Category: Campaign World

Posts related to Bryan’s campaign world, Trivana, and related worlds.

  • Kersichay, The Black Wizard

    Kersichay appeared in two of my campaigns, initially in the original Rendelshod campaign as a sage the party consulted a few times. In a later campaign I taught my players how much a mistake it is treat a current character as having the knowledge of other characters from a previous campaign. In this case a 5th level Paladin tried to treat Kersichay in the same fashion the player’s 12th level magic user did — the paladin was FAR too familiar with a very dangerous and unpredictable NPC.

    Kersichay drove a glass dagger into the paladin’s heart and vanished it. The paladin was told that if he further irritated Kersichay the dagger would reappear with quite fatal results. To get the dagger removed the party was required to go on a somewhat strenuous quest.

    Expensive visits to other wizards, clerics, and sages not only determined that they couldn’t remove the dagger, none could even be sure it was there!

    If anyone has read the story “What Good Is A Glass Dagger”, they know the situation. The entire thing was an illusion — there was no glass dagger. ROFL!

    This went on for years of game time, and months of real time. Finally the quest was completed and Kersichay “removed” the dagger and sent the paladin on his way. I later told the party what I did — the jaw dropping action dented the table in several spots. The guy who ran the paladin was *quite* vexed with me and everyone else LOVED the joke!


    Kersichay, The Black Wizard

    Frequency: Unique
    No. App.: 1
    AC: -6
    Move: 120′
    Hit Dice: 25th level magic user
    % in Lair: 95%
    Treasure Type: varies
    No. of Attacks: 1
    Damage/Attack: 1d6+4
    Special Attacks: spells
    Special Defenses: spell resistance
    Magic Resistance: standard
    Intelligence: Very High
    Alignment: Lawful Evil
    Size: M (5′)

    Strength: 12; intelligence; 19; wisdom: 14; Constitution: 16; Dexterity: 16; Charisma: 14; Comeliness 8.

    Kersichay is a human archmage who serves, and has served the demi-god Abuna for over 1,000 year. Because of his faithfulness Kersichay has been granted unusual longevity and special spell abilities. Although less active in recent centuries, he is found most often in his tower in the Mithril Mountains.

    Although not especially skilled in personal combat, Kersichay carries Staff of Lightning +4 and a Dagger +4 with unknown other abilities. He will avoid personal combat, preferring to use spells at a distance, but will not sacrifice his servants just to save his own life.

    Kersichay saves vs. fire, cold, and lightning at +4, taking half damage from all effects. Magic Missiles fail 20% of the time against him, and a successful save vs. Magic indicates that he takes half damage. The side effect of this ability is that he, himself, cannot use the Magic Missile spell.

    In addition to his normal spell complement, Abuna grants Kersichay certain spell abilities usable one per round: Light or Darkness (a), Continual Light or Darkness (4), Tongues (3), True Seeing (1), Insect Plague (1), Heal (3), Control Weather (1), Earthquake (1), and Creeping Doom (1).

    He typically wears Bracers of Defense AC2, a Ring of Protection +4, a Cloak of Protection +4, a Ring of Feather Fall, and 3 Ioun Stones that each store 7 spell levels each.

    Although his servants turn away most visitors, Kersichay is a sage with a major field of Supernatural & Unusual, with minor fields of Flora & Fauna. Because of the length of time spent researching all categories are treated as “special”.

    Kersichay’s prices for information are stiff, and may not always be in the form of goods. He may demand a quest in payment for services. His extensive knowledge and even more extensive library made his services worth the price for unusual or important information.

    Unfortunately Kersichay is known to be moody and sometimes very touchy. Depending on how greatly he is upset or insulted he may simply send the offender away, or may plane shift them into Hell.

    Kersichay has developed special spells for summoning Devils to aid him. Each spell requires 1 segment per spell level to complete. The chance that the summoned devils will be well disposed towards him is equal to 90% minus the hit dice of the creatures.

    Level 6 Spell: summon 3d4 devils of 1 to 4+3 HD

    Level 7 Spell: summon 2d4 devils of 4+4 to 8+3 HD

    Level 8 Spell: summon 1d3 devils of 8+4 to 12+3 HD

    Level 9 Spell: summon 1 devil of 12+4 to 16+3 HD.

  • Ryflorin, Demon Prince

    I invented this one with a need in mind … but he got put on a back burner. I think I was planning a story line involving competing demon lords but can’t remember where I planned to go with it. In any case, it went nowhere.


    Ryflorin

    Demon Prince

    Frequency: unique
    No. App.: 1
    AC: -7
    Move: 120′
    Hit Dice: 127 hp (attacks as 20 HD)
    % in Lair: 25%
    Treasure Type: AU
    No. of Attacks: 3
    Damage/Attack: 1d4+1d6 + 3 (x3)
    Special Attacks: +2 on initiative
    Special Defenses: musk, +2 weapon to hit
    Magic Resistance: 65%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: L (11′ tall)
    Psionic Ability: 207
    Attack/Defense: all/all

    Ryflorin appears as a humanoid of hill giant size. He has the strength of a hill giant, using this to great effect in combat. He fights with a Two Handed Sword +3, although the sword has no additional special abilities. Ryflorin, for all his size and bulk, is very quick, giving him +2 on initiative, which is rolled separately from his retinue.

    When aroused in combat he gives off a very strong musk from his green, scaly skin, which has the effect of a Stinking Cloud in a 25′ radius. Creatures in the area of effect must save each round, and if the save is successful, they fight at -2 to hit.

    He has the following powers usable at will, one per round: Darkness 15′ Radius, Infravision, Dancing Lights, Command, Pyrotechnics, Detect Magic, Detect Illusion, Hold Person, and Fear.

    In addition, Ryflorin has other powers that can be used once per day each, one per round: Power Word Stun, Meteor Swarm, Emotion, Gate 1d2 Type VI demons or1d4+1 Type 2 demons with equal chance for either.

    As is common with Demon Princes, Ryflorin is never encountered alone. There will always be 1d4+2 Type I demons and 1d4+1 Type II demons with him.

    Even among demons Ryflorin is considered a coward. With a great number of servitors against lesser odds he shows great bravery, but against equal odds he quickly runs away leaving his servitors to die in his place rather than risk himself in any way.

    Should he be cornered with no escape possible he will go berserk, blindly attacking any creature in range, friend and foe alike. In this berserk state he acts as if Hasted and his strength increases to that of a fire giant, giving him and additional +3 damage and +4 to hit. For this reason, his servitors fear him, for he is the embodiment of Chaotic Evil.

    Ruling an entire plane of the Abyss, Ryflorin has no allies. He has earned the contempt and distrust of all other Demon Princes and Lords, especially Jxtl and Is’Sel.

  • Reaper

    I invented the Reaper after reading the Elfstones of Shannara. It’s an interesting idea but I’ve never had a group get strong enough to go up against it. Eventually …


    Reaper

    Singular Demon

    Frequency: unique
    No. App.: 1
    AC: -10
    Move: 90′
    Hit Dice: 35 (221 hp)
    % in Lair: nil
    Treasure Type: nil
    No. of Attacks: 2
    Damage/Attack: 4d6, 4d6
    Special Attacks: rending, silent movement/surprise, fear
    Special Defenses: partial spell immunity, +4 weapon to hit, regeneration
    Magic Resistance: 90%
    Intelligence: high
    Alignment: Chaotic Evil
    Size: L (8′)

    The Reaper is the single most dangerous creature known. It surpasses the most powerful demon lords, though it rules no plane. Instead, it wanders. It has only one purpose — to kill any living creature it meets.

    In appearance the Reaper is humanoid, standing 8′ tall. It wears a black robe with a cowl and the only visible parts are the heavily clawed, reptilian feet and large human-like hands, also heavily clawed. The visible skin is scaly and black. The face is unknown as only its victims ever see it, and dead men tell no tales.

    It travels the planes at will, slaying every living creature it meets. Although more than capable of mass combat, it typically meets its victims alone. It has been known to do favors for some demon lords, but its reasons for doing so are as mysterious as itself.

