Chronological History of Eastern Oerik
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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. -
Cult of the Dragon
Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc. -
Ravnica Fancy Spoiler List
Ravnica: City of Guilds Expansion set for Magic: The Gathering This card list is copyrighted, but may be distributed freely in unmodified form at no more than cost of duplication. It is an original work with exact text card descriptions provided to assist players and collectors. It is not approved by Wizards of the Coast, but it should not violate the rights and protection that they are entitled to. This card list was created by Eric DeWall, based on a template originated by Stephen D’Angelo. Ravnica: City of Guilds (expansion code: RAV) is the 1st set in the Ravnica block. It was released on October 7, 2005. The expansion symbol is a tower. The set contains 306 cards, distributed as follows: Land Artifact Multicolor Black Blue Green Red White Rare 4 8 28 10 9 10 9 10 88 Uncommon 4 8 20 12 10 12 10 12 88 Common 4 5 16 15 20 15 20 15 110 Basic Land 20 - - - - - - - 20 32 21 64 37 39 37 39 37 306 Key: Rare cards (R) are shown in bold text. Uncommon cards (U) are shown in italicized text. Common cards (C) are shown in normal text. Cards reprinted from a prior set (other than Basic Land) are footnoted with prior set and rarity detail. Basic Land Card Name Spell Type Ability Forest 303 Basic Land - Forest T: Add G to your mana pool. 304 305 306 Island 291 Basic Land - Island T: Add U to your mana pool. 292 293 294 Mountain 299 Basic Land - Mountain T: Add R to your mana pool. -
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 ......................................................................................................................................... -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
Gaz Wendar V3[1].2.Pdf
Unofficial Game Accessory The Realm of Wendar Editor J. T. R Content by Jesper Andersen, Traianus Decius Aureus, Marco Dalmonte, Gary, Geoff Gander, Bruce Heard, Lost Woodrake, Mortepierre Malepeste, J. T. R, Shawn Stanley, Patrick Sullivan, Thorfinn Tait, and Zendrolion Table of Contents Welcome to Wendar ................................................................................................................................... 2 History as the Characters Know it ........................................................................................................... 3 History as the Immortals Know it ............................................................................................................ 4 Geography ................................................................................................................................................... 9 Society ........................................................................................................................................................ 12 Military....................................................................................................................................................... 15 Personalities .............................................................................................................................................. 16 Special Rules for Wendar ........................................................................................................................ 18 Monsters.................................................................................................................................................... -
Dragon Magazine #136
Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant. -
Rune Caster – a New Character Class
Sample file Rune Caster – A New Character Class THE RUNE CASTER WHAT IS A RUNE CASTER? WHY PLAY A RUNE CASTER AND NOT A A rune caster is a master of arcane spells, but WIZARD? rather than relying on a spellbook, the rune In certain campaigns your pointy hat caster uses magical symbols known as runes. In bookworm wizard might not fit thematically, addition the rune caster is much more for instance in a Viking campaign. In these dependent on ritual spellcasting. situations the rune caster might be a better option. WHAT IS A RUNE? A rune is a magical symbol that allows the rune CREATING A RUNE CASTER caster to cast one or more cantrips or spells. Creating a rune caster character requires a The rune caster carries these runes around and backstory where your character came into uses them as an arcane focus for spell casting. contact with the arcane. This contact awoke an Often the rune caster will use these runes in interest, causing your character to study the rituals for casting spells. arcane afterwards. It is often the case that the study of arcane lore is forbidden and your character had to do it in secret. Perhaps the predominant religion considers such studies heresy. Whatever the case, your character feels strong and confident enough now to use the abilities. The Rune Caster Proficiency Runes Runes - Spells Slots per Spell Level - Level bonus Features Known Attuned 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Rune casting, Ritual casting 3 1 2 - - - - - - - - 2nd +2 Rune recovery 3 1 3 - - - - - - - - 3th +2 Portent 4 2 4 2 - - - - - -
Dante Alighieri's Divine Comedy – Inferno
