Sacred Alliances
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Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies. -
The HALFLING Point of View by Roger Moore
The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time. -
DRAGONLANCE! Actually, the Name of the World Is Krynn
Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
Planeswalkers of Ravnica by Christopher Willett
PLANESWALKERS OF RAVNICA BY CHRISTOPHER WILLETT Table of Contents Foreword ...................................................................................................................................................... 2 Planeswalker ................................................................................................................................................ 3 Color Based Alignment ................................................................................................................................. 4 White ................................................................................................................................................................................ 4 Blue .................................................................................................................................................................................... 5 Black .................................................................................................................................................................................. 6 Red .................................................................................................................................................................................... 7 Green ................................................................................................................................................................................ 8 Colors of Magic ......................................................................................................................................... -
Monster Manual
CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC -
A Grand History of the Forgotten Realms
A Grand History of the Forgotten Realms Designer & Cartographer: Brian R. James Cover & Interior Artist: Toni M. James 3rd Printing: May 25 2006 Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. The Digital Marble logo is a trademark of Digital Marble, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. For more timelines and other juicy bits of realmslore visit our website http://www.geonomicon.com Introduction "These things also I have observed: that knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwritten—and set them down ere they fade... Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding." —Alaundo of Candlekeep This chronology is the most definitive accounting of Realms history on the Internet or in print. -
RULEBOOK Table of Contents Game Components Introduction the Warring Realms Game Components 2 War Has Come to the Dungeons & Dragons® World
AGE12+ ™ B O A R D G A M E RULEBOOK TABLE OF CONTENTS GAME COMPONENTS INTRODUCTION THE WARRING REALMS Game Components 2 War has come to the Dungeons & Dragons® world. Heroes Here’s a quick overview of the four realms, including sugges- 1 game board Introduction 3 of good and champions of evil strive against each other across tions about each one’s strengths and weaknesses. You can The Warring Realms 3 1 rulebook mountains, seas, forests, and plains, determined to conquer choose which realm to play, rolling dice for order of selection, How to Win 3 or die. Terrible monsters rampage across the land, destroying or pick one randomly by placing one control marker from Ways to Play 4 1 storage tray everything in their path. Mighty dragons dominate the skies, each realm in a cup, then drawing blind. Alliances 4 5 reference cards Setup 5 laying waste to entire armies with their deadly breath. Bold (1 for each realm, plus a Quick Reference card) DARK EMPIRE OF KARKOTH (KARKOTH) Order of Play 8 explorers dare dungeons filled with fearsome guardians and Turn Sequence 9 252 plastic figures (63 for each realm): great treasures. The warlocks who rule Karkoth wield terrible Step 1: Draw 9 powers of necromancy and shadow. Their 80 Footsoldiers Four great realms contend for domination of the known world: undead armies hold a dozen lands in thrall, Step 2: Move 9 mighty empires, leagues of nations, or powerful alliances. Step 3: Fight Battles 12 enforcing their demands for tribute and new 24 Siege Engines The Dark Empire of Karkoth dreams of slaking the sinister Step 4: Reposition 17 conscripts. -
Download the Herald: the Sundering, Book VI PDF