    In combat the Reaper attacks a single character, attacking as a 35 HD monster. If both claws hit and both “to hit” rolls are at least 5 over the minimum necessary to hit the Reapers draws its victim to itself and has the chance of a 15th level assassin’s assassination of shredding and killing its opponent. In this process the Reaper absorbs the life energy from its hapless victim and destruction is permanent.

    One half of the victim’s total hit points will be added to the Reaper’s, healing its damage and possibly temporarily increasing its hit points above its normal maximum. There is no limit to the additional hit points, but the points start fading at a rate of 1 hp per round starting 1 turn after receiving them. In combat against 0 level characters or creatures of less than 1 HD the reaper can destroy 20 per round.

    Once a victim is destroyed the Reaper selects another opponent. If reduced to less than 100 hit points, it will flee through the planes, although once healed it will specially seek those who harmed it.

    The Reaper continually radiates Fear in a 25′ Radius, automatically paralyzing all creatures of 7 HD/levels or less for 2d4+2 rounds. Creatures of higher level get the benefit of a saving throw vs. Fear, failing indicating paralyzation for 1d4+1 rounds. The Reaper’s other powers are Darkness 25′ Radius at will and, Teleport and Plane Shift once each per day.

    Weapons of +4 enchantment are required to harm the reaper. Weapons of +5 or greater enchantment cause full damage, while +4 weapons cause half damage. The Reaper moves in total silence, surprising 1 in 20, and regenerates 1 hp per round.

    Because it is a wanderer with no home, the Reaper may be slain on any plane, although this is not an easy task. But even in death the Reaper gains revenge, for upon death the body begins smoldering. Three rounds after death the body explodes as a 30 die Delayed Blast Fireball. Creatures immune to fire will still take 10d4 points of damage from the blast.

  • Is’Sel, Demon Princess

    Is’Sel has appeared in name in my campaigns — she’s cropped up as Jxtl’s sometimes consort, and dangerous in her own right. I’ve never come up with a good story line that involves her but may do something with demon worshippers that follow her. This, of course, means I’ll need to make up a more detailed mythology for her …


    Is’Sel

    Demon Princess

    Frequency: unique
    No. App.: 1
    AC: -6
    Move: 18o’/24o’ (MC:C)
    Hit Dice: 172 hp (attacks as 25 HD)
    % in Lair: 25%
    Treasure Type: STWX
    No. of Attacks: 4
    Damage/Attack: 1d8 + 11 (x4)
    Special Attacks: disarm opponent on natural 20
    Special Defenses: +2 weapon to hit
    Magic Resistance: 70%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: M (6′)
    Psionic Ability: 210
    Attack/Defense: all/all

    Is’Sel, at first glance, appears to be a 6′ tall human woman, but only at first glance. Upon closer inspection the differences are clear: her skin is pure white as is her hair, and in contrast her eyes are flat, lusterless, black orbs. She rules an entire plane of the Abyss.

    Is’Sel has the strength of a Stone Giant, making 4 attacks her round with the two long swords she carries. On a natural 20 any opponent must save vs. Wands or be disarmed. This is a natural skill, not a magical ability. She typically carries a Long Sword +3 and a Long Sword +3 of Stunning.

    Is’Sel can use the following -powers at will, one per round: Infravision, Darkness 25′ Radius, Detect Good, Hold Person, Silence 15′ Radius, Comprehend Languages, Sleep, Detect Invisible, Detect Illusion, Fear, Spectral Forces, and Confusion.

    The following powers can be each used, one per round, a limited number of times each day: Prismatic Wall (1), Projected Image (1), Maze (1), Phantasmal Killer (1), Improved Invisibility (3), Wall of Force (1), Transmute Rock to Mud (2), Magic Missile (5 die) (1), Symbol of Stunning (1), Symbol of Insanity (1), Command (1), Gate (100% chance of success) 1d6 Chasme (6).

    She is never encountered alone. Accompanying her will be 1d3 Type IV Demons or 3d4 Rutterkins, with equal chance for either. Occasionally (10%) she may be encountered with Jxtl, her only ally, and his retinue.

    She has little fear of mortals, but usually chooses to use servitors to do her fighting. She prefers to stand in the background and use her powers to tip the odds.

  • Jxtl, Demon Prince

     Jxtl was the chief demon in charge — while he didn’t rule the entire Abyss, he was strong enough to control some of the most powerful planes. His allies were among the most powerful demon lords, although alliances among demons are not exactly long lasting!

    I killed him off once, but decided he was only slightly dead and brought him back for a new campaign. Not for them to fight — just a manipulator in the background to make life interesting.

    In my campaign world demon lords are basically demi-gods, possibly verging on lesser gods, so PCs fighting them doesn’t normally happen. But they’re fun to have in background as an enemy the party can’t kill. Gives the party a MUCH needed sense of mortality!

    Before starting a new campaign in 2005, I killed Jxtl off again, this time permanently.


    Jxtl

    Demon Prince

    Frequency: unique
    No. App.: 1
    AC: -3
    Move: 90′ (+60′ hop)
    Hit Dice: 141 hp (attacks as 20 HD)
    % in Lair: 25%
    Treasure Type: RST
    No. of Attacks: 5
    Damage/Attack: 1d4 + acid (x2), 2d4, 3d4 (x2) or by weapon
    Special Attacks: hop for triple damage with claws, surprise on 1-5, acid
    Special Defenses: +2 weapon to hit
    Magic Resistance: 60%
    Intelligence: supra-genius
    Alignment: Chaotic Evil
    Size: L (9′ long as toad or 7′ tall as black elf)
    Psionic Ability: 191
    Attack/Defense: all/all

    Jxtl normally appears as a large toad with two 5′ tails. His skin is red mottled with black and is dry like a lizard’s. Sometimes he appears as a Black Elf of great stature, standing 7′ tall.

    In his normal form he attacks with his twin tails for 1d4 points of damage each, and for each hit the creature struck must save vs. Poison or be injected with acid for an additional 1d4+4 points of damage. He also bites for 2d4 points of damage and can claw with his front claws for 3d4 points each.

    In addition to his normal move, he can hop for up to an additional 60′. Unless seen before he hops Jxtl surprised on 1-5 and causes triple damage with his claws, which are his only attack that round.

    In his Black Elf form he fights with a long sword in one hand and a short sword in the other. His great strength gives him +4 to hit and +8 damage. Jxtl always carries a matched pair of swords, each of which causes and additional 3d4 points of damage from acid on all hits that are 5 over his required hit value, and always on a natural 20.

    Jxtl has the following powers available at will and can use one per round: Detect Magic, Know Alignment, Silence 15′ Radius, Charm Person or Monster, Blur, Spectral Forces, and Fear.

    The following powers can be used one each per day, one per round: True Seeing, Symbol of Sleep or Stunning, Radiate Hopelessness 25′ Radius, Magic Missile (9 die missile), Improved Invisibility, Chaos, and Gate 1d6 Chasme or Babau demons.

    Jxtl is never found alone. There will always be 4d6 killer frogs in attendance, and a 50% chance of 1d3 Type III demons. Occasionally (10%) he will be found in the company of Is’Sel, his mistress and only ally, and her retinue.

    Ruling an entire plane in the Abyss, Jxtl is known as the Toad Prince and as the Price of Deception. His word is never to be trusted, and he is an expert in pain and terror, reveling in the torture of innocents. He enjoys magical and biological experimentation, and is responsible for creating some of the most horrific types of demons.

  • Gilmedya

    Gill was just plain fun! She bailed the original campaign party out of a tough situation, in the process she slaughtered a pair of seladaemon, creatures tough enough to give a 10th level party a sense of mortality. THAT convinced the party that they didn’t want to mess with her. It took a fair amount to convince them that she was friendly.

    I revived her for the current campaign (summer 2006). The party doesn’t really understand what she is, only that she’s a daemon and that she bailed them out of a tough spot. They don’t know why she helped them and I’m not filling them in any time soon. Makes for fun when the party is wondering, “Whut thu hell?”.

    Note that Gill was originally statted as a nycadaemon, but I altered her to be a shaxadaemon. It seemed more fitting for her to be one of the Shedim, the five ancient daemon races of my campaign world.


