Blood & Shadows: the Dark Elves of Tellene
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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 Grand History of Eberron
The Grand History of Eberron Edited by Christopher J. Monte Based on the bestselling campaign world of Eberron created by Keith Baker and Wizards of the Coast The longer you look back, the farther you can see forward. —Sir Winston Churchill The world is a fine place and worth the fighting for… —Ernest Hemingway, For Whom the Bell Tolls There is a tide in the affairs of men, Which, taken at the flood, leads on to fortune; Omitted, all the voyage of their life Is bound in shallows and in miseries. On such a full sea are we now afloat, And we must take the current when serves, Or lose our ventures. —William Shakespeare, Julius Caesar , Act IV, scene iii 2 Acknowledgements and Works Cited All ideas and storylines below are trademark/copyright their respective publishers and/or creators. This is a non-profit publication for use as a supplement to Eberron reading and the Dungeons and Dragons game and is NOT in any way affiliated with Wizards of the Coast or any other licensed distributor of Dungeons and Dragons merchandise. Any items or rights that are the property of these sources are not claimed by this writer. All rights are reserved to their original creators. The world of Eberron was created by Keith Baker. This work represents only a compilation of information and ideas first published in the following sources by him and other authors and game designers employed by Wizards of the Coast and is in no way an original work of this author. City of Stormreach by Keith Baker, Nicolas Logue, James Desborough and C.A. -
Legendary Items: a Herol Follow-Up Carl Quaif 5: War Paintings in D&D Tosatt Earp 8: Some Enchanted Item - Greywand Erin D
2: Editorial R. E. B. Tongue 3: Legendary Items: A Herol Follow-up Carl Quaif 5: War Paintings in D&D Tosatt Earp 8: Some Enchanted Item - Greywand Erin D. Smale 10: Deadly Wounds and Balanced Combat Erin D. Smale 15: The Bard: A Revitalized Class for the OD&D Game Geoff Gander, Marco Dalmonte, and Carl Quaif 27: Luigi's Symphony Geoff Gander 30: The Immortal Game Jesse Walker 33: Secondary Skills for OD&D Mike Stewart Editor: R.E. B. Tongue Cover by Enrico Penagila Interestingly enough, this is the third editorial I have had occasion to write for this issue. Getting this one out has been a long, hard slog – not because of shortage of material, but because of other problems. As far as I am concerned, these are now over, and I intend to make OD&DITIES my primary focus once again. In short, all will now be as it was, I hope. A little house news, first – OD&DITIES Twelve is scheduled for April, with a March release possible if I get material in. As well as the normal range of material that is found in OD&DITIES, there will be two themes in the next issue. The first will be, ‘Classes and Races’ – an assortment of new classes and races for OD&D. I had quite a bit of material of this type in, enough that I’ve decided to make a special based on this. The second will be ‘Your Keep’. This will be a collection of variations on the ‘Keep on the Borderlands’ that have been created over the years by various people – let’s get these in. -
Svimohzia:The Ancient Isle (Preview)
Svimohzia: the Ancient Isle Credits Authors: Mark Plemmons and Robert Schwalb Additional Contributors: Lloyd Brown III, Brian Jelke, Steve Johansson, David S. Kenzer, James Mishler Editors: Brian Jelke, David S. Kenzer, Mark Plemmons Art Director/Graphic Design: Mark Plemmons Cover Illustration: Talon Dunning Interior Artists: Thiago ‘Grafix’ Carvalho, Caleb Cleveland, Thomas Denmark, Allan Ditzig, Talon Dunning, Marcio Fiorito, Mitch Foust, Jacob Glaser, Ginger Kubic, Darrell Langley, Patrick McEvoy, Chris Malidore, Jeremy Mohler, David Esbri Molinas, Travis Moore, Eric Olsen, Philip Renne, Joe and Rob Sharp, and Jean-Francois Trudel Cartography: Bob Burke, Brian Jelke, Steve Johansson, David S. Kenzer, Mark Plemmons, D.M. Zwerg and Rob Lee Project Manager: David S. Kenzer Production Manager: Steve Johansson Playtesters: Rob Lee, Benjamin Lott, John Wright Design Team: David S. Kenzer, Brian Jelke, Steve Johansson and Jolly R. Blackburn Table of Contents Introduction . .2 Career Paths . .24 Chapter 1: Races and Regions . .3 Prestige Classes . .27 Humans . .3 Chapter 3: Weapons, Equipment and Magic . .35 Hobgoblins and half-hobgoblins . .7 Weapons . .35 Other Humanoids . .8 Armor . .40 Special Humanoids . .9 Musical Instruments . .41 Feats . .10 Special Items . .42 Character Description . .14 Mounts and Ships . .44 Religion . .15 Spells . .45 Food and Drink . .15 Chapter 4: the Kingdom of Meznamish . .51 Currency . .16 Chapter 5: the Confederacy of Ahznomahn . .91 Style of Dress . .16 Chapter 6: the Kingdom of Ozhvinmish . .123 Language and Naming . .16 Chapter 7: the Kingdom of Ul-Karg . .165 Age . .18 Chapter 8: the Kingdom of Zazahni . .185 Height and Weight . .19 Chapter 9: Western Svimohzia and Vohven Jungle . .215 Pronunciation Sampler . -
Kingdoms of Kalamar (4Th Ed.) Preview
BOOK 1: CAMPAIGN SETTING SOURCEBOOK Design Team: David S. Kenzer, Brian Jelke, Steve Johansson, Lloyd Brown III, and Jolly R. Blackburn Sourcebook Revision: Mark Plemmons Editors: Brian Jelke, Jennifer Kenzer, Pat Horn, Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Matthew Armstrong, Jennifer Burke, Anthony Carpenter, Caleb Cleveland, Storn Cook, Thomas Denmark, Henry Glass, Lars Grant-West, Renato Guedes, Scott Kester, Ginger Kubic, Hung Vinh Mac, Matt Mitchell, Travis Moore, William O’Connor, Eric Olson, C. D. Regan, Kevin Stephenson, Rebecca Tudor, Ray Vantilburg, George Vrbanic, Kevin Wasden Cartography: Bob Burke, Brian Jelke, David S. Kenzer, Mark B. Tudor, Craig Zipse Art Director/Layout: Mark Plemmons Production Manager: Steve Johansson Table of Contents Introduction . .2 Chapter 8: Organizations . .163 Chapter 1: Races of Tellene . .7 Chapter 9: Languages . .169 Chapter 2: Brandobia . .21 Chapter 10: The Gods of Tellene . .181 Chapter 3: Kalamar . .41 Appendix A: Celestial Bodies and Calendar . .239 Chapter 4: The Young Kingdoms . .77 Appendix B: Cities and Law . .245 Chapter 5: The Wild Lands . .101 Appendix C: The Imperial Legion . .251 Chapter 6: Reanaaria Bay . .125 Appendix D: Quick References . .257 Chapter 7: Svimohzia . .141 Appendix E: Pronunciation Guide and Glossary . .269 © Copyright 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Kenzer & Company Phone: (847) 662-6600 511 W Greenwood Ave Fax: (847) 680-8950 Waukegan, IL 60087 email: [email protected] Visit our website: www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. -
Threshold Issue 10 V5
#10 The Mystara Magazine The tenth issue of the Mystara Magazine, featuring Elves of Mystara, and their countless Realms. pandius.com thepiazza.org.uk Previous Issues Previous Issues Issues #1 to #9 of THRESHOLD - the Mystata Also available at the same location are higher Magazine, are available for download from the resolution versions of the maps that were Vaults of Pandius website. included in the issue’s PDF, allowing greater detail to be viewed. #1 #2 #3 #4 Karameikos Vaults of Pandius The Sea of Dread Return to Dread #5 #6 #7 #8 Exploring The Northlands Exploring Warlords Davania Norwold of Norwold #9 Hollow World THRESHOLD: The Mystara Magazine Issue #10 Issue Contents ISSUE #10 Editorial Credits.....................................................................2 Editorial..................................................................................3 This Issue s Contributors.......................................................4 Call for Contributors..............................................................6 Elven Calendar and Holidays.................................................7 The Elven Clans and Their Migrations.................................10 Elves of Mystara - Elven Class Variants.................................39 The Fall and Rise of the Canolbarth.....................................65 The Stalkbrow Bad Magic Node.........................................115 Vesperlands Atlas................................................................125 Savage Seas: Pirates, Corsairs & Buccaneers.....................140 -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found. -
