World of Lagal Information

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World of Lagal Information

Post by masterclif »

This topic is for discovered information on the world. It doesn't contain everything. Just fills up as the party explores it.
- It starts in the mountains to the west 500 years ago. Dwarves had dug up a sealed chamber, and someone broke into it. This released a lich who immediately started killing people and raising an undead army. They swept both east and west from the mountains, while north and south is the ocean. Nobody knows of the undead army that went west. As the rest swept east, with refugees running from them, the cities in the main continent would fall. A fortified port city was soon the last one left. This city already had thick walls, and by the time the lich came, those walls were strengthened. Now they stand 50 feet up, and wide enough for five to walk side by side.
- For the next 200 years, the city would proceed out and destroy the lich's army. The lich has a particular hatred for the smaller races, and so they largely abandoned the city over 200 years of being targeted. A couple of the gnome gods, and a halfling god, aligned with the lich and tried to subvert the city from within while the lich attacked from without.
- Years would pass, and the lich would come again. The lich was finally destroyed for good near the mountains to the southeast of the city. The various magics destroyed the area, and created a vast poisonous swamp that cut the city off from the mountains. The fortified port city changed it's name to Held due to the actions of the wars. In the past 50 years, the swamp has swiftly shrunk, the poison has faded. The town guard is a shadow of it's former self. With only a couple that were alive at the time, the story has become legend. Peace has fattened the sheep.

&=Spoilers for Party

Cast:
NPCs * 5/25/20
&Enemy NPCs * 11/21/19
&Rebel Forces NPCs
Lancaster NPCs * 2/1/19
Ziberit NPCs * 10/6/19
Organizations * 4/26/20
&Zoology * 1/23/19

Atlas:
Main Continent * 3/2/18
Lancaster Island * 5/2/20
Ziberit Continent * 2/1/19

Magics:
&Rituals * 8/6/19
Lycanthropy
&Chaos Touched * 5/9/19
&Non-Standard Magic Items * 5/17/20

&Mirror World Details:
&Prison * 12/18/12
&Dissidents * 12/18/12
&NPCS * 2/18/13

* - Last updated
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Re: World of Lagal Information

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Map of the continent we are on. This map is about 20 years old in-game time, and I haven't drawn plains on it yet(topography is fun). And the mountains...Stupid contour topography never looks fully right. Best I could think of though.
I'll probably end up redrawing the entire blasted thing and make it look nice, but this is it for now.

City of Held: Major port city.
  • Populated primarily by dwarves and humans.
    Dwarves were chased out of their homes by a lich who was gathering his forces.
    It's used as a place for trade in the area.
    Used to have a more diverse population. The threat of a lich's army saw to a mass exodus.
    General dislike for smaller races since most of those left to city to escape the lich.

Trench Marsh
  • Cursed by a dying lich as his phylactery was destroyed.
    The magic was turned wild in this region.
    Chaos sometimes influences abilities here.
    The water is especially infused with the chaotic energies, and can be used to enhance certain alchemical reactions.
    Legend has it that if you found the pieces of the lich's phylactery, he will come back and bestow one wish.

Trech Castle
  • Located in Trench pass, which is in the Trench mountains.
    Through great magics, a pass was dug into the mountains. It was here that the castle was built.
    The place was empty till about fifty years ago, when the dead started to rise once again.
    Nothing seems to grow here, and only undead have been spotted.
    Once the location of a goodly wizard king.
    • He felt it as his duty to collect powerful artifacts and protect the world from their corrupting presence.
      It was the Hand and Eye of Vecna that finally managed to turn the once goodly king into an evil being. Fearful of death, he became a lich so that he may continue his reign.
      Glad of his undeath, the king spread that gift to his subjects.
      Eventually, the king decided that he should spread his order to the surrounding regions.

Crystalwater Lake
  • So named because on a clear morning or sunset, the reflection from the sun off the water gives the illusion of solid, unmarred crystal.
    A strange magic prevents interaction between the fresh water of the tributaries and the ocean.
    Crystalwater City floats on the lake.
    • One of the defenses used to prevent the spread of a lich was to shroud the water in mist.
      Since then, sunlight has not reached the water.
      Nobody has heard from the city since the mist covered the land.
      Various aquatic creatures that were encountered, by those passing through, were reported to have 'magical abilities'. Though this was never confirmed officially.

Peninsula Desert
  • Nomadic Tribes:
    • Phoenix Tribe – Largest tribe of orcs. Repeatedly raids kruthik hives
      Wolf Tribe – A tribe of orcs and goliaths that tend to split into small raiding parties to attack caravans.
      *Geier Stamm – Tribe of orcs, humans, and half-orcs that populate the western end of the desert.
    Kruthik Hives:
    • Near the oasis.
      Near western and eastern ends.