    Gilmedya

    Singular Daemon

    Frequency unique
    No. App. 1
    AC -4
    Move 180′ / 240′ (MC:C)
    Hit Dice 12 (132 hp)
    % in Lair 0%
    Treasure Type Q x10, X
    No. of Attacks 2
    Damage/Attack 2d8, 2d8, or 2x by weapon +8
    Special Attacks as per shaxadaemon
    Special Defenses as per shaxadaemon
    Magic Resistance as per shaxadaemon
    Intelligence genius
    Alignment Neutral (LE tendencies)
    Size L (9′ tall)

    Gilmedya is one of the two most powerful shaxadaemon in existence. She and Ben (real name unknown) are the only two shaxadaemon whose mortal forms have never been slain, so their individual power has never been diminished.

    Note that her use name is “Gill”, and her real name has been known only to a very few wizards whom she had the utmost trust.

    She is a singular daemon in every aspect. Her most significant divergence from her race’s norm is that instead of being Neutral Evil, she is Neutral with Lawful Evil leanings. If she had not hidden her odd tendencies during her formative centuries, she would have been slain out of hand. The Shedim are not known for tolerating divergences from their norm.

    Gill is a mercenary, and while she has unsavory habits (to daemon-kind), her personal prowess with weapons and magic are highly valued, as are her abilities to plan battle campaigns and command mixed troops. While in the pay of various personages of the Lower Planes she has commanded entire armies, and no army she commanded has lost. Gill has no fixed home and is often not welcome on her home plane, due to her personal proclivities, and the fact that most of the remaining powerful shaxadaemon have lost wars to her.

    From a daemon point of view, her most unsavory habit is that she forms friendships with mortals, especially Human and Elven wizards. While in her fifteen eons of existence she has been friendly with many wizards, her closest friends were the Lord-Archmage Kold-Robi and the Lord-Archmage Susafras.

    In addition to her normal shaxadaemon magical abilities, Gill has magic-user abilities at 12th level. She typically carries a set of traveling books with her and is reputed to have hidden books containing all known (and many unknown) magic spells.

    Gill always carries a large Sword +5, with which she deals out 2d6+8 or 3d6+8 points of damage to small-medium and large creatures, respectively. She usually carries a Large Shield +5 which lowers her armor class to -10. In addition, she may carry other magical weapons (including various bows) and 1d4+1 other miscellaneous magic items.

    Bravery and integrity are two things that most impress Gill. She may offer friendship to fighter/magic-users who display both, although for obvious reasons Good characters, especially Chaotic Good ones, may find her friendship too startling to accept.


    Note: Most remaining shaxadaemon are female, with only a handful of males remaining. Sages use the terms “male” and “female” for two of the three daemon sexes, as that is the closest explanation they can make. The third sex, xtzhrlwnvz (ext-zurl-wun-viz) were all killed before the first Wars of Rendelshod, so the Shedim races are slowly dying off as their members die.

  • Paquin Crii

    June 2013

    I originally named this wonderfully useful NPC “Panamon Creel”, after the character from Terry Brook’s novel The Sword of Shannara. For publication in & Magazine, Issue 4 in February 2013, I changed the name to avoid copyright infringement. This article is published here in its published format.


    Paquin Crii

    History

    Paquin Crii was born in the year 7866 ASNK in the city/state of Refuge, into a family of great prestige and honor, but little wealth remaining. Being of high nobility he spent much of his youth in the Grand Palace of Refuge. He grew up close friends with Deley Porsupah, nephew of the king Keken Miltoat.

    Training together in the arts of combat, they went to war against Refuge’s rival trading port Nequat. In vicious fighting both young men showed great skill and courage, and each received battle field honors for their many victories.

    Upon completion of the war Crii returned home to find his father dead and the little that remained of the estate gone to pay creditors. With no family or support he left Refuge for a life of adventure at the tender age of 22. His life away from Refuge is almost entirely unknown.

    Miltoat employed strict measures during the four years that the war with Nequat lasted. Becoming paranoid with age, Miltoat chose not to repeal the measures imposed by war. In the following years further measures were added to the already strict ones. Taxes crushed the already weakened economy.

    A number of important and influential people spoke to the king, and when no results were gained, spoke openly against the measures. The most outspoken were imprisoned on trumped up charges, and later on no charges at all. When that did not quiet the noisy voices more arrests were made and the most vocal were executed regardless of station.

    Among the arrested were the King’s nephew Deley. The young man had been imprisoned for several years imprisoned when Crii returned to Refuge.

    This was not the Paquin Crii of old. He looked more worn than typically does a man of thirty, and his left hand was replaced by a poniard. Hearing of his friend’s plight he staged a lone assault on the castle and succeeded in releasing and escaping with Deley and other important prisoners.

    Miltoat believed the Assassins Guild was responsible and began a vicious war upon that organization. Three months later the war ended abruptly with the death of the King and his immediate family. Gone also were the entire hierarchy of the Guild, a blow it never recovered from.

    His uncle dead, Deley assumed the throne. He released all surviving political prisoners and established a fair law system, repealing the harsh measures implemented by his unlamented uncle. He has ruled since that time with Crii at his right hand.

    Paquin Crii

    Human Fighter 7 / Assassin 15

    Align Lawful Evil

    hp 127

    Str 18/41, Int 14, Wis 12, Dex 18, Con 16, Cha 14

    Thief Abilities:

    Pick Pockets: 105%
    Open Locks: 82%
    Find/Remove Traps: 80%
    Move Silently: 99%
    Hide in Shadows: 85%
    Hear Noise: 40%
    Climb Walls: 99.3%
    Read Languages: 65%
    Backstab: 5x damage
    Read Scrolls: 75%

    Originally trained as a soldier, Crii is is reputed to be a deadly swordsman, although he has not had to publicly demonstrate his skill in years. He regularly practices at the Royal School for Guardsmen, so none doubt his ability is as deadly now as it ever was. It is rumored that his poniard is enchanted stronger than his sword, but that rumor has never been verified. In fact, he is double-specialized in short sword, attacking twice per round at +3 to-hit and damage. His lost left hand was replaced by a short poniard many years ago, and by the time he returned to Refuge he was accomplished in two weapon fighting, striking a third time each round with the poniard (treat it as a dagger).

    Crii’s training as an assassin has given him exceptional ability with thrown daggers. All his daggers, including the magical ones, are specially weighted so he gets his full strength bonus to-hit and damage, in addition to +3 to-hit for dexterity. His range with these daggers is twice normal range and he can assassinate with thrown daggers at medium range.

    His items include: Short Sword +4, Dagger +3, Dagger +1, 4x non-magical daggers, Bracers of Defense AC2, Ring of Protection +3, Cloak of Protection +3, Banded Mail +3, 100′ Rope of Climbing, Ring of Shadows. He normally wears his Bracers, Ring of Protection, and Cloak of Protection, giving him AC -8. In field situations he wears his magic banded bail with an effective AC of -3.

    Crii is currently in his mid-50’s. His beard is solid grey although his hair remains dark excepting grey in the temples. His public persona is “playboy”, he always has a woman on his arm during public events although rarely the same one twice. He never married and apparently has produced no bastards. His private life is just that – private. Even Deley knows little of Crii’s personal affairs.

    Behind the Scenes

    During the civil war Crii negotiated with the Assassins Guild to gain its cooperation in the fight, utilizing them to remove Miltoat’s supporters. At the conclusion of the final battle Crii orchestrated the total destruction of the Guild leadership and quietly assumed control during rebuilding.

    His control over the Guild is absolute. Only the top three leaders in the guild know who the Guildmaster is, and they received a Geas to never indicate his identity to anyone. They control an organization that is far stronger that it had been under the previous leadership.

    Crii’s friendship and devotion to the king are not feigned. There is literally nothing he will not do to protect his childhood friend. Under his tenure the direction of the Guild changed so that it is more aptly termed the secret police of the kingdom than a criminal organization. However, even the top leaders don’t fully realize the guild’s position as protector of the kingdom.

    Assassination in the kingdom is kept low key. Paid jobs always look like accidents or the work of foreign thieves or brigands. No evidence that there is an Assassins Guild in Refuge ever surfaces – everyone knows it was aligned with Miltoat and all members killed or fled at the end of the civil war.

    Traitors to the throne are publicly exposed or framed, and then publicly executed. Guild members are expected to learn the soft arts of assassination as well as the more direct means. The Guild pulls the strings in several nearby kingdoms where the local Guild Master, a servant of the Refuge guild, does not put the same pretty face on the guild.