Finding Aid Template
Brian Sutton-Smith Library and Archives of Play PlaGMaDA Papers Finding Aid to the Play Generated Map and Document Archive (PlaGMaDA) Papers, 1974-2014 Summary Information Title: Play Generated Map and Document Archive (PlaGMaDA) papers Creator: Timothy Hutchings (primary) ID: 114.894 Date: 1974-2014 (inclusive); 1980s-2000 (bulk) Extent: 15.1 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Play Generated Map and Document Archive (PlaGMaDA) papers are a compilation of hand-drawn maps, sketches, notes, reference materials, and other documentation generated by numerous players of assorted role-playing games. Dated materials are primarily from the 1980s through 2000. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Play Generated Map and Document Archive (PlaGMaDA) papers were donated to The Strong in April 2014 as a gift from the Play Generated Map and Document Archive (PlaGMaDA). The papers were accessioned by The Strong under Object ID 114.894. The papers were received from Timothy Hutchings, the Founding Director of the Play Generated Map and Document Archive, in seven large boxes. -
Living Kingdoms of Kalamar Campaign Information Briefing
INTRODUCTION Here in the introduction, we unravel one of the biggest mysteries of Living Kingdoms of Kalamar: “What is a Living® campaign?” A Living® Campaign is an organized role-playing campaign that is played simultaneously worldwide. Kenzer & Company, in conjunction with the Role-Playing Gamers Association (RPGA), directs the Living Kingdoms of Kalamar campaign. This campaign is played in many locations around the world of Tellene from our home in the Principality of Pekal to the southern jungles of the Vohven and the frigid northern wastes of the Wild Lands. Its plots, while maintained by the creative staff, are mainly the product of the wonderful imagination and hard work of our various authors and players. That's right, you are important to the Living Kingdoms of Kalamar campaign. What you do and with whom you talk make a difference in its long-term development. As the campaign progresses, more and more of our modules will be written with multiple endings. This means that players need not feel restrained from doing what they feel their character would do and what they feel the module expects them to. If you refuse to submit to the foreign diplomat’s insults in the middle of peace negotiations, then we want you to do what you feel is right. The world is truly Living and you can make the choices you feel appropriate, and experience the repercussions of your actions. Convention staff and tournament organizers can download scenarios from RPGA Headquarters. Kenzer & Company sanctions these scenarios and only sanctioned scenarios (along with the adventure modules approved for adaptation, found on the Living Kingdoms of Kalamar page) allow a character to gain experience and treasure. -
PDF Download Racial Cities 1St Edition Ebook, Epub
RACIAL CITIES 1ST EDITION PDF, EPUB, EBOOK Giovanni Picker | 9781317612230 | | | | | Racial Cities 1st edition PDF Book Publication un dated. Shows some signs of wear, and may have some markings on the inside. A nice little copy. Published by Holt McDougal One public defender detailed an incident where she was in an elevator with her Black, teenage clients, when a White court officer sergeant said, "Keep running your mouth. Dungeon Master's Guide. Johnson's report recommends developing mandatory bias training for judges and non-judicial employees, strengthening the process for reporting incidents of racial bias, and to emphasize that reports can be filed anonymously. Seller Image. Add to Basket Used Hardcover. The people of Saragar call them "ghost elves" for their fair complexions, light blonde hair and pale blue eyes. Fan Feed 0 Alignment. Condition: Good. Will not include dust jacket. Reviews 0. Published by Oxford University Press, Incorporated After the second wave of elven immigrants arrived, the Time of Dragons ended and