Lakaj Point: Major Port City
  • Populated primarily by humans, halflings, and elves.
    Slavery is legal, and mostly run by Yuan-Ti.
    There are some blue kobolds in the area, who rent themselves out as labor.
    Elves usually are of the noble houses.
    The halflings have some that came from Held.
    Just about everyone can be paid, for a price.
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Re: World of Lagal Information

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Ritual of Binding
Arcana
An invisible force wraps around the target, preventing contact. If the target is not an object, it must agree to be bound or the ritual fails.

Level: 16
Component Cost: 5500gp, Paragon Sovereign Glue, Silk Rope, Small Cage
Category: Binding
Market Price: None
Time: 1 hour
Key Skill: Arcana
Duration: Special

Wrapping the small cage with silk rope, and using the sovereign glue to seal them together, you bind the target to the components. On a failure, the components are not consumed. At the completion of this ritual, make an Arcana check. The result determines the length of time bound.

Arcana Check
DC 20: 1 Hour
DC 23: 1 Day
DC 27: 1 Week


*Ritual of Clensing
Component Cost: Fully charged Disc of Souls, Blood of the Target, 100GP Diamond Dust, Regeneration
Category: Abjuration
Market Price: None
Time: 24 hours
Key Skill: Arcana
Duration: Permanent

Drawing an arcane circle on the ground with the blood of the target, the Disc of Souls is placed inside. This ritual complete drains it and the chaotic energies that have suffused the target are burned away. The spell then requires the casting of Regeneration or a scroll of Regeneration to be used in order for the target to grow back healthy tissue. A weaker healing spell can be used, but results may vary, depending on how much of the target is corrupted.


Ritual of Time Travel
To be or not to be; that is the question. This power we hold, are they an insight of what will be, or only what may? For if, the future is indeed imutably foretold, then our demise is but moments from the confirmation. For me, I could not live if not the master of my fate. But if the future can be changed, if this travel is merely one path of all the myriad ways the cosmos might conform, then the power is infinite, and yet, still limited. For this could be used but once, and in that change be rendered fiction, forevermore. I could destroy it! But no. T'would be a coward's answer. I will know the truth instead. Then, it will be either them, or us, that face oblivion. Till then!...
You created a shimmering circle of shifting colors that rotates slowly. A dim light emanates from the middle of the portal, but the circle itself does not. As you step in the circle, you feel wrenched in circles as if spinning. After a few minutes, your vision clears and you are in another time.

Level: 21
Component Cost: Fully charged Disc of Souls and a healing surge from each person as they step through.
Category: Travel
Market Price: None
Time: 1 hour
Key Skill: Arcana
Duration: 1 minute.

You form a one-way shortcut across time and space, linking your time to another through a permanent teleportation circle. With a step, you can move from one circle to the other. As part of performing the ritual, you must sketch out a 10-foot diameter circle. This temporary teleportation circle must exactly match the permanent teleportation circle at your destination. It disappears at the end of the portal's duration.
At the completion of this ritual, make an Arcana check. The result determines the accuracy of the ritual.

Arcana Check
DC 23: Within one month of target time.
DC 27: Within one week of target time.
DC 31: Within one day of target time.

A failed ritual does not consume components. The ritual can be blocked through sufficiently powerful warding magic. If your area or your target destination is warded in such a manner, the ritual fails and does not consume components.

Vecna's Arcane Trap
The spell is a transmutation two-parter. Vecna's domain of knowledge to change their memories, and the arcane source of transmutation to change their abilities. Supposed to change race and class, but with two targets, it was split between them.
"It's a divine/arcane hybrid of polymorph. You didn't roll high enough to know duration or how to break it though."

Known Magic Circles
Known by Party:
City of Held - City Hall
Nerra - Supply Depot
D'Jaze

Known by Zanne but not the party:
D'jaze
Gobblesnit
Hanah - Old Dwarf Ruins
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Re: World of Lagal Information

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Lycanthropy

Code: Select all

Wererat Lycanthropy is not a good thing.  Wererats are sneaky, underhanded, and evil.  A person afflicted with Lycanthropy is living a constant test of sliding to evil.  A person with this stage of Lycanthropy has features changing little by little into a look that reflects the one that infected them.  This can happen gradually over time, or when each shift occurs.