    Non-member assassins are required to join the Guild (if they prove acceptable) and abide by its rules, to find alternate means of employment, or to leave the kingdoms. The Guild typically places blame on non-members when the assassination of person of high station occurs, so a few are “allowed” to operate independently until needed as the patsy.

    The guild leadership is required to carefully consider what jobs they accept, and to consider who customer and the victim are. Crii is known to override decisions and occasionally customers will die at the hands of foreign thieves during a home invasion, or similar unsuspicious circumstances. Crii’s deciding factor is the long term good of Deley and the kingdom.

    Crii’s friends are wide ranging, including many notables in the kingdom. His most noted friend is the paladin Avatar, who is known widely for his many exploits in the destruction of evil. Regardless of what happened to Crii during his “lost years”, he is a member of the high nobility, the product of many generations of breeding. The only thing he places above his own honor is the safety of his closest friends.


    This page last updated: 04 June 2013

    Copyright 2013 Bryan Fazekas

  • Circle of Jocelyne

    I was looking for a new type of friend and/or enemy for a new campaign, and the Circle of Jocelyne developed over the course of a few weeks.


    Circle of Jocelyne

    The Circle of Jocelyne formed two thousand years before the first War of Rendelshod, the creation of a group of secular savants who eschewed the gods in pursuit of knowledge. The Circle secretly invited the most prominent intellectuals to join their group, which focused on amassing knowledge for the sake of knowledge.

    Decade after decade, century after century, the Circle continued its mission of accumulating knowledge. Its libraries grew, expanded, and expanded again. Mindful of the losses that wars and turmoil produce, they built multiple fortified libraries and duplicated information against unexpected catastrophes, both natural and inflicted by sentient beings.

    During the early centuries, the Circle made numerous attempts to shape governments by sharing knowledge with carefully selected leaders. Although the effort was somewhat successful, all too often a formerly well-grounded leader was seduced by power or a need to impose their will on others for the others’ own good. After a number of spectacularly ugly failures, one which resulted in the destruction of a Circle library, the Circle withdrew from politics and focused on its core mission.

    Remaining hidden, the Circle was very rarely known by anyone outside of its membership, and was considered a legend more than anything real. They avoided politics and focused on expanding knowledge, including mundane and magical research.

    However, time proved to be the one enemy they could not avoid or defeat. As each member aged and died, their accumulated individual knowledge and experience was lost. While information was saved and protected, the experience in research and using that knowledge was lost. Some magics could extend life a few score of years, but that merely delayed the inevitable.

    The Circle expended tremendous effort to investigate many avenues for  extending life. Experiment after experiment failed, some tragically.

    Among the worst of the failures, the Circle is  believed to have produced the first lichs. This effort proved to be simultaneously a great success and their most dismal disaster. The success was that it worked — those who survived the transition experienced an existence centuries longer than mortal life. However, the selfishness required to make the transition to undeath meant the survivors lost their belief in the in the Circle, and some actively opposed their former brethren. This resulted in hidden wars that lasted centuries.

    Nearly twenty centuries of effort finally produced a suitable result — the fah’amiga.

    Normal mortals would never accept the solution, but the mystics of the Circle found the result satisfactory.

    Accepting that modifying their mortal bodies would not work, the Circle produced new bodies, a sphere about two feet in diameter with six many-jointed legs for movement. The body has a single eye, a small mouth, and four slender tentacles, each three feet in length and tipped with six slim “fingers”, tentacles a few inches long that allow delicate manipulation of objects.

    At a point where a mystic’s natural body was failing, a fah’amiga would be created and the consciousness transferred to the new receptacle.

    One caveat is that the recipient of the transfer must be a fairly powerful spell caster, as non-spell casters and those with insufficient power would either fail to transfer or the new body would die within hours.

    Since the creation of the first fah’amiga, all members of the Circle focus part of their effort on developing enough magical power to enable them to survive the transfer.

    Fah’Amiga

    Frequency very rare
    No. Appearing 1d12
    Armor Class 0
    Move 240′
    Hit Dice 9 to 16
    % in Lair 25%
    No. of Attacks 2
    Damage/Attack 1d4, 1d4
    Special Attacks spells, charm, chameleon-like
    Special Defenses spells, regeneration, immune to poison
    Magic Resistance Standard (see below)
    Intelligence High to Supra-Genius
    Alignment Neutral (Lawful)
    Size M (5′ Tall)
    Treasure varies

    A fah’amiga has a spherical body roughly 2 feet in diameter. Six legs sprout from the top of the body, so that the body is suspended beneath them. The legs each have 7 omni-directional joints which are tipped in claws. They can move rapidly in even rough terrain, including half speed up near vertical surfaces. If a ceiling is sufficiently rough, they can move at quarter speed across the surface.

    The body has a single eye about 3 inches in diameter, with infravision and ultravision to a range of 120 feet. A small mouth beneath the eye has teeth that resemble a human’s – they are omnivores, capable of digesting most plant and animal matter, and are immune to normal poisons and diseases.

    The mouth is capable of forming sounds within and beyond the range of human vocal cords. However, they typically use a limited telepathy that allows them to communicate with creatures of Animal intelligence or greater to a range of 60 feet. If there is no common language between the fah’amiga and another creature, general feelings and emotions can be exchanged. A given fah’amiga may know 4d4 languages.

    Fah’amiga are resistant to mind-affecting magics. With respect to such magics, treat them as having 25% magic resistance. If the resistance fails, they gain a saving throw against magics that normally allow none, and gain +4 on saves versus spells that do allow saves.

    The body and legs are covered with an armor-like chitin that provides a very good defence against most weapons. If their eye is threatened, they will close the eyelid and use their telepathy on creatures in range to “see” around them, using the creatures’ eyes.

    Their bodies regenerate, although they will be extremely hungry when recovering from damage. The rate of regeneration is 1 hp/turn and they will regrow lost body parts. Legs will regrow in 3d6 days as will the eye. The tentacles regrow in 1d4 days. Note that the loss of 2 legs will not appreciably slow movement, but the loss of a third leg will reduce movement to 50%.

    Fah’Amiga avoid physical confrontations and prefer to avoid any type of fight. They will use their speed to disengage when possible, then spells, and finally using their claws as a last resort – in any round they may attack with two of their claws.

    They have a chameleon-like ability to change color in 1 round so that most creatures will have a 1 in 12 chance of spotting an unmoving fah’amiga. Please note this depends on their surroundings and the light levels. In 2 rounds they can adjust their apparent body temperature to match their surroundings, effectively hiding them from infravision.

    Each can cast Charm Person or Animal 3 times per day. This spell resembles the 2nd level druid spell Charm Person or Mammal, although it works on most creatures. Note: Creatures with a magic resistance of 5% or greater are immune. Affected creatures will treat the fah’amiga as a trusted friend or ally and will accede to most reasonable requests.

    All fah’amiga are spell casters, using versions of common spells that require only verbal components. The most common type of ability is magic-user, and the least common is cleric or druid. It is believed that one or two gods whose sphere of influence is knowledge may support the Circle. Their clerics and/ or druids may be members but do not promote worship of their god within the membership.

    The minimum level of spell casting ability is 9th level, and there is no known maximum. Given that the bodies are immortal unless killed by damage, many older members of the Circle are arch-mages and the like.

    Libraries

    The Circle has many strongholds which they call “libraries”. Each Library resembles a mixture of fortress and mundane library. Built in remote places, Libraries are difficult to approach, a large part of their defense.

    The center of each location is a collection of materials including samples of items (this part resembles a museum), scrolls, books, and Storage Crystals. Surrounding the collection are laboratories and research stations, and the remainder of the fortification is a small city.

    The staff in a Library typically includes at least half-dozen fah’amiga and many dozen researchers and archivists. At least half of the researchers and archivists have some spell casting ability in all known areas, e.g., magic-users, illusionists, clerics, and the like.

    The city part of a Library has everything a typical small city might have, with the exception of inns. Visitors are typically members of a different Library and either stay with friends or relatives, or use a dormitory maintained for visitors. All types of trades and skills are present, as are entertainment such as musicians and actors.

