Showing posts with label queston. Show all posts
Showing posts with label queston. Show all posts

Saturday, December 27, 2014

Making a World Globe

Happy Holidays everyone!  It's been a long time, but I'm going to try and post more often in the new year.  I know, I know, famous last words!  :)  I do have a Hulks and Horrors campaign going right now and it seems like there should be some things I could share.  :)  Wish me luck!

Not that anyone cares, but I changed careers (again) and I'm a 7th grade science teacher now.  :)  It's fun and I (mostly) enjoy the students, but the level of work required is daunting.  The last time I taught school, I was 13 years younger than I am now.  Things have changed -- a lot!

Anyone who thinks teaching is a cakewalk should try it for a week or a month.  Sometimes you hear people suggest teaching for a day.  Anyone can do anything for a day.  A week or month would require real commitment.  End of rant.  :)

Some time ago, my friend DB gave me an awesome gift -- an actual GLOBE of my home-brew game world, Queston.  See post here.

Several people asked for a "how to" on it, so I asked DB if he would be a "guest poster" on my blog.  He obliged (some time ago) and sent me this info.  Enjoy!

-=-=-=-=-=-

Hello! My name is Dave… also referred to as DB in some of Jim’s posts. I am an artist and art teacher. Jim was kind enough to post pictures of the globe I made for him as a gift. He had said there was chatter about how I made it and asked if I’d be willing to do a “guest post”… so here I am!
    I have been a long time player in many of Jim’s campaigns, many of them set on his “world” of Queston. I had seen many of his maps of the world and was surprised that he never translated it to a globe before since he is a pretty handy/crafty guy himself. It started off to be a homemade Christmas Gift… but I ran out of time and the project got put on the back burner and ended up coming over a year later, but I am pleased with the result. Alright… On to creation!
    I found an old globe through school sources. Try thrift stores if you don’t already own one. I started by carefully removing it from the stand so I could paint it easier. This one was an old vacuum formed plastic globe from the 80s, so the plastic had some give, but it also had low relief mountains which I didn’t care for. I toyed with the idea of removing them somehow or coating the globe with another material to cover them to make a clean slate. I figured that these would be far too difficult, costly and take too long, so I let them be but I chose the smoothest section to apply a majority of the land masses. Once it was off the stand I suspended the globe with wire and primed it with spray paint then used a nice blue color spray paint as a base surface.
    I knew Jim had a digital copy of his word map… one I believed he made on an Apple 2E back in the day (he might correct me). He sent me the file without asking why, which was nice because it added to the surprise). It was in color but had patterns to denote various environments… swamp, forest, hills, etc. which were helpful since I intended to print it out in B&W. I measured my globe from pole to pole so I knew how big to make the land masses and then used Photoshop to enlarge the map to the dimensions I needed. After enlarging it I then broke the map into chunks with overlapping sections from chunk to chunk so that could be printed on standard 8 ½ X 11 white copy paper. I printed each section multiple times out in black and white. I knew I was going to be cutting them up, gluing and painting them down so standard copy paper was just what I wanted… cheap, easily cut, flexible for gluing, and the surface is perfect for accepting acrylic paint. I printed them out on a laser jet which uses toner. I would not recommend using a standard inkjet printer or color printer. The ink will bleed when glue or paint is applied. With everything printed out I set about cutting it up into pieces that would be overlapped here and there and were small enough to allow to conform to the curve of the globe without much buckling or folding as it conformed. Now the hard part…
    Jim originally designed the world as a flat rectangular map… not a true globe, so as I set about gluing sections of the map onto the globe using Mod Podge and a 1” wide stiff bristled brush I had to tweak the position of areas… Things that were once close became a little more separated. Areas that were once level with one another became skewed. I tried to keep things as close to the original map as I could, but liberties had to be made. I used Mod Podge to glue the map to the blue globe surface and then used a layer of it on top to help seal edges and prevent curling of the paper. I let this then sit until completely dry. Now the time consuming part…
    I printed off a small version of the map in color to act as a guide for the painting process. I started with the coast line, painting blue acrylic color matched the spray paint base to define the edges of the main continent and around all islands. This covered up the excess white paper I left because I didn’t want to die cut around the coastline. I found it easier to glue down as well with a cleaner, straighter edge on the map chunks. I made sure to color match the blue spray paint color with the acrylic I used for the cover up to make it as seamless as I could. Because of the intricacies of the coast, painting the edge took the longest. After that was done I set about painting each of the biome types. This made it easier to paint because I only had to deal with one color at a time. Because the map had pattern denoting each type already, it became basically paint by numbers. I chose colors to represent each biome that fit that environment best.
    For city/area names, I painted as close to the printed words as I could then on a scrap piece of paper I would redraw each area and label each city or title. Then I’d paint over the words on the globe. Once dry, I’d use a fine point sharpie to hand write back in the names. I did this practice in blocks as I moved around the globe, being sure to relabel each city/area as I went so I wouldn’t get mixed up. For areas that were dark in color I used a white gel pen to label areas to they could be read. I also used sharpie to draw the various icons Jim used to denote cities of certain sizes, square, circle, starburst, etc.
    Painting in the biomes required adjustment of the map as I mentioned before. Gluing it down in chunks there where places where the same area of city existed twice and I had to make judgment calls as to which to eliminate and where to put it so it made sense. Borders changed some, mostly vertically to shift with the curve of the globe. At the poles, I “rounded” off the land masses since they were cut off on Jims map.
    For the third of the globe that didn’t have any part of Jim’s world on it I decided to put a label. I went to Michaels and bought two sets of stickers in a font I liked and labeled the globe “Jim Pacek’s Land of Queston” to fill the space. With everything completed I did another coat of Mod Podge over the entire globe to seal the paint, stickers and give a consistent shine to the thing.