Wererat Template
 - Shift into Hybrid Form when bloodied.  Lasts until the end of the encounter.  Does not work with items that cause the bloodied state.
 - Regeneration 5 (if the Wererat takes damage from a silver weapon, it's regeneration doesn't  function on it's next turn.) Ends when no longer bloodied.
 - Immune to Filth Fever
 - Climb 4
 - When shifted, you may use your weapon's enhancement bonuses to Wererat attack and damage rolls.
 - Bite:  dex vs ac; 1d4+Dex mod and contracts filth fever.  This attack may be used as a melee basic attack.
 - Filth Fever: Endurance stable DC 16, Improve DC 21
Initial effect: lose one healing surge
Second Stage: -2 to ac, fort, and ref
Final Stage: -2 to ac, fort, and ref.  Target loses all healing surges and cannot regain hp.



Wererat Paragon Path Features

Code: Select all

  In rare cases, this affliction has been embraced.  Made into a tool to be used, instead of being the tool itself.  This paragon path embodies the decision to accept flaws, and gain strength from them.  In the Wererat Paragon Path, the character learns to control his or her shifting, and gains powers suitable to Wererats.

  Control(11th Level):  You gain control of your shifting ability, and can shift to your hybrid form or dire rat form as a move action.
  Accelerated Disease(11th Level):  When you spend an action point to take an extra action, you may make a free Dex vs Fort attack.  On hit, deals 1d4+Dex mod damage, and inflicts second stage of Filth Fever(save ends).  The AC, Fort, and Ref defenses are reduced by 2.
  Attack the Distracted(11th Level):  Once per round, when you have combat advantage against an enemy and in hybrid or dire rat form, you may add extra damage after hitting with an attack.  Your target takes +1d8 damage, and is upgraded to +2d8 at level 21.
  Taste of Blood(16th Level):  Whenever you score a critical attack, the target grants combat advantage to you till the end of your next turn.
 

Wererat powers
 
Go for the Eyes   Wererat Attack 11
You make a debilitating strike.
Encounter ♦ Martial, Melee
Standard Action - Melee Range
Target: One Creature
Attack: Dex vs. AC
Hit: 2[W]+Dex modifier damage, and the target is Blinded till the end of your next turn.

Wall Scurry   Wererat Utility 11
you scurry up a wall like it was the ground.
Encounter
Minor Action
Target: Self
Usable in Hybrid or Dire Rat form.
Effect: Gain +3 climb speed until end of your turn.


Bleed for Me   Wererat Attack 20
You tear a hole in the enemy that refuses to close.
Daily ♦ Martial, Melee
Standard - Melee
Target: One Creature
Attack: Dex vs. AC
Hit: 4[W]+Dex modifier damage, and ongoing 10 damage(save ends).
Miss: Half damage and 5 ongoing damage(save ends).


Feats

Heroic Tier:

Rodent Bone Structure
Requirements:  Wererat
When determining effects of squeeze, you are considered one size category smaller.  You gain a +2 racial bonus when using acrobatics.


Paragon Tier:

Accelerated Change
Prerequisites:  Wererat Paragon Path, 11th Level
Your Control ability is now only a minor action instead of a move.

Enhanced Natural Weapon
Prerequisites:  Wererat, 11th Level
Your unarmed attack increases a die size(d4>d6) and you gain a +3 proficiency bonus to attacks made with it at 11th level.  This increases another die size(d6>d8) at 21st level.  You may use this value for unarmed attacks made in your hybrid form or your animal form only. In human form your unarmed attack remains d4 and you cannot gain proficiency.

Improved Regeneration
Requirements: Wererat, level 11
Your Wererat Regeneration gains a +2 racial bonus.


Epic Tier:

Rapid Regeneration
Requirements:  Wererat, Level 21
You add your con modifier to your Regeneration.
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Re: World of Lagal Information