    The Libraries stay in constant contact with each other, using magical means. It is common for the residents to visit other Libraries, also using magical means. This establishes a wider community and avoids inbreeding, both physically and mentally. In many cases, the residents of a Library have lived there for generations.

    Note: Each Library has been imbued with magical protections. With the exception of a few carefully selected rooms, any type of translocation (Teleport, Dimension Door, etc.) fails to function, although the caster expends the spell. Tunneling spells such as Passwall also fail, and the entire library is cut off from the Ethereal Plane. Preparing a new Library can take a decade of magical preparation to establish the protections.

    The Circle employs agents and scribes in many cities and larger towns. Their job is to acquire information and to copy it to scrolls, and many do not know they work for the Circle. The scrolls are taken to the Libraries, assembled into books (where appropriate) and most of it is transferred to Storage Crystals.

    Storage Crystals

    One goal of the Circle is that each Library contains copies of the materials in all other Libraries. In addition to books and scrolls, the the favored medium is Storage Crystals, small pieces of corundum about 1 inch long and 1/2 inch in diameter. Depending on the quality of the stone, one may store the equivalent of 1,000 to 10,000 pages of information.

    A Storage Writer and the spell Storage Crystal Writer are used to embed information within a crystal. This device is a book-shaped translucent mineral about 24 inches long, 18 inches wide, and 2″ thick.

    A Storage Reader is used to view the information on Storage Crystals. Each reader is a cube-shaped white mineral about 6 inches square with an indentation on the top. When a Storage Crystal is placed in the indentation, am image of the information in the crystal appears in the air above it and hand movements are used to page through books and roll/unroll scrolls. No magical ability is required to use a reader.

    Enemies

    Over the eons, the Circle of Jocelyne has developed numerous enemies.

    Gods

    Most gods ignore the Circle, as the Circle does not interfere with how the gods’ devotees worship. The Circle never speaks against reverence of the gods; they simply ignore the gods and continue with their mission.

    The exceptions to this are gods that abhor learning and knowledge – they may have a special hatred toward the Circle. These gods rarely have large groups of believers, but those small clusters often track down and destroy fah’amiga where possible.

    Lichs

    The first lichs were created by the Circle, and as previously noted, rebelled against or actively opposed the Circle. While they caused significant short-term damage, the lichs are individuals with no organization, so as each lich was destroyed or lost its eventual battle with time, their fight died with them.

    However, the writings of these early lichs survived and surface periodically. Some individual lichs and groups of undeath worshipers oppose the Circle, although their exact reasons for doing so are lost to the sands of time, e.g., they may not have a real understanding of why they oppose the Circle.

    It should be noted that a tiny number of exceptional lichs are members of the Circle, although in all cases they passed into undeath before joining the Circle.

    Splinter Groups

    During the near 9,500 years since the end of the original Wars of Rendelshod, countless individuals and groups have left the Circle. The reasons for leaving are legion, although typically involve losing dedication to the mission, or they develop a desire to go in a direction different from the Circle.

    The Circle may attempt to talk members into remaining, but once the decision is made, the former members are allowed to leave in peace. The one condition is that those leaving must not opposed the Circle in any way.

    Some leaving the Circle form their own groups. In general, the Circle leaves splinter groups alone as they fail in time, with only a handful lasting more than a century as the originators die off and their successors lose the flame of desire.

    The secret of creating the fah’amiga is known by only a few and is carefully guarded; none with that knowledge are allowed to leave the Circle. Early failures in the search for extending life and dabbling in politics taught the Circle to protect certain secrets. Even the most dangerous groups will die off in the long term as the members die.

    In general, the Circle ignores such groups as much as possible, since few pose a real danger, as judged by the Circle. However, some groups prove highly dangerous through arrogance, malevolence, or a thirst for power. These groups are destroyed without mercy.

    The Tagata’Fili

    The Tagata’Fili are leaders in the arenas of arrogance, malevolence, and a thirst for power.

    This group firmly believes that they should not stand on the sidelines – they should lead civilization. Knowledge should be used to provide strong leadership for the weak, whose place is to support the strong.

    They have worked for centuries to overthrow governments and place their puppets in leadership. They have been successful in some cases, and learn from their failures.

    The one reason the Circle considers them a danger is that they have mastered the power of extending life. While they failed to acquire the secret of the fah’amiga, the founders had enough background knowledge to produce their own replacement bodies. The name of the group and the name for their replacement bodies are the same: Tagata’Fili.

    Compared to the Circle, the Tagata’Fili is tiny, having at most a dozen full members at any time. Power struggles are relatively common and they prove to be their own worst enemy.

    They typically have a single fortress, which is ruled with an iron fist by the strongest. Their arrangement resembles the Fah’Amiga, although it is a mockery. The researchers are not allowed to leave while alive, the guard complement is often charmed, and the support personnel are slaves.

    Over the centuries the Circle has defeated and destroyed the Tagata’Fili numerous times, but like cockroaches, the group reappears eventually. Their writing are scattered and even when an instance of the Tagata’Fili is wiped out to the last man, a century or two later an overly ambitious person finds the writings and begins the cycle again.

    The founders are long dead, but each new leadership proves deadly. The current leader is named Taita’ileaga, and she leads a group of about a dozen lieutenants.

    Tagata’Fili

    Frequency very rare
    No. Appearing 3d4
    Armor Class 4
    Move 150′
    Hit Dice 5 to 14
    % in Lair 25%
    No. of Attacks 3 to 8
    Damage/Attack 1d3 each
    Special Attacks spells, charm
    Special Defenses spells, regeneration, difficult to surprise
    Magic Resistance Standard (see below)
    Intelligence High to Supra-Genius
    Alignment Neutral Evil
    Size M (5′ Tall)
    Treasure varies

    The tagata’fili have a globular body something like that of the fah’amiga. However, all similarities end there. Three eyes are spaced around the center section of the globular body, allowing it to see in all directions. A human-sized mouth is below one of the eyes, and defines which direction is “front”. Like the fah’amiga they can digest most materials, although they do not have a resistance to poison.

    Three thick walking tentacles, each about 3 feet long, support the body. An additional three to eight thinner tentacles are spaced around the top section of the body. Each sprouts from a large lump on the body and is 2 to 3 feet long, ending in a mouth full of sharp teeth. The lump contains a brain. These mouths can bite and speak, but are not for eating as they do not connect to the stomach.

    The body and tentacles have a thick, rubbery skin that provides a good level of protection to the flesh beneath. They regenerate at a rate of 1 hp/turn and they will regrow lost body parts. Leg tentacles regrow in 3d6 days as will the eyes. The mouth tentacles do not regrow.

    Like the fah’amiga, only a spell caster of at least 9th level can have their mind transferred into a tagata’fili. Lesser spell casters do not survive the transference and the body dies.

    When a tagata’fili is created, it has 1 mouth tentacle. The mind of the recipient is transferred from their old body into the new one, entering the brain under that tentacle.

    Within the next week the minds of up to two additional spell casters can be transferred to the body. Each addition adds another mouth tentacle, and the brain at the base contains the transferred mind. Each year another mind can be added, up to a maximum of eight.

    While the first mind transferred must be a powerful spell caster, all subsequent additions will be a lesser spell caster, ranging from 3rd to 8th level.

    The most powerful spell caster in the tagata’fili will be the dominant mind. It controls all others and will not permit a more powerful caster to be added to the gestalt.

    The eyes spaced around the body make it difficult to surprise a tagata’fili, which is normally 1 in 12. Each tentacle mouth can bite, although only 3 mouths can attack a single opponent.

    However, the true danger of a tagata’fili is its spell ability. Each mouth can cast 1 spell each round. Each mouth has its own spell list as it is the mind of a spell caster, so a given creature can cast numerous types of spells each round, including magic-user, illusionist, and cleric. Individually they are among the most dangerous of creatures.

    Note that the destruction of a mouth tentacle kills the brain associated with it. If the master brain is killed, the next most powerful spell caster assumes control, although a span of 1d3 rounds is required for it to impose its dominance on the others.