Thursday, July 10, 2014

Queston Globe

My good friend DB just gave me a fantastic gift last night, a globe of my game world Queston!

I've never conceived of Queston as a globe; its always been a sheet of paper (since 1983!)

There has always been a desert pole to the north and a frozen pole to the south, but there's something about seeing them as a sphere that is very impressive.

Thanks DB!  This is amazing!



This is the Fyrkingdom, heart of most of my Queston campaigns.  Many landmarks and adventuring sites are located within this picture.

The desert north, populated by the nomadic Dragynne and the dark towers of the dark elves, githki and psiaki.


The southern reaches of the Fyrkingdom.  You can see South Hold and the wastes ruled by the Frozynne.  To the east you can see the Dropoff and the edge of the Trollands.


The island country of Whair, home to my CotMA game.  Ravenport (not on the globe) is in the bay to the right of the picture.  CotMA is nearby.

Friday, December 27, 2013

Spells from the Past (5)

Previous posts here, here, here, and here.  This stuff was written over 24 years ago.  No play balance is promised.  :)  This spell was created by one of my players, and longtime friends, GZ.  His wizard was Joryn Gemseeker.

JORYN'S MYSTICAL ARMOR
(Abjuration, Evocation, Divination)

Level 3
Range:  0
Components:  VSM
Duration:  1 day per level or special
Casting Time:  1 hour
Area of Effect:  Caster
Save:  None

This spell is a vastly improved version of Joryn's Gemstone Armor.  It is a full spectrum damper of most known damaging attack forms.  Its purpose is to lessen the damage to the mage so that counter-attack or ...perish the thought...retreat... is possible.

The physical manifestation of the spell resembles a crystalline field surrounding the caster, not unlike shimmering diamonds.  This effect may be turned on or off, at will.  When it is off, there is no protection afforded from the Mystical Armor.

The Mystical Armor spell allow the caster to subtract a certain amount from damage done to him by successful attacks.  The protection tops out at twelfth level of effectiveness. 