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Lancaster Island
It is a small continent.
The graveyard is located here.
The forest surrounded a volcano.
At five points on this island, is one kingdom with at least one city.
They are constantly at war with at least one other kingdom.
Northpoint Shores Kingdom has three cities:
  • New Held is the northern most one. It was formed by refugies who had to leave the City of Held hundreds of years ago to escape an evil lich.
    • Mostly populated by halflings and gnomes. It was they who most fled the lich(hated smaller races).
      Major trade center for the continent.
      The place has a dark underground criminal element. If you want to run your business here, you do it through one of the underground guilds that own the town.
    Wanderer's Point on the left is a fishing village.
    • It is known for carving wood made from the forest near the volcano.
      Populated mostly by humans and half-elves.
      The fishing boats have been converted to defend the city for watery threats in the past, since nagas attack it every couple years.
    Fort Workshick on the right is the capital of Northpoint Shores.
    • Populated by halflings, gnomes, and half-elves.
      Leader of the place is called Goochalk. A half-orc who is surprisingly well informed and intelligent. Some say he has strong ties with the underground of New Held. What is known for certain is that he will defend his kingdom with psionic abilities.
Open Republic has a large city with a small port village on the coast nearby. Located on the eastern spoke.
  • Defender's Point was formed by those who felt the northern cities were too chaotic. Named so because their battles with the
    • Population consists primarily of humans, with a few of the halflings that disliked the attitudes found in the typical port city. Elves are seen as a nuisance, and half-elves are abominations. Half-Orcs are tolerated, since most of the city guard is populated with them.
Queen's Grace is a country of highly xenophobic people who will use force as the first option to keep people out.
  • Tirrup Currently at war with it's western sister city of Pomek. Tirrup boosts a hearty farmland.
    • Population consists primarily of elves and eladrin. While dwarves are seen as at least civilized, the other races are considered barbaric and short living.
      Batoto - Female elf. Seventh mayor of Tirrup. Tradition dictates the mayor of the city be female, and every mayor has always been of her family.
      Tro'Lenya - Female eladrin Head Librarian. Sixty years ago, she came to Tirrup to start a library while in her seventies. Known as a bitter person who gets upset if you break one of her rules. Loves to eat hard biscuits.
      Bora de Miniot the Third - Male Dwarf who owns the most famous chain of inns in the world. "If you aren't in a Bedding Inn, then you aren't in an inn at all."
      Fifty Lance Batallion - An elite battle group that patrols the northern border while riding hippogriffs.
      • Claude - Male Eladrin Hippogriff Knight who holds the rank of Captain. He leads the Fifty Lance Battalion.
        Godelieve - Female Eladrin Hippogriff Knight who holds the rank of First Lieutenant in the Fifty Lance Battalion.
        Turok - Female Orc Hippogriff Knight who holds the rank of Second Lieutenant in the Fifty Lance Battalion.
        Tinburn - Male Elf Hippogriff Knight whose job is to train hippogriffs.
    Pomek was formed by when the wealthy elite wanted their own place. Declared it autonomous recently and is currently at war with Tirrup.
    • Population consists primarily of humans, elves, and eladrin.

    The Five is a hub of five villages that has the most population, and tribal by nature.
      • Shamans and druids are the favored classes of the region, and rangers are also seen occasionally.
        Barbarian hordes also come from here, made up of those who dislike cohabiting with nature.
        Trade is the name of the game here, as money is simply shiny to their culture.
      Mossmount - Known for their unique breed of horse which has waved green patterns in the short coat, and hooves slightly finned shape that provide better propulsion in the water(swim speed slightly better than normal horse swim speed).
      • Run by a chieftain who's rank passes down to elder or favored son.
        Cheiftan is involved in settling the rare disputes that the people cannot solve on their own.
      • Grove of the Honeyed Trees - A grove of trees with a large bee population. In the middle is an expansive grove of flowers that are used by the bees. The honey, produced by the bees, is considered to be sweeter due to the dryad that both takes care of and protects the grove. With the dryad is a male halfling called Merliir. Merliir is a ranger in training under the tutelage of the dryad.
    • Trails of the Many - A series of trails above ground. Under it are winding tunnels of a predator society. Ambushes await those who tread the area, but people do brave it for the bounty of animals and edible plantlife scattered throughout. Goblins are a frequent occupier, having tribes that wander underneath. A tribe of tieflings, and a tribe of eladrin have also taken home to the tunnels, and passage below ground can be purchased.
*Nogir in the southwest spoke is a place that has had a barrier formed around it. Nothing can get in or out, or even see through it. What follows is what was known before the barrier, eighty years ago.
- *Wretsock City - Established by a mageocracy, this place is governed by a ruling body of eight wizards. Unlike some who horded knowledge, these people grew up in the same establishment.
- - *The Eight - The ruling body who uses the kingdom was their laboratory. 'Was' being the operative word. The Eight bit off a little more than they could chew. Three of their experiments escaped a testing facility and decimated the group down to two. When those two captured two of the experiments, they still didn't take enough precautions. The experiments had potential, and that potential slaughtered the rest.[/list]
- - *The Voice of the Eight - Female Elven Warlock - The Eight may have been the ruling body, but they ruled with one Voice. Her job is to say what they tell her to, when they tell her to. She has a set of orders and has been left alone to rule for long periods of time before. Unsure if The Eight are gone or just busy elsewhere, she is holding Nogir together by sheer force of will.
- - *Oncarlfen Razortooth - A devil in the service of Nogir. He is the worshipped by most of Nogir, and gains strength from it to keep the barrier up. The Eight came to him and explained what could be gained by having a totally isolated country, and told him of the advancements they could make with total autonomy to do it. He was intrigued by this, and thus agreed to stay.

  • Lancaster Volcano
    Swamp Feverpitch - A hot swamp located near the volcano that houses several species of creatures. Bullywogs, Lizardfolk, and a handful of Yuan-Ti have made their camp there. In the past 60 years, the more intelligent creatures have formed a religion based on spirits that control water, fire, and the swamp itself. This group has taken in outsiders that have no home for themselves.
    - Flipsim Kolowog - Male Drow Archbishop - A Downy Woodpeckerwere name Flipsim Kolowog. The druidic group knows him as a drow, but is actually a downy woodpecker cursed with lycanthropy to turn into a drow. He learned to control his lycanthropy, and teaches the people the ways of nature and the swamp.
    - Orungerlous the Unscrupulous - An adult black dragon that overseas the swamp's sanctity. In return for gifts, he allows certain others entry. Those that encroach without proper respect to him will find themselves at the other side of his breath attacks.


Some light detail just till I fill it in more.
Going clockwise...
Bottom right hub is mostly in a civil war and does not like outsider interference.
Bottom left city likes to keep to itself as well, but uses force at the outset to keep people out.
The five villages to the left has the most population, but it's tribal by nature.
[/list]
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Re: World of Lagal Information

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NPCs:

City of Held
Tom Brookhaven – Balding human Bard. Mayor of the City of Held. He's known to avoid taking risks whenever possible. Also owns the biggest financing system in town. Tends to show off when he can, and is known to over react to anything out of the ordinary by locking it down. Associates with Gobblesnit, Torc, Madam Mim.
Samantha Heit – Half-elf Wizard. A ranking member of the city council. She uses her magical talents to improve the city's waste disposal and waterworks. Recently, she has been spending more and more time in the sewers. Her constituents believe she is making a breakthrough in the quality of life for the city. Actually, she is working with Ragni to cure his lycanthropy.
Haer - A halfling prankster.
Gobblesnit - A famed gnome wizard with secret necromantic desires. Town council member.
Torc Axebreaker - Male Dwarf Captain of the Guard. Member of the town council. Likes Zanne for past works. Currently trying to court her.
Gerrod Axebreaker – Dwarf Barbarian. Son of Torc Axebreaker, while he is known for rebelling against his father, Gerrod is the first to spring to the defense of his father. Currently teaching the mandatory self defense courses at the town guard training grounds.
Furore the Swift – Halfling Bard. She is treated as an eternal foreigner. Confused with a certain halfling prankster from time to time, she can be seen on the streets being escorted by the city guard for questioning. While she owns a house in the high class section of town, where her money comes from is unknown. There are rumors that she gets her wealth from outside this world, but nothing has been proven.
Madam Mim - A wizened old hag of a healer.
Snarl - Kobold Ambassador. Small(for a kobold) with red scales. His tail is loped off at the end, and he moves while bent over.
Roare's General Goods - Male Human - Roar with an e. - Bunch of belt pouches tied together. His store is oversized for the area, with sections for foods, metal items, and wooden objects. Uses rolled coins. Hobby of learning to be a jeweler. Usually has a couple potions of healing for sale. Friends with Blacksmith
Blacksmith - Male Dwarf Barbarian that resized a horned helm to fit Boudica. Blacksmith of the Horned Helm. Sells metal pointed tips of various sizes, along with poles of various sizes, to better fit the size of whomever comes looking for a weapon. Friends with Roare.
Laert - Dwarf Wizard - Wears medium armor, shield, battleaxe. Blacksmith, new to area. Avoids other dwarves. Gruff demeaner. Acts histant when using knowledge to answer arcane questions. Casts spells through orb in pommel of battleaxe. Spells are usually to support others, with only a couple spells prepared for actual attacking.
Gertrude - Old wizened warty halforc female that is stooped over and wearing a dark gown. Owns a potion shop called Penelope's Penultimate Potions. Uses a transportor circle scribbed on a door to visit the cities like Held for certain alchemical parts. From Held, she likes to order swamp water from the mountains. Finds curses and transformations funny, even more when the person didn't want the transformation in the first place. Evil witch laugh. Sage. Big fan of Haer, halfling prankster.
Mr. Sprinkles - Raven Familiar of Gertrude. He is holding a touch spell of Gertrude's, and uses it on those she doesn't like. Possibly polymorph or curse of silence spell.
Promanig o'Horam - Male Elf Wizard - Abjuration specialist who works with the guard to support city defenses.
Aavretith Jomparthic - Male Elf Wizard - Abjuration specialist who learned under Promanig before joining up with the guard.
Trigrant Lihtmal - Male Elf Bard - Aging head of the news agency and part of the guard. He is responsible for the guard being well stocked with people.
Makotheruv Ignationalle - Female Elf Draconic Sorcerer - A council member who uses her draconic heritage to influence decisions. One of her parents is a dragon, though she never says which, and her parents look like elves when they visit. The kicker? They are both dragons. As someone can sometimes have draconic heritage, it turns out there was some elven heritage that came out with her.
Pentubi Proclovis - Female Elf Blade Warlock - A council member who's patron is that of a powerful fae creature in another plane. She claims that the creature just wants an agent to keep up with events in the material plane.
Rapaha Nuramen - Female Elf Barbarian - An angry person that helps train recruits of the guard. She's angry every second she is training people. The only time when she is not angry, she is fighting. She did not have a good home, growing up in the poor district, living on the edge of starvation. Wife to Bendo Nuramen.
Bendo Nuramen - Male Elf Barbarian - An angry person that helps train recruits of the guard. When he's not angry, he is fighting. Public interaction with his wife produces yelling, hitting, and storming off. In private, the two have a good laugh over the stories people make up and the looks on other's faces.
Ghortune - Male Rock Gnome - Tinker. Starting at three feet is a cowboy hat with a prominent symbol on it. What he has is a scraggily blond beard that reaches a foot from the chin, and a braided mustache that goes a foot further than that. He wears his chain shirt over dark clothing. This mountain dwarf wears fingerless gloves and long wolf furred boots. A weapon belt around his waist carries a battleaxe on one side. The other side has an empty pouch. A backpack on Ghortune's back, and a shield strapped to the side of it. In his hand appears to be a metal crossbow, but without the limb or stirrup.
Parn Tessius - Human Business partner who takes care of finances. Grew up in the same city Ghortune has been working at.
Etoh Tessius - Human Apprentice blacksmith. Grew up around Ghortune's forge.
Gronk Rahz - Orc city guard - His grandfather helped Ghortune set up shop, and Ghortune has helped his family for generations, giving them a head start on weapons training. Gronk may have started out being taught by Ghortune, but he has taken it to a higher level with a greataxe made by Ghortune for his coming of age gift.

Trills Styles
Trill - Kenku Bard. Uses clothing dye on himself to look like a blue jay, instead of a raven. Runs Trills Styles, a fashion clothing store. Front of store is dressed in colored decorations made in illusion, and various sparkles around the name. On evenings, goes to a tavern to perform music. Usually plays hand drum or lute while using kenku mimicry for a clarinet or flute. Sometimes needs various dyes.

Duncan's Shiney Emporium - Baubles, Beads, Bevels, and Bottles.
Duncan Temper - Human glass shopkeeper. Runs Duncan's Shiney Emporium. Deeply scarred hands from the glass handling. Dryphis messily caught a thief and broke his window when doing it.
Corey Temper - Human apprentice glass shopkeeper. Son to Duncan. Learning how to make the glass items sold. Also cleans the place.

Drunken Goblin Inn - Large meeting place for those who would be adventurers.
Brogg Pointoff - Male Dwarf Bartender - Runs the inn, cooks food. He's quick to dive behind his bar if anything hostile happens.
Kot Cot - Male Orc Bouncer - When groups get rowdy, he quiets them down. Has a softspoken voice and seems timid until someone hurts him or the employees.
*Rose Garnet - Female Human Server - She is able to serve people, while dodging any pinches that come her way. She also brings up supplies for the place. She used to own Garnet ranch, till the Verokov family made her sign it to them.

Prancing Pony - A medium sized tavern that overcharges their beer. Locals tend to avoid it, but some people who want music will patron it from time to time. Also donates to the guards, who in turn recommend it to any newcomers.
Tony Jills - Male Half-Elf - Owns the Prancing Pony. Used to be a part of the military in Rainsflow. Became a Seeker when King Lyo Jol'Caer took over. Uses his location to locate those he seeks.
John Booth - Youngish Male Human - New bartender. He's still a bit unsure of himself. Knows Robbie slightly as a patron who occasionally plays music at the tavern.

Garnet Ranch - Houses horses, donkeys, mules, riding lizards, dogs, and will try anything that someone can ride on.
Mikrali Verokov - Female Half-Elf Conjurer - She runs the stables. She makes sure to be there for every birth of the animals.
Jeramel Verokov - Female Elf Ranger - In charge of overseeing the training of the animals and the maintenance of the ranch. Also uses her abilities to talk to the animals when they are being rough with the help.
*Pullafel Verokov - Female Elf Fighter - Repairs damages incurred over the day to day functions of the business. She likes to brag about how little she has to do thanks to everyone working efficiently.

Kegspout Brewery - Brews a dark ale made from hops and a small amount of wheat malt to give it their trademark thick head of bubbles. The ale tends to be cloudy and slightly sour, unless you pay for their signature blend. Owns a large portion of the hops fields outside town.
There is recently a third flavour that has gained popularity made from dark roasted coffee, though that recipe is known only to Mette, Matz, and Muninn. Muninn signed off on it, and it was created a year ago, when Ragni turned 300. Between those three who know the recipe, they jokingly call it as the only way to keep Uncle Ragni awake the entire day.
Kone Kegspout - Father of the Kegspouts, 304. Head of the front staff(sales). Twin to Ragni.
Afildr Kegspout - Mother of the Kegspouts, 338. Oversees the business. Twin to Kone.
Ragni Kegspout - Uncle of the Kegspouts, 301. Runs the finances. Captured by a wererat to make cheap beer using his special hops, he was bitten. Currently trying to fight transformations at night, often making him tired during the day.
Muninn Kegspout - First Son of the Kegspouts, 210. Head of the brewers.
Mikjel Kegspout - Second Son of the Kegspouts, 170. Head of the shipping.
Michael Kegspout - Third Son of the Kegspouts, 140. Head of the cleaning staff.
Matz Kegspout - Youngest Son of the Kegspouts, 31. Twin to Mette.
Mette Kegspout - Youngest Daughter of the Kegspouts, 31. Twin to Matz.

Good Chandler's Orphanage - An orphanage in the lower class district of Held. Used to be a place to mass produce candles. It, and the building next to it, has been renovated to fit an orphanage instead. A small bit of the original building is kept to make candles for sale.
Chillithak - Male Blue Dragonborn - Came to Held following an arena champion that made him rich off of bets. Found the champion who had thrown off his fighting ways. Learned the person's story, and was moved by it. He converted his winnings into several purchases and founded the Good Chandler's Orphanage.
Mariah Bronzebender - Female Mountain Dwarf. Grew up in the lower class district of Held. Was the first to volunteer at the new orphanage and users her connections to find both children in need, and families that want a child.
Perstoff the Blue - Male Blue Dragonborn Fighter/Cleric - Grew up fighting in the arenas. Was good at it, and rose to champion before he reached adulthood. After many years of fighting, he was abducted by people who claimed to be doing it for his own good. He was taught the ways of Moradin, and found peace through belief. Eventually, he agreed with his abductors. They came to Held and turned him loose on the city. After working in the church of Moradin for two years, he was found by Chillithak. Due to that person's efforts, Perstoff routinely visits the orphanage to help when he is not tending to his duties in church. He hopes one day to start a church near the orphanage when he is of higher rank.

Zanne's Merc Group - Most famous for taking out the dreaded Ubermintion. Also responsible for faction of red kobolds in the city, trying to make peace with them. Failed to get the Naga to being friendly. Currently in town warning people about an incoming invasion from beyond the plane.
- Zanne - Human Swordmage. Leader of the group. Meepo never leaves her side. She was a warlock till an incident with a certain magical artifact. Also cursed with lycanthropy, but it's under control for now.
- Meepo - Brown kobold Warlord. Captured by Zanne and later joined the party of his own will.
- Ailwin - Male Elf Ranger with a water greatbow. Looking for Trist, a previous member who is a wilden Druid in disguise.
- Trist - Animal companion of Ailwin. Believed to be a young bear due to her size. Actually a druidic elf. Missing.
- Arak - Dragonborn Sorcerer. Joined the group midway through it's life. Tends to act as role model for Rales.
- Zero - Human Monk. Recently joined the party. Charge first and ask later is this one's motto.
- Mero Varissi - Human Artificer. Recently joined the party. Spends his time making magical equipment for the mercenary group.
- Makaria - Pyromaniac Sorcerer. She hangs out with the group, and spends most of her time honing her aim.
- - Recruits
- - - Prinkle Fieldswallow - Male Tabaxi Fighter - His tales are as numerous as the spot on his fur. He has a persistant nature, persuing his goal despite any setback.
- - - Bran "The Hand" Froalie - Human Procurement Officer - Bran grew up a slave in Lakaj Point. Caught trying to pickpocket Ailwin, rather than put to death, Ailwin purchased his life. Freed upon entering Held, Bran is greatful to the group.
- - - Srick Goodfare Forkwrench - Female Gnome Favored One - Whenever Folgareth became too much of a fuddy duddy, she would take him on a swift and totally legal adventure. When she became too loose and free, Folgareth would provide a stabilizing hand. She eventually joined this group as well, "to keep him from being boring."
- - - Folgareth von Tilamok - Male Bronze Dragonborn Archer - Him and Srick Goodfare Forkwrench are thieves. His grounded nature seemed a perfect counter to her never-ending lust for danger.