    New Spells

    Storage Crystal Writer

    Type Alteration
    Level 1
    Type Magic-User, Illusionist, Cleric, Druid
    Casting Time 1 segment
    Range Touch
    Duration 10 rounds + 1 round/level
    Area of Effect special
    Components V, M
    Saving Throw N/A

    This spell copies information from a sheet, scroll, or book into a Storage Crystal, using a Storage Crystal Writer. The material components are the material(s) to be copied, a Storage Crystal, and a Storage Crystal Writer. None of the components are consumed in the casting.

    The caster places the material to be copied on top of the Writer, inserts a Crystal in the slot on the side of the Writer, and casts the spell. It takes 10 seconds to copy the equivalent of a page into the Crystal, and as each page completes a faint chime is heard. The spell copies 6 pages per round up to the duration of the spell.

    When the last page is copied the chime takes on a different, deeper tone. If the spell has duration remaining, a new item may be placed on top within 1 round. Note that the time used to place a new item on the Writer is part of the overall duration. If new materials are ready, this change takes only 10 seconds.

    If the duration runs out before copying completes, the spell can be recast within 1 day and the copy will begin where it left off.

    The caster must remain within 10 feet of the Writer, and is aware of how much of the item has been copied, how much space remains on the Crystal, and how much of the spell duration is left.

    At any point the caster can stop copying and mentally command the Writer to remove any duplicates in the Crystal, and sort the contents, and produce a table of contents. This process requires 1 round for every 1,000 pages in the Crystal.

    New Magic Items

    Storage Crystals

    Storage Crystals are small pieces of corundum that are enchanted to store written materials. Each crystal is formed into a rod about 1 inch long and 1/2 inch in diameter. One end is flat while the other is gently pointed. Depending on the quality of the stone, one may store the equivalent of 1,000 to 10,000 pages.

    The construction and enchanting of these crystals is known only by the Circle of Jocelyne.

    A Storage Writer and the spell Storage Crystal Writer are required to add information to a crystal.

    Storage Writer

    This item is used to embed information within a Storage Crystal. This device is a book-shaped translucent mineral about 24 inches long, 18 inches wide, and 2″ thick. One side has a hole about 3/4 inch deep in which the pointed end of a Storage Crystal may be placed. Materials to be copied are placed on top of the Writer and the spell Storage Crystal Writer copies 1 page or similarly sized section of scroll every 10 seconds until all material is entered.

    Storage Reader

    This item displays the information on Storage Crystals. A reader is a cube-shaped white mineral about 6 inches square with an indentation on the top. When a Storage Crystal is placed in the indentation, am image of the information in the crystal appears in the air above it. While the images cannot be touched, hand movements can be used to page through books and roll/unroll scrolls. No magical ability is required to use a reader.

  • Gendin’s Journal – Return of the Council of Rendelshod

    updated 01/10/2025

    a page from the journal of Gendin,
    son of Arissa and Temone
    of the dwarven Clan Gilderlo

    Author’s note: Continents such as Trivana are considered “worlds” by their inhabitants, while the entire world is referred to simply as GeKeb. The point of view of Gendin is limited by his people’s concept of the term “world”, and his understanding of what GeKeb is.


    Return of the Council of Rendelshod

    January, 1501 AWR

    In the short span of time since the Council of Rendelshod returned from the depths of history, I have heard at least a dozen fantastic tales that speak of who they were, who they are, and how they got here. I write this entry to record the facts while it is fresh in my mind.

    Before the year zero AWR, there was a loose confederation of individuals who adventured together. While history often calls them heroes, the reality is they were a bunch of misfits, oddballs, and criminals who managed to form a common cause.

    Initially, that cause was adventuring for fun and profit. Assuming you do not get killed, adventuring can be “fun” (depending on how one defines “fun”), and can pay extremely well. This loose group, that numbered roughly fifteen to eighteen people, did well. A few died in the course of events, but, well, adventuring can be very dangerous. If there is a large chunk of coin and valuable objects laying around, it stands to reason that something nasty owns or guards it. Overall, this group did well enough.

    In 7918 ASNK (After the Sack of the Northern Kingdoms, the calendar in use before AWR), the mage Susafras was tasked by his god, Patah, to find and retrieve the Rod of Seven Parts. A war between the gods was brewing and Patah needed the Rod to control and limit the damage. In the original wars of Rendelshod, roughly half the gods were slain.

    So Susafras and Company, including my great great and then some grandparents Thorin and Meselda (of no clan at that time) and their son Baldor, fought their way across seven worlds in the multiverse, finding each segment of the Rod and collecting them. Their final stop, after two years of travel, was the Castle Rendelshod, located in the northern part of the Grav-Lach Mountains. The castle had been abandoned since (literally) the year zero ASNK, a bit short of eight thousand years. From the day the Lords of Rendelshod faced the demon lord Jxtl and lost, no one had held the castle for more than two years, often much less.

    This oddly matched company collected all the pieces of the Rod, and Susafras turned it over to Patah, who used the Rod to knock heads, kill a few gods who refused to stop, and squashed the war. Then Patah broke the Rod into its components and scattered it back across the multiverse. The artifact was too dangerous even for a god to keep.

    Some items are like that, and Patah was wise to recognize that.

    In the aftermath, Susafras and his friends decided they liked the Castle Rendelshod, so they killed or drove out all the monsters inside. THAT tale is a story for another day.

    Thorin located clanless dwarves to do repair work on the castle, although for a edifice that had stood vacant for nearly eight thousand years, it was in amazingly great condition. The group named themselves the Council of Rendelshod, in honor of the Lords who had led Trivana so many millennia ago, and continued their work of protecting Trivana from external enemies.

    From a bunch of misfits, oddballs, and criminals they forged themselves into the most prominent fighting force in Trivana. They found a purpose to believe in, and became the protectors of Trivana.

    Finding the Cleaver

    A few years later, an exploring group from the Council found Teroip Stemtarp’s Cleaver in a crypt beneath a neighboring peak, within ten miles of the castle. A skeleton warrior appeared, wanting the blade. For reasons no one mentions, Susafras gave it the sword, and the creature promptly vanished, apparently teleporting.

    A few weeks later they checked the crypt deep beneath Rendelshod, and found the skeleton warrior on one of eighteen stone biers, the sword held to his chest. It was protected by magical forces, so none could touch it.

    The Council had explored the caverns beneath their castle and had found the crypt, but at that time had no idea regarding their origin. The fact that there were eighteen led to speculation regarding the Lords of Rendelshod, but they could discover no historical documents that described the biers.

    During the following two months, more and more skeleton warriors appeared on the remaining seventeen biers, until all eighteen were assembled. When the last appeared, they arose and traveled via gate to Jxtl’s demesne. The skeleton warriors, the cursed revenants that had been the Lords of Rendelshod, completed the task that led to their curse.

    Jxtl made a fatal mistake – he produced an enemy his forces could not withstand. In his effort to ensure the Lords suffered for eternity, he made them incredibly powerful and all but impossible to destroy. He counted on his curse, that Stemtarp’s blade must be found first, to protect him, as he kept that blade when he scattered the others. He did not count on an adventuring thief stealing the blade from his treasure room, just a few short centuries later. Still, his curse was strong enough that it took Stemtarp eight thousand years to find his Cleaver. Long, but not eternal.

    The Lords slaughtered Jxtl’s forces and destroyed his mortal form. The surviving thirteen Lords collected the Cleavers of their fallen comrades, and traveled back to the crypt below the Castle Rendelshod. With Jxtl dead, at least temporarily, his curse ended and they re-attained their mortal bodies.

    The Lords deeded the Castle to the Council, although some did so grudgingly. They moved west, earning lands in Pahkia on the west coast. After Stemtarp was killed in battle, relations between the Lords, now called the Knights of Polaxis, and the Council deteriorated. This is detailed in other journal entries and I will not expand upon it here.

    Disappearance of the Council

    During the following sixty years, the Council continued to expand their name with deed after deed. They made enemies in the process, and were constantly on guard against attack.

    Thorin was, oddly, in the habit of sometimes traveling on his own. Regardless of his tight connections to his family and comrades within the Council, he maintained a sense of being a loner, something established in his childhood and one that diminished but never left him.

    In 60 AWR Thorin disappeared and could not be found. No form of scrying magic could locate him, nor did contact with higher forces reveal anything regarding his whereabouts or condition. Most believed him dead.