The Armor itself is divided into three categories of protection: physical, normal energy, and magical.  The amount of protection afforded to the caster is shown on the table below.  The Mystical Armor protects the caster differently from each attack form.

TYPE OF ATTACK BASE 
DAMAGE
REDUCTION
* BONUS
DAMAGE
REDUCTION
FIELD
DAMAGE
Physical (swords, claws, etc.) Level Level 1†
Normal Energy (fire, acid, etc.) Level 1/2 Level 2
Magical damage Level None 3

* The caster may add this additional protection with a successful Spellcraft roll.  A -2 penalty is incurred for each additional attack beyond the first each round.

† The field integrity takes an additional amount equal to the '+' bonus of a magical weapon striking the Mystical Armor.

Under actual combat conditions, the duration is typically much shorter than one day per level of the caster.  

The Mystical Armor has a field integrity equal to double the caster's level plus 0 to 9 additional points.  The 0 to 9 additional points is rolled secretly by the DM.  Each and every attack which hits the caster, damages the Armor a little bit according to the Damage column in the table above.  

The Armor will persist until brought down by attack, dispelled, or the duration runs out.  The Mystical Armor does not reduce the damage of the blow which sunders it.

The wizard will know what type of attack is used against him.  When the Armor is struck, it flashes briefly, a specific color for each attack form.  Blue for normal physical, red for normal energy, and black for magical.

The material components of this spell are three robes.  The first robe must be spun of fine blue linen, woven with metal threads, and costing no less than 200 gp.  The second robe is made of red fabric inundated with phlogiston and worth at least 500 gp.  The third robe is solid black cloth, blessed by a Priest of Malko, and then charged with a Dispel Magic from the caster.  The black robe costs 1500 gp minimum.  The robes are only donned individually during the casting process then they are typically removed and put away for safe keeping.

(Unfortunately Joryn's Gemstone Armor has been lost to the mists of time...)

Sunday, December 22, 2013

Spells from the Past (4)

Previous posts here, here and here.  I wrote these spells over 24 years ago.  No game balance should be expected.  :)

GRIMWELL'S GRINNING GLOBE

(Enchantment/Charm)

Level 2
Range:  2"
Components:  VSM
Duration:  4 rounds + 1 round/level
Casting Time:  2
Area of Effect:  Special
Save:  Neg.

This spell brings into being a grinning 2' Globe with a ridiculous grin on one side, like a face.

Any creature of 4 HD or less which gazes upon the sphere must save versus spell or stand mesmerized on the spot, staring at the sphere, with an equally stupid grin on its face.

The grin of the Globe is very hard to avoid.  Any creature facing it with its eyes open must save versus spell every round to avoid becoming mesmerized.  The caster can change the facing of the sphere at any time, but should the sphere turn away from a mesmerized creature, that creature regains its senses within one round.


The material component is a fist sized ball of wax with a smile carved on one side.  The component is consumed with the casting.

I was inspired to create this spell, so that my wife could use this funny "laughing face" prop at the game table.  (Yes I still have it!)  The batteries have died, so I don't know if it still works -- but I've taken it apart and I plan to get some batteries...   :)


Saturday, December 21, 2013

Spells from the Past (3)

Previous posts here and here.  I wrote these spells over 24 years ago.  No game balance is promised or assumed.  :)

GRIMWELL'S GLOWING GLOBE
(Alteration)

Level: 1
Range:  0
Components:  VM
Duration:  1 hour per level
Casting Time:  1
Area of Effect:  20 foot radius globe
Save:  None

This spell creates a glowing sphere, about 6 inches in diameter, with a luminescence equal to torchlight.  The light from the sphere can be nearly any color the caster desires, including black.  The color of the sphere cannot be changed once the spell is cast.  Alternately, it can be set to change colors randomly.  

The globe will hover anywhere within one or two feet of the caster, and he can move it around slowly as he wills.  

The spell cannot be used to blind a creature or to cancel an area of magical darkness and other than the changes above and the increased duration, the spell functions exactly as the first level Wizard spell, Light (p. 136 2ndPH).