Download: The Herald: The Sundering, Book VI PDF Free [400.Book] Download The Herald: The Sundering, Book VI PDF By Ed Greenwood The Herald: The Sundering, Book VI you can download free book and read The Herald: The Sundering, Book VI for free here. Do you want to search free download The Herald: The Sundering, Book VI or free read online? If yes you visit a website that really true. If you want to download this ebook, i provide downloads as a pdf, kindle, word, txt, ppt, rar and zip. Download pdf #The Herald: The Sundering, Book VI | #97805 in eBooks | 2014-06-03 | 2014-06-03 | File type: PDF | |2 of 2 people found the following review helpful.| And then there was...... | By Mitch |I like Ed Greenwood, well the books I read years ago I liked a lot. The Elminster series was a good series. But this book, It's lacking a backstory. It barely establishes a reason for it. It doesn't seem to tie in to the general Sundering series and my biggest beef is the combat. There is a lot of fighting, but it's lacking any kind of actual c | About the Author | ED GREENWOOD is the creator of the Forgotten Realms® fantasy world setting and the author of more than 170 books that have sold millions of copies worldwide in over two dozen languages. In real life, he's a Canadian librarian who live In the 6th and final book of the multi-author Sundering series launched by New York Times best-selling author R.A. -
I. Basic Game Rules
This Rules Supplement offers strategy hints, as well as variants that allow you to customize Dungeon Alliance to your taste. You must read the Full Rulebook first in order to understand the additional rules in this supplement. Of particular interest below is the “Basic Game,” which allows you to learn the strategies of the game more gradually. Managing your entire team with one deck of cards can be quite challenging, but after your first game or two, it will become second nature. To help new players avoid frustration, we strongly recommend that you try the Basic Game your first time out. We have included special Generic Starting Deck Cards that will ease you into the types of strategies that are required to become a master of Dungeon Alliance. I. Basic Game Rules Preset AlliAnces When playing the Basic Game, instead of drafting Hero Cards in the manner indicated in the Set Up section of the full rulebook, place the Hero Cards into face down groups of four heroes as defined below. Have each player select one team at random. Hero set 1: Holgar, Krom, Lorna, Mysterios Hero set 2: Belzamin, Graltar, Jypzy, Petra Hero set 3: Krolt, Mirabell, Root, Runyon Zay Hero set 4: Bull, Emanon, McFarlin, Melinda Generic stArtinG Deck cArDs Even though your Heroes are more powerful with their unique Starting Deck Cards, each Generic Starting Deck Card is usable by all of your heroes, so you don't have to worry about having the wrong cards for the wrong hero at the wrong time. 1) starting Decks: Each Hero Card has 3 corresponding Starting Deck Cards (marked 1, 2, 3 in the upper right corner). -
Sample File Oerth Is but One World Among Many, Separated Either by the Gulfs of Space, the Invisible Ether, Or the Fragile Veils of Reality
Sample file Oerth is but one world among many, separated either by the gulfs of space, the invisible ether, or the fragile veils of reality. The craft and persistence of magic defines the nature of Oerth. Throughout recorded his- tory, magical conflict and restoration have shaped this world. Some of these magic-driven events touch upon The GREYHAWK campaign depicts a magical land at the history of other worlds, and portals sometimes the crossroads of countless possibilities. The most open between Oerth and alien spheres. Few other fantastic of many worlds, Greyhawk's world of Oerth worlds boast the magical profundity of Oerth, and is a place where powerful creatures contest with many strange beings are found there, drawn by the lure humanity and other races, where good folk struggle of the supernatural. The majority of such entities make against evil, and Law wrestles with Chaos, Oerth is a their homes far from the sunlit skies of Oerth's surface, world of magic, mystery, and the imagination. preferring to live secretly in lightless caverns below, The gem of this world is the city of Greyhawk, a where they may thrive and plot unseen. teeming metropolis that attracts heroes and villains If the paths of the underworld are hidden from alike. Warriors, merchants, wizards, beggars, clerics, view, the wise may still turn their attention to the sages, and thieves fill its streets in search of high heavens. All know that the sun travels once around adventure. Oerth every 364 days, visiting the Twelve Lairs of the The GREYHAWK campaign centers on the Flanaess, Zodiac in an appointed round that never varies. -
Warlance-Manual.Pdf
A DRAGONLANCE™ Strategic Fantasy Wargame LIMITED WARRANTY Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If TABLE OF CONTENTS within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, INTRODUCTION .............................................................................. 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus $3.00 for shipping and handling. California residents, add applicable sales tax. OBJECTIVE ••••••••••••••••••••••••••••••.••..•..•••••••••••••••••.••••••••••••••••••••••••• •••• ! GETfING STARTED ••••••••••••••••••••••• •••.•••••••••••••••••••••••.••••••••••••••••••••.•• I SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO GRAM RECORDED ON THE DISKffiE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, APPLE INSTRUCTIONS •••••••••••••.•.•••..••••••••••••••••••••••. •••••••••••••••.•.••• •••• 2 PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM COMMODORE 64/128 INSTRUCTIONS ••.••••••••••••••••••••••••••••••••••••••••• 2 AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR