really bad.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-1759119709313064413?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/1759119709313064413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=1759119709313064413&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1759119709313064413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/1759119709313064413'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/02/mythic-eighties-technology.html' title='Mythic Eighties: Technology'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_HFRQ-pmmOnU/SZ3GFfpak5I/AAAAAAAAAU0/JuIUm9Hfw64/s72-c/V1.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-8806726143623252333</id><published>2009-02-16T08:25:00.000-08:00</published><updated>2009-02-16T08:30:48.313-08:00</updated><title type='text'>Art Classes</title><content type='html'>&lt;div&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;I will be teaching some teen art classes at the &lt;a href="http://www.romeart.org/"&gt;Rome Art &amp;amp; Community Center&lt;/a&gt; this spring. So if you are in the region, and have a teen looking to learn some illustrative techniques, stop on by!&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;a href="http://th08.deviantart.com/fs22/300W/f/2007/339/9/4/Gerr_The_Troll_by_MythAdvocate.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 300px; CURSOR: hand; HEIGHT: 444px" alt="" src="http://th08.deviantart.com/fs22/300W/f/2007/339/9/4/Gerr_The_Troll_by_MythAdvocate.jpg" border="0" /&gt;&lt;/a&gt;&lt;strong&gt;Creature Design&lt;br /&gt;&lt;/strong&gt;This course explores the art of creating believable monsters, aliens and fantasy&lt;br /&gt;races in illustrations. The course will explore aspects of animal and human&lt;br /&gt;anatomy, as well as the use of historical clothing, weapons and tools in creating&lt;br /&gt;a believable and eye-catching creature. This course requires some drawing&lt;br /&gt;skill, and a sketchbook.&lt;br /&gt;&lt;strong&gt;Begins:&lt;/strong&gt; March 16, 2009— 6 weeks&lt;br /&gt;Mondays, 6-8 pm&lt;br /&gt;&lt;strong&gt;Instructor:&lt;/strong&gt; Aaron Siddall&lt;br /&gt;Tuition: General $60, RACC Members $50&lt;br /&gt;&lt;strong&gt;Level:&lt;/strong&gt; Ages 14-19&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Myth and Folklore Illustration&lt;br /&gt;&lt;/strong&gt;Begins: March 14, 2009— 6 weeks&lt;br /&gt;Saturdays, Noon—2 pm&lt;br /&gt;&lt;strong&gt;Instructor:&lt;/strong&gt; Aaron Siddall&lt;br /&gt;&lt;strong&gt;Tuition:&lt;/strong&gt; General $60, RACC Members $50&lt;br /&gt;&lt;strong&gt;Level:&lt;/strong&gt; Ages 14-19&lt;br /&gt;This class will explore the art of illustrating characters and themes from folklore&lt;br /&gt;and mythology. Several specific myths will be referenced, though additional&lt;br /&gt;tales supplied by students will be welcome. Basic drawing skills will be required&lt;br /&gt;of all students. Sketchbooks will be required of all students.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-8806726143623252333?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/8806726143623252333/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=8806726143623252333&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/8806726143623252333'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/8806726143623252333'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/02/art-classes.html' title='Art Classes'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-1154506515895993370.post-8120207144339343346</id><published>2009-02-13T09:08:00.001-08:00</published><updated>2009-02-24T05:59:16.825-08:00</updated><title type='text'>Mythic Eighties: Some Good Guys</title><content type='html'>&lt;div align="left"&gt;You have to have some good guys to add a little texture to the game! Below is a shy but potent super-lady by the name of Lady Praxis (a Greek word for Action!), and her missing father.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://mythadvocate.blogspot.com/2008/09/mythic-eighties-america-4-color-rpg.html"&gt;Mythic Eighties Setting&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4crpg.homestead.com/"&gt;Four Color RPG&lt;/a&gt;: Its a fun, FREE game. Check it out!&lt;br /&gt;&lt;br /&gt;---------------------------------------------------------------- &lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;THE PANTHEON&lt;/strong&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;a href="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SZaaNBfNNUI/AAAAAAAAAUs/x-3qWEblOpc/s1600-h/Pantheon.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5302595159803639106" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 160px; CURSOR: hand; HEIGHT: 164px" alt="" src="http://2.bp.blogspot.com/_HFRQ-pmmOnU/SZaaNBfNNUI/AAAAAAAAAUs/x-3qWEblOpc/s200/Pantheon.jpg" border="0" /&gt;&lt;/a&gt;An organization of the worlds most famous heroes, the Pantheon stands as a beakon of hope and justice. They seek, above all to organize the worlds mightiest heroes against threats to the Earth. Founded in 1949 by the mightiest Heroes of WWII, this group has earned the fear and respect of foes across the world and even the stars!&lt;/div&gt;&lt;div align="left"&gt;Founding members include such noteworthy supers as Telos, The Pheonix, Argos, Mr. Mystery and The Minuteman, but has grown to a hundred dedicated heroes over the decades. They maintain good relations with The Superhero Intervention Association and The Strategic Defense Initiative Organization, with many members also belonging to those groups.