The material component of the spell is a bit of phosphorous and a prism.

Wednesday, December 11, 2013

Spells from the Past (2)

Previous post here   (I wrote these spells 24 years ago; no game balance is promised or assumed.  :)

GRIMWELL'S GHASTLY GHOST
(Illusion/Phantasm)

Level: 1
Range:  2"
Components: VS
Duration:  1 round per level
Casting Time:  1
Area of Effect:  Special
Save:  Neg.

When this spell is cast, the wizard creates an incredibly horrifying apparition to appear within 2" of his person.  The description of this Ghastly Ghost is so terrible it defies description.  

Any creature that gazes upon this grotesque aberration must immediately save versus spell at -1 per 2 levels of the caster or flee as quickly as possible away from the Ghastly Ghost for the duration of the spell.  Undead will pause for a single phase to make an assessment the Ghastly Ghost, but thereafter will resume their activities as normal.

It is important to note that creatures which are immune to fear, or are nearly as horrible to look at, as the Ghastly Ghost, are unaffected by the spell.  It is also important to note that the casters own party is subject to the Ghastly Ghost as well, though they do not suffer the saving throw penalty.  

Tuesday, December 10, 2013

Spells from the Past

I woke up this morning and I found myself thinking about some of the magical spells that my players and I made up for my game world, years and years ago.

The one that popped into my head was Agathon's Arcane Arbalest.  

I decided to search my computer's HD to see if I still had an electronic copy.  Yup.  There it was.

It was soooo old that my OS didn't recognize it, but I forced TextEdit to open it and I got somewhat garbled but totally usable text.

:)

That wasn't the best part.

I looked at the Creation Date on the file -- December 11, 1989.  Seriously.  Almost EXACTLY 24 years ago today, I typed this little beauty up on my Mac.  Wow.  That is extremely eerie and cool.

:)

Presented without (much) editing and without any regard to play balance, here is Agathon's Arcane Arbalest.  (IIRC the spell was much used but not terribly destabilizing in my game.  Folks typically loaded it with Magic Missiles.)

PS: I have a couple other spells with the same creation date that I will be posting over the next couple of days.



AGATHON'S ARCANE ARBALEST (Evocation)

Level: 3
Range: 0
Components: VSM
Duration: Until dispelled or discharged†
Casting Time: 1 Turn (plus CT of stored spells)
Area of Effect: Caster†
Save:  None†

The spell creates an extra dimensional device for the indefinite storage and release of spell energies.

The wizard must first cast this spell, then within one turn thereafter, must cast up to three additional first level spells, which will be stored by the dweomer.  The wizard must set the order in which the spells will be released when casting the Arbalest.  

Once the Arcane Arbalest has been energized, it will remain potent for an indefinite period of time.  A Dispel Magic cast upon the wizard has a normal chance to dissipate the Arbalest.  

Only a single Arcane Arbalest can be in existence at any given time for any wizard.  Any wizard with an active Arcane Arbalest spell will have one less 3rd level spell slot at their disposal.  It is effectively "filled" and in use.  

In lieu of casting a spell during any combat round, the wizard can choose a target(s) and activate the Arcane Arbalest.  That round, and every round thereafter, (until the Arbalest is exhausted) the Arcane Arbalest will discharge its stored spells in order at the chosen target(s), with NO action necessary on the part of the mage.  Should the wizard decide to change target(s), it can be done in lieu of casting a spell during a round (this can be done before the Arbalest discharges that round.)  

The material component of the spell is tiny, fully functional, crossbow made of the finest materials and three small diamonds; all placed within a small pouch woven of phase spider silk.  This should cost at least 5,000 GP, but its final cost is left to be determined by the GM.  The component is not consumed by the casting.

NOTE:  Should the Arbalest slay the target(s) while it still retains spell energy, it WILL continue to discharge the remaining spells into the corpse, unless the target is changed.


† The spells held within the Arbalest use their own Duration, Area of Effect and Save rules.

Tuesday, December 25, 2012

NPC Graash [Rapscallion Registry]

If you'd like to contribute a PC to an OSR version of the "Rogues Gallery," click this link.

Graash, Lizardman Cleric



In my Q1 adventure where the characters fought against the Evil Temple of Fraz Urb'luu, the PCs rescued a lizardman from the dungeons.  That turned out to be Graash.

Graash was a valued member of the party at low levels.  His healing was about all the healing the party had, outside of healing potions.

I actually bought and painted a mini of Graash.  Probably one of my earliest paintjobs and it was an NPC.  :)

Monday, December 24, 2012

NPC Doorknob the Daring [Rapscallion Registry]

If you'd like to contribute a PC to an OSR version of the "Rogues Gallery", click this link.

Here's the next NPC --


Doorknob the Daring was a lot of fun to play.  He was tough and capable and he was always willing to fight.  Brash, Sharky and Skanderbag all came to rely on him for opening doors and leading the battle against any humanoids the party encountered.  His sparse talking style was easy to roleplay and it was fun to be "in character." 

I remember a moment when Sharky picked him up by the doorknob on his helm before he could charge into combat against a band of norkers.  Priceless.


Sunday, December 23, 2012

NPC Harry Furryfoot [Rapscallion Registry]

Happy Festivus everyone!

If you'd like to contribute a PC to my OSR "Rogues Gallery" please click this link.

Here's my next NPC --


Harry Furryfoot (yeah, I know, not original) was a stealthy sidekick to Brash Blunderbuss.  He was a little bit of comic relief and he was the only one who could find and remove those pesky traps.  I didn't run him as a DM pet; the PC's had to almost direct him when they needed him to do those "thiefly" things.

The "Gold Dragon Elf Charm" was a magic item in my campaign where you roll 2d6 for an extra saving throw in dire circumstances --

  • I'm falling off the top of a tall building
  • I'm falling into a pit of acid
  • I've just been immolated by an ancient red dragon
If you roll a 7 or 11, some miraculous, unbelievable coincidence saves you.
  • There's a haywagon at the bottom of the wall
  • An acid snake looms up out of the acid and you grab it by the fangs
  • The dragon sputters and belches out smoke instead of fire, giving you an opportunity to scramble to safety
The circumstances you find yourself in aren't always better, but you are still kicking.  Works twice per day.

Saturday, December 22, 2012

Queston NPCs and ALL CALL

TL:DR -- I share NPCs and I call for submissions for the "Rapscallion Registry" a new, OSR version of the old TSR "Rogues Gallery"

In 1983, I started my Queston campaign world.  It was a mish-mash of bad puns, some clever ideas and a lot of fun.  I always think of Queston as a funny, slightly silly world where the comic heroes face real, dark horrors and evil.  In any case, I think that most who adventure there enjoy it.  I know that I enjoy running games there.

My recent CotMA campaign has added to the mythology by fleshing out parts of Whair (a large island to the East) and continues to be great fun.

Back in 1983, however, most adventures took place on the central continent with its dominant Fyrkingdom.  (hat tip to Ralph Bakshi's Fire and Ice)

Anyway, in the spring of 1983, I turned 16.  I got a car (thanks Dad!)  He gave me his old Buick Electra 225.  It looked like this, but the Arizona sun had pretty much ruined its paint.
With a car came responsibilities and a job.  With a job, came cash!

I started working that summer at a golf course -- for $3.35 an hour! -- and eventually I got a job as a cook at KFC.

I paid for my insurance and my gas and I started buying gaming stuff, most of which I still have today.

One item I purchased was the Rogues Gallery.  I really used this product a lot for on the spot NPCs.  I also REALLY love the section of characters from the original games.  That section is where this product really shines.

I set about writing up NPCs for my Queston game and I put them in a ring binder for use in my games. Here's the first one.


Brash was an NPC that had a friendly rivalry with Sharky Dangerthorn in my game.  He was always trying to one-up Sharky.  Usually, Brash was able to bed the tavern wench whereas Sharky would win the big pot at the local Orcish Nod game.  Brash was the literal "wall that walks like a man" and was valuable for keeping the tiny party of PCs (two) alive during adventures.  We just didn't do hirelings back in the day...

Now, if you'd like to contribute a favorite PC from any of your games -- please fill out the form below. I'd love to compile all the PCs of days gone by into a book, like Rogues Gallery, that could be purchased from Lulu POD.  Many thanks in advance for your contributions!

Friday, August 17, 2012

Bones Kickstarter + some old monsters

You all probably know about this, but just in case you don't AND you're a big mini fan like me, you might want to get on board.

At the $100 pledge level, you now get ALL THIS --




If not, here are a couple of monsters I created in the '80s.  Enjoy!

Wednesday, July 4, 2012

[Holy Humpday] Forge of Thorag (The Mountain's Heart)


Alignment:  NG
Portfolio:  Dwarfs, Mountains, Stone, Machinery, Artifice, War
Requirements:  Str 15,  Wis 12,  Int 12,  must be a Dwarf
Weapons Allowed:  Hammers, Axes, Phlogs
Armor Allowed:  Scale Mail, Chain Mail, Plate Mail, no shields
Major Spheres:  Elemental, Creation, Protection, Guardian
Minor Spheres:  Charm, Combat
Magik Items Allowed:  Any priest item, Magik hammers and axes, Gauntlets of Ogre Power, Girdles of Giant Strength, Maul of the Titans, Mattock of the Titans

Granted Powers:

•  A Forge of Thorag may see through illusions which imitate rock or stone.  The Forge must be actively looking for such illusions.
•  Forges may add half their level in points of damage done to giants, and their level in points of damage done to stone giants.  They may always hit stone or iron golems regardless of their weapon, and do double damage in any case.
•  At 5th level Forges of Thorag may create a Wall of Stone or Wall of Iron at their option once per day.
•  At 10th level a Forge may cast Stone to Flesh upon one being for every level above ninth, once per day.
•  Forges of Thorag cast spells which deal with earth and stone at double their level with respect to duration or effectiveness.

Other Notes:  •Forges of Thorag are exclusively dwarfs.  •Forges weave their beards into ornate patterns which are studded with precious stones and golden trinkets.  Their beards then serve as their holy symbols.

NOTE: I don't have an original digital file of some of my Queston Holy Symbols.  I've had to scan my only remaining print out and then tidy it up in GIMP.  :)

Wednesday, June 27, 2012

[Holy Humpday!] Phaze of Monon

MONON ( Nightglow )
Alignment:  N
Portfolio:  Moon, Agriculture
Requirements:  Wis 12,  Int 13,  must take Agriculture and Astrology NWPs
Weapons Allowed:  Sickle, Flail
Armor Allowed:  Leather, no shields
Major Spheres:  Plant, Sun, Weather, Animal
Minor Spheres:  Elemental, Healing, Necromancy
Magik Items Allowed:  Any not prohibited to priests, any which function exclusively at night or provide illumination

Granted Powers:

•  Phazes of Monon may see at night under a moonlit sky as if it were bright daylight.
•  Upon reaching 6th level, once per cycle of Khosos (21 days), the Phaze may Cure Lycanthropy.  The cure is permanent, but does not prevent reinfection.
•  Phazes of Monon are themselves immune to Lycanthropy.
•  At 9th level of ability, the Phaze may summon a Moon Dog (MM2 p.92) once every cycle of Celuna (14 days).  It can only be summoned at night, and will remain until dawn.

Other Notes:  •Phazes of Monon are dedicated to the preservation of the natural Whyrld and keeping a balance therein.  To this end, they find themselves well prepared to destroy monsters which would upset the natural balance, especially evil shapechangers such as werewolves, wererats, and dopplegangers.  •Phazes are quite often found among adventuring companies which operate primarily out of doors.  They are free to roam and do as they choose most of the year, but come planting time they feel compelled to return to their homelands and participate with their agrarian duties.  •Despite their opposite spheres the Henges of Monon and the Prism of Solon get along quite well.  They usually do not operate together however.  •Phazes of Monon dress primarily in leather armor with silver accents.  Their sickles are well used, both for combat and for agriculture, and as such tend to be durable and sturdy.  •Female Phazes wear an ornate necklace, called a Monek, during all ceremonies.  All of the various beads and strands on the Monek have specific meanings. 

Wednesday, June 20, 2012

[Holy Humpday!] Oracle of Fayn

FAYN ( The Incomprehensible, The Question )
Alignment:  N
Portfolio:  Knowledge, Language, Art
Requirements:  Wis 15,  Int 15
Weapons Allowed:  Staff
Armor Allowed:  Robes
Major Spheres:  Astral, Charm, Divination, Summoning
Minor Spheres:  Healing, Guardian
Magik Items Allowed:  Any allowed to priests, written magikal items of any kind

Granted Powers:

•  Oracles of Fayn may speak, read, and write any human or demi-human tongue.
•  Oracles may cast Tongues and Comprehend Languages once each per day.
•  +4 on saving throws versus scroll spells and malicious writings and glyphs.  If no save is allowed, the Oracle may make a normal save with no bonus.
•  Oracles of Fayn may read wizard spells from scrolls but there is a chance of spell failure.  For the purpose of spell failure, treat the Oracle as a wizard of half his level, rounding down.

Other Notes:  •The Oracles of Fayn are charged with keeping the knowledge of all the Whyrld.  They are eager to learn all they can about everything and most people tend to believe that the Oracles are just plain nosey.  •They always carry on their persons a pouch which contains paper, ink, and writing instruments.  They often transcribe letters for the illiterate for only a few silver coins.  •The Oracles of Fayn are responsible for the Encyclopaedia Questonia, perhaps one of the most comprehensive works of general knowledge there is.  They update it every few years with an additional volume.  •Oracles are often privy to knowledge others may never hear, but because of a vow, they may share it with none who do not belong to their order.  •Oracles always dress in a simple tan vest which bears the symbol of Fayn over the heart.  They wear white linen shirts and square cut black trousers and boots.  Their hands are always spotted with spilled ink.  •The Oracles of Fayn have an intricate network of small shrines and churches from which they gain information throughout Queston.

Monday, June 18, 2012

[Map Monday] Brasston Commons

I was preparing to use this town/village in a campaign that never happened.  I downloaded the pics off the old Irony Games website along with their demographic data.

I put both pics and the data into a Word doc.

Here's a screenshot:

Here's a link to download the Word doc.  You can edit it however you'd like.  :)

Wednesday, June 13, 2012

[Holy Humpday!] Arcane of Aerylyn


AERYLYN ( The Magistress )
Alignment:  CN
Portfolio:  Magik, Wizards, Dragons
Requirements:  Int 14,  Wis 13
Weapons Allowed:  Staff, Dagger
Armor Allowed:  Robes
Major Spheres:  Charm, Elemental, Summoning
Minor Spheres:  Healing, Protection, Necromancy
Magik Items Allowed:  Any not prohibited to priests or wizards

Granted Powers:

•  Once per day, an Arcane of Aerylyn may Detect Magik.
•  At 8th level, Arcane of Aerylyn may Identify magikal items as a wizard of half their level.  They may do this once per day and once more for every two levels of experience beyond 8th.
•  Starting at 2nd level, Arcane may be granted Wizard spells of a single school as if they were wizards of half their level rounding down.  The school is chosen by the Arcane the first time he requests a wizard spell and is fixed thereafter.  The wizard spells take the place of a priest spell of the appropriate level.  Only spells which are common or very common may be requested by the Arcane.
•  Arcane gain a bonus of +2 on saving throws versus any sort of magik.