    In 62 AWR, Thorin’s Horn rang in the Castle Rendelshod.

    Meselda had enchanted a horn for Thorin, one tied to his blood. Only he could invoke the magic of the horn and he could not be coerced or charmed into blowing it.

    The horn opened a gate between Thorin’s location and the courtyard of the Castle, and sounded an alarm.

    The available Council members quickly assembled and went to Thorin’s aid, stepping through the gate, which vanished after the last passed through.

    Hours, days, weeks, and eventually months passed. The Council did not return. Eventually, they too were believed dead.

    The Knights of Polaxis grew bold and approached the Castle with a large force. The remaining Council members, including the wizards Muur and Jed Vorta, realized they could not hold the Castle, so they evacuated their people though the caverns beneath the castle.

    The Knights found a fully populated Castle and immediately laid siege. After two weeks and the loss of hundreds of men, they successfully scaled the outer wall and entered the courtyard.

    They found nothing. The Castle was deserted. The fights to scale the wall had been against very clever, very powerful illusions, augmented with equally powerful magical traps. The attackers scaled the walls only when the magic powering those traps was expended.

    Searching the Castle proved equally dangerous – magical traps abounded, and the caverns beneath the castle were filled with hostile life. A message sent back to Pahkia stated they lost five hundred men scaling the walls, and another two hundred searching the castle, and that the passage to the caverns was now blocked and guarded.

    The Knights in charge chose to keep the Castle, installing one of their number as the baron. However, this effort was abandoned less than two years later, as the inhabitants were too terrified to stay.

    Terrified of what? Accidents. Any time an action might result in an accident, it did result in an accident. Ladders slipped while being climbed, walkers got clumsy and fell down steps – unnecessary and unlikely accidents happened, regardless of precautions taken. Spell casters scanned the castle – there were no curses of any sort in place. No hidden creatures were found. Nothing. All appeared normal, except the frequency of accidents.

    After a year of this, the craftsmen and servants started deserting, too terrified of the “cursed” castle to stay. Six months later the baron gave up as he had too few servants remaining, and no craftsmen at all.

    Cementing the belief in the curse of the castle – while exiting the gate the last time the baron’s well trained warhorse threw him, breaking his back and leaving him crippled.

    Over the centuries, other groups tried to inhabit the castle, and all fell prey to “the curse”.

    The journals of Muur and Jed Vorta say nothing of any cursing they may have done. Jed Vorta specifically noted that he heard of the curse and had no idea where it came from, as neither he nor Muur did anything. He suspected there was no curse, just a few coincidences built up in the minds of the inhabitants.

    The current Council is positive their members who remained behind when Thorin’s horn blew did nothing. There is no evidence of any curse.

    I write this in my room at the Castle Rendelshod, my home the last four years. We have suffered no such problems or dangers. It may be that the Castle was waiting for its rightful inhabitants to return.

    Aftermath

    Who blew the horn that caused the Council to disappear?

    That would be me, although at the time I had no expectation that I would summon the Council, nor that I could summon the Council.

    In 1439 AWR, I led the companions who sought the Carnith Stone. During that quest, we passed by a Tower of Filhaze. These towers were created by the Archmage Filhaze to collect adventurers to clean up his worst mess. He was a tinkerer, always trying to create new and better life forms. Unfortunately, “new and better” rarely meant “peaceful” or “benign”.

    In his home world, he created a terrible beast called The Ribine. This huge beast, supposedly over one hundred feet tall, ravaged the land, slept for centuries, then awoke to do it again. He could not destroy it. So he created towers in many worlds as tests to weed out the unfit. Reaching the top level of the tower took determination, brawn, magic, and intelligence. Most failed, either dying or leaving before reaching the goal.

    The prize for reaching the top level of a tower? The surviving adventurers were catapulted through space to Filhaze’s homeland and forward in time to the next awakening of The Ribine. An untold number of would-be heroes died trying to defeat the Ribine.

    However, when the beast was finally slain by the levente Avatar, the magic of the towers faded, and they became normal structures.

    During his travels, Thorin took refuge in one of Filhaze’s towers to escape a superior enemy force, and was sent forward in time nearly fourteen hundred years. We found no explanation for this, as the magic of the towers sent the “victims” forward to the next awakening of The Ribine, which was less than a few centuries, and always to Filhaze’s homeland. Thorin remained in the same tower, and had no idea he had traveled in time until he exited to find himself in a pitched battle.

    A Knight of Polaxis learned from an augury that an enemy would appear from that tower, and he had a company ready to destroy whatever came out of the tower. Assuming we were part of whatever enemy was going to appear, he attacked us.

    The battle did not go the way the Knight envisioned. Thorin appeared from the Tower shortly after fighting commenced. Recognizing the standard of a Knight of Polaxis, he joined our side as it was against the Knight’s forces. The result was that he killed another Knight, broke another Cleaver, and joined our company. He was a great addition to our quest and his presence helped ensure our success.

    At the conclusion of our quest, Thorin was believed killed when the Carnith Stone was “bounced” to a new location.

    Prior to that, Thorin gave me his horn, which he had never used. With the Council long dead, he did not know what it would do if I blew it. We could not be certain it would do anything for anyone except him, although his wife was unsure if their son could invoke the magic. In any case, he told me to use it as a symbol to rebuild a new Council.

    I later did exactly that – form a new Council. We cleared the Castle Rendelshod of monsters, and shortly thereafter were besieged by a goblinoid army. It was clear the castle would fall – we had taken ugly casualties and had too few numbers to hold the goblinoids off indefinitely. At that time I doubted any of the defenders would be alive by nightfall.

    Being desperate with nothing to lose, I blew the horn. I am Thorin’s descendent along several bloodlines, so I hoped that it would raise the alarm that it was supposed to do. Our defenders were warned and I had hopes that the noise would at least delay the attackers while we evacuated our people into the caverns below the castle. Optimistically I hoped the alarm would scare them off long enough for us to escape.

    So I blew the horn.

    Nothing happened. No alarm was raised.

    However, within a minute a light appeared on the bridge between the central and north towers – in that light appeared a small group of people – dwarves, humans, elves, half-elves, and a halfling. Initially they looked surprised, but recovered and set upon our attackers with more destructive magic than I thought possible. The invaders were swept from the walls and in the course of another minute, twenty percent of the entire goblinoid army was dead or dying. The routed remnants fled in panic, killing more of their own numbers in their stampede.

    Our saviors? The Council of Rendelshod.

    When I blew the horn, it sounded the alarm – in the distant past. The gate opened not between places, but between times.

    Meselda, Susafras, Paprazzi, and Edine conducted many tests, but could find no reason the horn functioned as it did. Enchantment of an item that could open a gate between times was beyond Meselda’s abilities when she enchanted it. She and Susafras are unsure if either could successfully impose such an enchantment today.

    Six months later Thorin was reunited with his family and companions, as he and Bel the woolabu escaped the explosion surrounding the Carnith Stone by traveling to another plane. It took him several years to make his way back to Trivana.

    We have discussed it numerous times, and the one possibility is that passage through the Tower of Filhaze altered the horn. We do not expect we will ever determine an exact answer.

  • Gendin’s Journal – The Carnith Stone

    updated 01/10/2025

    a page from the journal of Gendin,
    son of Arissa and Temone
    of the dwarven Clan Gilderlo

    Author’s note: Continents such as Trivana are considered “worlds” by their inhabitants, while the entire world is referred to simply as GeKeb. The point of view of Gendin is limited by his people’s concept of the term “world”, and his understanding of what GeKeb is.


    The Carnith Stone

    December, 1500 AWR

    Several times in my journal I have mentioned the Carnith Stone and my quest to find it. This is a good time to explain what this is.

    The Carnith Stone is an entity of Elemental Chaos. Various legends claim the Stone either existed before the creation of the multiverse or was created at the same time. Either or neither may be correct.

    The Stone is a block of unique, variegated green mineral about seven feet long, three feet wide, and three feet high. It is not a true rectangle, having wavy edges that are somehow disturbing to the eye, although those who have viewed the Stone cannot explain why. It glows with a randomly pulsing inner light that sheds no illumination and is equally disturbing to those who view it.