the period known as the First Flowering of the Fair Folk began. NOT a Remainder. Half-Elves have long ears like elves. Seller Rating:. Smart Cities for Technological and Social Innovation establishes a key theoretical framework to understand the implementation and development of smart cities as innovation drivers, in terms of lasting impacts on productivity, livability and sustainability of specific initiatives. Wizards of the Coast. Great condition for a used book! First Edition. Tissued illustrations in book. Has used sticker s and some writing or highlighting. There are no minimum ability score requirements to play a race. -
Dragon Magazine #163
SPECIAL ATTRACTIONS Issue #163 9 The endless challenge of magic. Vol. XV, No. 6 November 1990 Back To School Magic School! Gregory W. Detwiler 10 If you want to be a specialist mage, youd better know each schools Publisher pros and cons. James M. Ward Oops! Sorry! Donald Hoverson Editor 15 So you miscast a fireball spell. What could possibly happen? Roger E. Moore Hedge Wizards Gregg Sharp 18 Some mages are perfectly happy to see a dungeon. Fiction editor never Barbara G. Young Magic Gone Haywire Rich Stump 27 Lots of things can go wrong with a magical item. Such as . Assistant editor Dale A. Donovan A Hoard For the Horde David Zeb Cook Insert A gatefold special: A hoard (horde?) of four new monsters for the Art director FORGOTTEN REALMS setting. Larry W. Smith Production staff OTHER FEATURES Gaye OKeefe Angelika Lokotz Tracey Zamagne The Role of Books John C. Bunnell 32 Murders most foul in universes most bizarre. Subscriptions Janet L. Winters The Voyage of the Princess Ark Bruce A. Heard 41 Betrayal and escapeinto the claws of darkness. U.S. advertising The Role of Computers Hartley, Patricia, and Kirk Lesser Roseann Schnering 47 When a dungeon thaws out, it goes bad right away. U.K. correspondent Storm Winter fiction by M. C. Sumner and U.K. advertising 58 Her father was kidnapped. Then a kidnapper came to ask for her help. Sue Lilley The MARVEL®-Phile David E. Martin, Chris Mortika, Scott Davis, 71 and William Tracy Just because a villain is dead doesnt mean you cant bring him to life. -
Liste Des Modules Donjons & Dragons
En bleu : gamme officielle française 20/01/18 Liste des modules Donjons & Dragons – En vert : traduction / révision du DDD (1978-1994) En noir : non traduit Les dates indiquées sont celles des sorties VO. En rouge : traduction en cours Source : http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_modules En gris : trad en « stand-by » A A—Aerie of the Slave Lords— Le Repaire des esclavagistes est une campagne de 4 scénarios pour AD&D reliés entre eux et créés pour la XIII° Gen Con pour le monde de Greyhawk. Ils peuvent également, précédés par les modules de la série T et suivis par ceux de la série G, s’insérer dans une campagne plus longue. Code Titre Niveaux Auteur(s) Année A1 les Fosses à esclaves de la cité souterraine 4-7 David Cook 1980 A2 le Secret du fortin des esclavagistes 4-7 Harold Johnson, Tom Moldvay 1981 A3 À l’assaut du repaire des Seigneurs des chaînes 4-7 Allen Hammack 1981 A4 Dans les cachots des Seigneurs des chaînes 4-7 Lawrence Schick 1981 A1-4 Scourge of the Slavelords 4-7 Multiple 1986 AC—ACcessory Modules— série d’accessoires pour D&D (Base, Expert, Compagnon, Master), la plupart incluaient des mini-aventures. Ils sont en général associés au monde de Mystara bien qu’ils soient souvent assez génériques. Code Titre Niveaux Auteur(s) Année AC1 Shady Dragon Inn N/A Carl Smith 1983 AC2 Écran de combat et mini-aventure 4-7 David Cook 1984 AC3 The Kidnapping of Princess Arelina 2–5 Garry Spiegle 1984 AC4 le Livre des merveilles magiques N/A Frank Mentzer, Gary Gygax 1985 AC5 Player Character Record Sheets N/A N/A 1985 AC6 Player Character Record Sheets N/A N/A 1985 AC7 Écran master N/A N/A 1985 AC8 The Revenge of Rusak 7–9 David Cook 1985 AC9 Creature Catalog N/A Various 1986 AC10 Bestiaire des dragons et Géants Multiple N/A 1987 AC11 The Book of Wondrous Inventions N/A N/A 1987 B B—Basic — série pour être utilisés avec la boîte de base de Donjons et Dragons.