Other Notes:  •Aerylyn is the force all good and neutral mages revere, for she is the ultimate power source behind their spells.  •Arcane of Aerylyn are dedicated to the preservation of wizardry as an art.  They are responsible for keeping balance between the oppositional schools of wizardry.  And oppositional forces in magik.  They serve as mediators in all disputes between the schools.  They do not revere the politics or the wizards, but the magik itself.  •The Arcane (Arcane is both singular and plural) dress in ornate robes of a single, specific color for each school of magik specialization.  •The Arcane of Aerylyn do not have temples, but instead occupy an important part of the Wizard's Guild structure known as the Octoval, from which they dictate their decrees.  They are in charge of spell availability and the purse strings of the guild itself.  •They also have the additional responsibility of preventing one faction of wizardry from overtaking the rest.  •The first major test of their power was the Phantom Heresy. During this heresy, Illusionists tried to take over the Wizard's Guild.  The Octoval set forth decrees of secrecy within the school of Illusion and set their writings apart from the rest of the schools with the creation of their special language, Illspeak.  •Should the Octoval declare a wizard treasonous or heretical, an Arcane can be bestowed a special Curse, The Mortylomancy (it means "Death of all Magik"), which has the power to strip a specific wizard of his power.  This curse cannot be removed by dispel magik or remove curse, but only by decree of the Octoval.  The curse cannot and will not be bestowed to an Arcane of Aerylyn without the official decree of the Octoval.  •The reason Aerylyn has such fell creatures as Dragons in her portfolio is that legend states she created them during the Age of Magik.

Wednesday, June 6, 2012

[Holy Humpday!] Quester of Valorian


VALORIAN ( Sword of Honor )
Alignment:  LG
Portfolio:  Honor, Valor
Requirements:  Wis 13,  Str 16;  Questers of Valorian may have exceptional Strength
Weapons Allowed:  Sword, Lance, Battle Axe
Armor Allowed:  Any
Major Spheres:  Sun, Summoning
Minor Spheres:  Healing, Necromancy, Elemental, Charm
Magik Items Allowed:  Any not prohibited to priests, Magikal Weapons and Armor of allowed types

Granted Powers:

•  Questers of Valorian may Detect Evil once per day.
•  Upon reaching 4th level, Questers may Dispel Evil as the Priest spell of the same name once per day.
•  Total Immunity to Quest and Geas spells is gained upon reaching 7th level.
•  At any time a Quester of Valorian may declare that he is 'crusading' against some foe or evil creature.  While the Quester is earnestly pursuing this 'crusade' he gains a bonus of +2 to his Armor Class, Saving Throws, and To Hit and Damage.  If he ceases crusading, he is penalized by the same amount, and  will receive no spells beyond first or second level, until he regains the favor of Valorian by performing some exceptional deed of valor.
•  Questers of Valorian gain a bonus of +2 to all saving throws versus spells and spell-like effects cast by evil creatures.  This includes the breath weapons of evil dragons.

Other Notes:  •The Questers of Valorian are noted as being a single minded and stubborn bunch.  Once they set their mind to a goal, in general, they will pursue it unto completion or death.  They work quite often in tandem with Paladins of their order.  They get on quite well with the Equalizers of Jarba the Rectifier.  •Questers of Valorian oppose the Renders of Thrun the Destroyer as well as just about every other evil temple or cult.  •The Questers of Valorian dress much like the Paladins of their order, that is in the best armor they can afford.  This is quite often Plate Armor and Shield.  Their helmets are always  adorned with a single tall plume of white feathers and they always wear white cloaks or capes.  They adorn their armor in many different ways with their holy symbol.  •Valorian has major temples in many cities throughout Queston.  There are typically only a few Questers assigned to each temple, and it is a generally militaristic order.  Paladins play an important part in the temple hierarchy.