    Elemental Chaos

    Before continuing, I must comment on Elemental Chaos. Among the ethos of our world are Law, Neutrality, and Chaos. Intentionally or not, all intelligent creatures subscribe to one of these.

    Elemental Law and Chaos are beyond mere ethos – sages theorize that when the multiverse was formed, regardless of its origin, the first two forces were in opposition: Creation and Entropy. Creation’s focus was the building of things, of growth and expansion. Entropy’s focus was the return of the multiverse to a static, unmoving state. In direct conflict with each other’s fundamental goal, these two powers have battled since the very beginning of time. Possibly even before then.

    Our name for creation is Elemental Law and our name for entropy is Elemental Chaos. The Carnith Stone is entropy, destruction.

    Commanding the Stone

    Any intelligent being possessing sufficient force of will can attempt to command the Stone.

    Those who try to command the Stone and fail? The fortunate ones die in the attempt. The less fortunate are driven mad by the Stone, and exhibit any of a wide variety of symptoms ranging from feeblemind to homicidal rage.

    Those that succeed may cause the Stone to manifest various abilities – the most famous is the ability to create a barrier between the plane it is on and all other planes. This greatly reduces available magical energy that is produced by the friction between planes.

    Clerics within the field, which may cover tens of thousands of square miles, discover they have no contact with their deities. Spells beyond the 2nd rank may not be regained. Wizards discover that spells memorized before the shield is exacted work as expected, but all spells memorized while within the shield function at half their normal efficacy.

    The shield also prevents the spirits of the dead from moving on and empowers malevolent spirits greater facility to possess dead bodies and animate them. The recent dead often rise with a malevolent spirit animating them. These animated corpses will be under the control of the one commanding the Stone – if he/she/it has sufficient will power to command it, otherwise they are uncontrolled and uninhibited in their actions. The only safe way to deal with the dead is to burn or otherwise destroy the body, although that is a common practice in most cultures, anyway. If the shield is enacted when the commanding creature dies, the shield ceases to exist.

    Those who successfully command the Stone eventually succumb to madness, becoming paranoid and suffering from delusions of grandeur. They become more and more suspicious of everyone around them and react wildly to any suggestion that the Stone is a danger. Eventually they destroy all around them, friend and foe alike. Some have killed or driven away all others, then died of starvation as they would not leave the Stone, not even to preserve their own life.

    The Carnith Stone is inimical to all living beings. Lawful creatures coming within a hundred feet or so of the Stone are driven insane, often in a matter of minutes, and flee until collapsing in exhaustion. Neutral beings suffer an identical fate, although it may take hours of exposure instead of minutes. Chaotic beings may be driven insane, much as Neutral beings are. The only way to prevent the madness is to move away from the Stone.

    Chaotic and some Neutral beings that remain in proximity to the Stone become attracted to it. The longer they remain near it, the harder it is to break free. Eventually they attempt to command it. If they have sufficient force of will, they succeed and gain tremendous power until it demolishes them. Those that command the Stone must constantly maintain their will, else the Stone consumes them with madness. Each time they command it, it fights back, seeking to consume them. History indicates that all are eventually ruined by the Stone.

    If it seems I repeat myself too much with that last statement, believe me, I have not. None who have even attempted to command the Stone have fared well.

    Legend says the Stone cannot be destroyed. When a tremendous force is inflicted upon it, the Stone “explodes” with tremendous force, destroying everything within a mile, leaving a deep crater in the earth. Debris rains down in the surrounding area, inflicting horrendous damage to all creatures within as much as a mile of the crater.

    Centuries or eons later the Stone reforms in a different place and waits until some unfortunate being finds it and tries to command it. Records indicate that the Stone has never formed on any of the Outer Planes, not even the chaotic ones. It typically forms on a Prime Material Plane and has been reported to have formed on an Elemental Plane.

    Is the Stone intelligent? This is unknown. Some victims have acted as if they were controlled by a foreign intelligence, but this may simply be a symptom of their madness.

    The Last Sighting of the Carnith Stone

    In the year 1439 AWR, the exiled demon lordling Orusula found the Carnith Stone in a cavern deep under Mount Raimei in Trivana as he sought to escape pursuers sent by the demon lord Jxtl. [Orusula had instigated ill-advised movements against Jxtl and was forced to flee for his life.]

    Orusula successfully commanded the Stone and used its powers to destroy his pursuers. Over the following year he attracted diverse followers and at last succeeded in blocking the world of Trivana from the multiverse.

    A band led by myself successfully fought their way through the tunnels to the Carnith Stone. Three members of the band – the Archmage Livianus, my grandfather Thorin, and the woolabu Bel – held the cavern while the others, including the elven queen Leannah, escaped. They felt they could prevent the demon from re-taking possession of the Stone for a while, and there was no need for all to die. They made no promises regarding how long they could hold, and told us to run.

    When overwhelming demonic reinforcements including Orusula arrived to re-take control of the Stone, Livianus screamed out the Word of Unbinding and sundered his staff across the Stone. The resulting explosion blew the top off the third highest peak of Mount Raimei and devastated an area ten miles in diameter. [Scrying by the Archmage Susafras revealed the end of that tale. At the time we knew they succeeded but knew no details.]

    Livianus and the demonic forces were killed in the blast. Bel, whose mental powers exceed those of the strongest illithids, channeled power from the blast to escape across the planes, carrying Thorin with him. Their unexpected survival was unknown for several years until the duo made their way back to Trivana.

    The Carnith Chalice

    This object of Elemental Chaos appears to be made of the same material as the Carnith Stone – it is an unknown, variegated green mineral that pulses sickly with an inner light. The Chalice stands about a foot tall, and its globular bowl holds about a pint of liquid.

    [While I viewed the Carnith Stone for a few minutes, at a distance, I have not seen the Chalice myself and am using descriptions from those that have.]

    This artifact is believed to be carved from a fragment of the legendary Carnith Stone, a relic of Elemental Chaos. How this is so remains open to conjecture as the Carnith Stone is believed to be indestructible, and the history of the Chalice indicates it also is indestructible. Others believe that the Chalice was carved from a larger piece from which the Carnith Stone was formed.

    The material of the Chalice pulses irregularly with an inner light which creatures of normal (human) vision perceive as a sickly green. The pulsations make mortal creatures nauseous. Mortal creatures within thirty feet of the chalice often feel sickly, an effect that may last more than ten minutes after leaving the vicinity of the Chalice. Prolonged exposure eventually sickens all creatures, and Lawful creatures succumb much quicker than Chaotic.

    Touching the Chalice has its dangers. Chaotic creatures find it uncomfortably hot the first time they touch it; apparently subsequent handling does not affect them as much. Neutral creatures suffer mind burns with each touch, while Lawful beings suffer severe burns.

    Any beverage poured into the Chalice and then drunk alters the imbiber, imbuing them with facets of Elemental Chaos. Imbibers may grow physically stronger and larger, may become quicker in reaction, and may grow additional limbs including tentacles. Or it may kill them, their guts devoured by the altered beverage.

    Subsequent drinks from the Chalice change the imbiber more and more radically. After three or four drinks, arms and legs transform into tentacles, all of which may be used for movement or attack. Small tentacles grow from the face, and these are horrible, as the transformed creature will use them to bore into a victim’s head, pulling their brain out to be consumed.

    Possession of Chalice eventually destroys the holder. As with all objects of Elemental Chaos, mortal creatures are eventually driven insane.

    It is believed the Chalice is like its namesake and cannot be destroyed.

    Update AWR 1499

    The adventuring band known variously as “The Company from Kerr” and “The Reavers”, encountered the Carnith Chalice in a world call Shahrivar. Jake, grandson of Marissa and Trajan, of the Clan Gilderlo, hit it with the second Sword of Cieldren. The event occurred deep below the last bastion of the clerics of the Nameless one, and the resulting explosion blew upwards. The keep was completely shattered, and the debris rained down upon a nearby goblinoid city, inflicting massive damage and casualties.

    The Reavers were shielded from the explosion and were unharmed, although this cemented their place in the folklore of all goblinoid tribes of Shahrivar. Goblinoid mothers will use the name “Reavers” to threaten their children into obedience for centuries to come.

    It is not known if the Sword of Cieldren destroyed the Chalice completely, or if it will reform as the Carnith Stone does.