DIVINE COMEDY -INFERNO DANTE ALIGHIERI HENRY WADSWORTH LONGFELLOW ENGLISH TRANSLATION AND NOTES PAUL GUSTAVE DORE´ ILLUSTRATIONS JOSEF NYGRIN PDF PREPARATION AND TYPESETTING ENGLISH TRANSLATION AND NOTES Henry Wadsworth Longfellow ILLUSTRATIONS Paul Gustave Dor´e Released under Creative Commons Attribution-Noncommercial Licence. http://creativecommons.org/licenses/by-nc/3.0/us/ You are free: to share – to copy, distribute, display, and perform the work; to remix – to make derivative works. Under the following conditions: attribution – you must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work); noncommercial – you may not use this work for commercial purposes. Any of the above conditions can be waived if you get permission from the copyright holder. English translation and notes by H. W. Longfellow obtained from http://dante.ilt.columbia.edu/new/comedy/. Scans of illustrations by P. G. Dor´e obtained from http://www.danshort.com/dc/, scanned by Dan Short, used with permission. MIKTEXLATEX typesetting by Josef Nygrin, in Jan & Feb 2008. http://www.paskvil.com/ Some rights reserved c 2008 Josef Nygrin Contents Canto 1 1 Canto 2 9 Canto 3 16 Canto 4 23 Canto 5 30 Canto 6 38 Canto 7 44 Canto 8 51 Canto 9 58 Canto 10 65 Canto 11 71 Canto 12 77 Canto 13 85 Canto 14 93 Canto 15 99 Canto 16 104 Canto 17 110 Canto 18 116 Canto 19 124 Canto 20 131 Canto 21 136 Canto 22 143 Canto 23 150 Canto 24 158 Canto 25 164 Canto 26 171 Canto 27 177 Canto 28 183 Canto 29 192 Canto 30 200 Canto 31 207 Canto 32 215 Canto 33 222 Canto 34 231 Dante Alighieri 239 Henry Wadsworth Longfellow 245 Paul Gustave Dor´e 251 Some rights reserved c 2008 Josef Nygrin http://www.paskvil.com/ Inferno Figure 1: Midway upon the journey of our life I found myself within a forest dark.. -
Warhammer Fantasy: Dogs of War Welcome Jumper to Tilea, Your
Warhammer Fantasy: Dogs of War Welcome jumper to Tilea, your newest home! Tilea is a nation of the Old World, lacking a central government. Sharing a common language and culture it is politically divided in twenty two city-states, seventy eight alliances and more politicking, assasinations, backroom dealing and skullduggery than you could ever have thought possible. An old joke about Tileans states that two strangers in a room together will spawn three factions and four civil wars in an hour. The city states have varying forms of government - some are republics while others are principalities, true democracies, theocracies, tyrannies, kingdoms and everything in between. At times it seems as if the people here will plant a flag on any bit of land bigger than a dinner table and fight to the death to keep it! Tilea is famous for its mercenaries. Men are the most common, but Dwarfs, High Elves and Ogres are also employed in the armies of the Merchant Princes. Though not common, other races appear from time to time, drawn by the allure of a life spent killing people for money. All but the most unholy abominations will find, if not a warm welcome, at least grudging acceptance. From here you form your own mercenary company, recruit troops and then spend the next ten years waging war, not for honour, not for glory, but for the greatest thing of all, cold, hard cash!* *Or Teeth. Be warned mercenary, this world is contested by the four ruinous powers of chaos, the Blood God Khorne, the Lord of Stagnation, Grandfather Nurgle, Tzeench, Changer of Ways and the Prince of Excess herself, Slaneesh. -
Mythology: Gr
Mythology: Gr. 4-6 All books can be found in the Juvenile Fiction or Juvenile Paperback section by author’s last name. *This book is part of a series or trilogy. Abbott, Tony Golding, Julie THE BATTLE BEGINS * SECRET OF THE SIRENS * Fourth-grader Owen, whose everyday world is forever changed when he Upon moving to the British Isles, Connie becomes part of a secret society witnesses the disappearance of a classmate through the floor of their school, that shelters mythical creatures, and must use her ability to communicate embarks on a daring rescue mission with friends Jon and Sydney. with these beings to protect them from evil and the incursions of humans. Cadnum, Michael Harris, Joanne STARFALL: PHAETON AND THE CHARIOT OF THE SUN RUNEMARKS Phaeton undertakes a long and dangerous journey to the gates of dawn to Maddy Smith, who bears the mysterious mark of a rune on her hand, learns confront the mighty god of the sun, Apollo, and is granted one wish. that she is destined to join the gods of Norse mythology and play a role in the fate of the world. Colfer, Eoin ARTEMIS FOWL * Hennesy, Carolyn When a twelve-year-old evil genius tries to restore his family fortune by PANDORA GETS JEALOUS * capturing a fairy and demanding a ransom in gold, the fairies fight back with Thirteen-year-old Pandy is hauled before Zeus and given six months to magic, technology, and a particularly nasty troll. gather all of the evils that were released when the box she brought to school as her annual project was accidentally opened. -
The Great Flanaess River Adventure
RCI The Great Flanaess River Adventure (“Greyhawk or Bust”) By The Oliver Brothers A CAMPAIGN ADVENTURE TAKING CHARACTERS FROM LEVELS 1-10+ This campaign is the ultimate hex crawl, taking the newly formed adventuring party by canoe from the northern reaches of Blackmoor to the “Gem of the Flanaess” - Greyhawk– via the Velverdyva River , a journey consisting of 94 hexes and 2,820 miles! The journey of a lifetime awaits your new characters in this river campaign. Organized in 15 chapters, consisting of over 500 pages, and a dozen major adventures, the ultimate goal of this campaign is very simple: Greyhawk or bust! Get ready to return to the greatest world in the history of role playing games for some old school, classic, first edition, Advanced Dungeons & Dragons. Dedicated to Gary Gygax and Dave Arneson For bringing us together as “brothers-in-arms” Where'er thou sail'st who sailed with me, Though now thou climbest loftier mounts, And fairer rivers dost ascend, Be thou my Muse, my Brother. I am bound, I am bound, for a distant shore, By a lonely isle, by a far Azore, There it is, there it is, the treasure I seek, On the barren sands of a desolate creek. I sailed [down] a river with a pleasant wind, New lands, new people, and new thoughts to find; Many fair reaches and headlands appeared, And many dangers were there to be feared. -Henry David Thoreau, A Week on the Concord and Merrimack Rivers Table of Contents Title RC (River Campaign) Module # Introduction RCI Chapter 1: Blackmoor RC1 Chapter 2: Burneal Forest RC2 Chapter 3: Tiger & Wolf Nomads RC3 Chapter 4: Lake Quag RC4 Chapter 5: Clatspur Range RC5 Chapter 6: Yatil Mountains RC6 Chapter 7: Highfolk RC7 Chapter 8: Veluna RC8 Chapter 9: Dapple Wood RC9 Chapter 10: Iron Wood RC10 Chapter 11: Verbobonc RC11 Chapter 12: Gnarley Forest RC12 Chapter 13: Dyvers RC13 Chapter 14: Nyr Dyv RC14 Chapter 15: Greyhawk! RC15 Preface enough to journey by canoe to the Gem of the Flanaess, they will soon find out.