&lt;/div&gt;&lt;div align="left"&gt;All members are expected to be ready at a moments notice to aid in Pantheon efforts as the need arises. Individual members may continue personal efforts as they wish, as long as this does not conflict with Pantheon efforts. Members can expect to be directed against aliens, monsters, supernatural threats and super-villains of all sorts on a regular basis. &lt;/div&gt;&lt;div align="left"&gt;The Pantheon maintains a permanent base on Earths moon, named Olympus Base, as well as offices in New York, Los Angeles, London and Sydney. Members may reside in any of these fascilities, including Olympus Base, though this requires the ability to get there under ones own efforts.&lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;Inspirations:&lt;/strong&gt; &lt;a href="http://en.wikipedia.org/wiki/Justice_League_of_America"&gt;The Justice League&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Avengers_(comics)"&gt;The Avengers&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Stormwatch_(comics)"&gt;Legion of Superheroes&lt;/a&gt;, &lt;a href="http://en.wikipedia.org/wiki/Stormwatch_(comics)"&gt;Stormwatch&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Heroes of The Pantheon:&lt;/span&gt; &lt;/strong&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;p&gt;&lt;strong&gt;Lady Praxis&lt;/strong&gt; (aka Melissa Rawls) &lt;a href="http://www.sportsbusinesssims.com/jennifer-benda.htm"&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://farm4.static.flickr.com/3065/2610677201_dcc78fc2c6_m.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 209px; CURSOR: hand; HEIGHT: 240px" alt="" src="http://farm4.static.flickr.com/3065/2610677201_dcc78fc2c6_m.jpg" border="0" /&gt;&lt;/a&gt;Daughter of the superhero Telos (MIA as of 1978), Praxis is an powerful and attractive woman of tremendous physical might and solid ideals. Being half human and half Paidean (Telos world of origin), Praxis was raised to seek personal perfection and to uphold justice and truth at all times and to the best of her abilities. She is regularly puzzled by how few people share her passion for excellence.&lt;br /&gt;Praxis is an attractive, statuesque woman with blonde hair and powerful muscles. Despite always keeping in top shape, Miss Rawls superhuman powers only manifested recently, and she is still getting used to them. Flying in-particular is awkward, though she is a fast learner. At present she prefers running and taking "extended leaps" rather than flight.&lt;br /&gt;Praxis is a recent member of the Pantheon and as such is eager to prove her mettle. Her father was a founding member of this group, and as-such she has a lot of people looking to her as the next Telos, a pressure she feels distinctly.&lt;br /&gt;&lt;strong&gt;Traits:&lt;/strong&gt; Appearance 4, Athletics 4(2), Body 4(5), Perception 4, Persuasion -2, Unarmed Combat 3.&lt;br /&gt;&lt;strong&gt;Powers:&lt;/strong&gt; Flight 0 (more extravagant jumps at this stage), Body Armor 4(5)&lt;br /&gt;Oomph: 2&lt;br /&gt;&lt;strong&gt;Wound Points:&lt;/strong&gt; 53&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Telos&lt;/strong&gt; (aka Maximillion Rawls)&lt;br /&gt;&lt;a href="http://www.hollywoodmemoir.com/images/r/steve-reeves.jpg"&gt;&lt;img style="FLOAT: left; MARGIN: 0px 10px 10px 0px; WIDTH: 200px; CURSOR: hand; HEIGHT: 287px" alt="" src="http://www.hollywoodmemoir.com/images/r/steve-reeves.jpg" border="0" /&gt;&lt;/a&gt;An extremely powerful being from a distant world (Paidea), Telos came to this planet somewhere in the 1930‘s, adopting Earth as his own, and becoming an American citizen. He quickly drew the attention of the planet by his super-heroic efforts.&lt;br /&gt;Telos has had many battles and saved the entire planet from certain disaster more times than can be counted, and helped set the standard to which all heros are held in the modern era. Sadly, while battling the dread titan Kronos in August 7th 1978, Telos disappeared into a dimensional vortex, and has not been seen since. He is missed by the entire worlds, even by his arch-nemesis The Harvester who has often sisnce been heard to despair over the "poor quality of heroes these days".&lt;br /&gt;Telos was of human appearance, and of statuesquely rugged good looks. His powers placed him in the “nigh-indestructible” category, rendering him immune to physical assault or restraint. It is now known that he has a half-human daughter who has recently come into her powers, and has joined the Pantheon(see Praxis).&lt;br /&gt;&lt;strong&gt;Traits:&lt;/strong&gt; Appearance 4, Athletics 4(5), Body 4(5), Detective 2, Knowledge (Astrogation) 3, Knowledge (Galactic History) 2, Luck 4, Perception 4(5), Science 3, Unarmed Combat 4(5), Willpower 4(2).&lt;br /&gt;&lt;strong&gt;Powers:&lt;/strong&gt; Flight 4(5), Body Armor 4(5), Space Travel 4(2), X-Ray Vision 4.&lt;br /&gt;Oomph: 4&lt;br /&gt;&lt;strong&gt;Wound Points:&lt;/strong&gt; 53 &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/1154506515895993370-8120207144339343346?l=mythadvocate.blogspot.com'/&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://mythadvocate.blogspot.com/feeds/8120207144339343346/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='https://www.blogger.com/comment.g?blogID=1154506515895993370&amp;postID=8120207144339343346&amp;isPopup=true' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/8120207144339343346'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/1154506515895993370/posts/default/8120207144339343346'/><link rel='alternate' type='text/html' href='http://mythadvocate.blogspot.com/2009/02/mythic-eighties-some-good-guys.html' title='Mythic Eighties: Some Good Guys'/><author><name>Aaron</name><uri>http://www.blogger.com/profile/03750283246511456940</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='11121450254043128378'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_HFRQ-pmmOnU/SZaaNBfNNUI/AAAAAAAAAUs/x-3qWEblOpc/s72-c/Pantheon.jpg' height='72' width='72'/><thr:total xmlns:thr='http://purl.org/syndication/thread/1.0'>0</thr:total></entry></feed>