*The Pewpews - A mercenary group lead by an elf named Manndir Camosky. They tend to get results, thought the means can involve other bystanders.

*Held's Quarry - Due to the influx of dwarves from different clans 500 years ago, a central mine was dug under Held. While few places could match the quality of ore under the mountains, it was sufficient for the city to hold. While it was supposed to be shared, separate found veins have
been claimed by different groups.
- *Kegspout Vein - Sold to a group of humans to start their brewery business. The humans did not change the name.
- - *Adrik Picker - Male Human - Foreman of the vein. His family bought the mines from the Kegspout family. He has spent a profitable life following the rules laid out by the Kegspouts, and kept the name in honor of it.
- - *Jolei Picker - Female Human - Wife of Adrik Picker. She is the daughter of Duncan Temper. Growing up as the figurative bull in a china shop, her leaving to marry Adrick brought relief to the glassblower family. She does not hold back her tongue for anybody. It is rumored she can make a dwarf blush with little effort.
- - *Adelaida Picker - Female Human - Daughter of Adrik and Jolei. Adelaida knows her way around the mine like the back of her hand. She seems to have a knack for finding fresh ore.
- - *Harry Saewaddle Thorough - Male Dwarf - One of the workers at the Kegspout Vein. He loves the Kegspout Ale, he loves working in the Kegspout Mine. When in the mine he is a no-nonsense kind of dwarf. When drinking his ale, his demeanor still doesn't change. Not a single funny bone in his body.
- *Goldenhammer Vein - The Goldenhammer clan of dwarves is the oldest of the digging dwarven families from the mountains. They can seem to talk to the stone and find the greatest places to dig next.
- - *Reighleigh Goldenhammer - Runs the Goldenhammer Vein after his father retired. He is proud of his standing. Him and his father are the only ones who know the family's skeleton in the closet: His grandfather was taken over by the lich and his undead spirit made his armor.
- - *Smirna Goldenhammer - Wife of Reighleigh. Completely bald due to a childhood malady, she has made the best of it. As a young lass, she took to the mines and got filthy with rocks and dirt. When she leaves, it is said she looks to have hair of rocks and dirt.
- - *Iglen Goldenhammer - First son of the Goldenhammers. He was all set to take over the Goldenhammer Vein when a cave in of his personal cave killed him and all 10 of his crew.
- - *Billen Goldenhammer - Second son of the Goldenhammers. His path is to some day become leader in his father's stead. He does it with a grim look. He did not want the title. Running a mine is too much for him, and he gets flustered easily when doing it. Give him the money ledger though, and he can dance with the best of the book keepers.
- - *Frauripli Goldenhammer - First daughter of the Goldenhammers. Named after Smirna's grandmother, Frauripli has the same look and knowledge of her. This was done using a family tradition, where a child may take on the knowledge of the dying. Can only be done if they are related.
- *Heiren Vein - A dwarf family that rose the ranks after coming to Held. It was they that proposed a city shared mine in order to prevent infighting. This dwarven clan has always acted as a neutral third party to help settle disputes. It is said that if your argument was not heard by the Heiren clan, it was not heard at all.
- - *Zomrafen Heiren - Female dwarf. Runs the Heiren Vein. Her strength and grace is legendary. An older woman, she is the embodiment of peace and neutrality. She refuses to take a husband, and changes suitors every few decades.
- - *Torajin Heiren - Male dwarf. The youngest child of Zomrafen. His father is not known at this time. Still a child, still carefree, still learning. Torajin is unsure of his place in the world, but has the support of his family nonetheless.



Traveling Merchant
Sedi Ment - Black Tabaxi Rogue Merchant. Sells general goods as in the phb. Chance of a magic item or two. Secretly a spy for Killing Intent. An organization dedicated to locating dangerous magics, and either destroying or keeping an eye one them when found.
Dunk - Male Human Barbarian guard. Typical dumb barbarian. Follower of Ilmater. Typically whips himself in the morning. Has been betrayed in the past, so is suspicious of others that he does not know. Youngest sibling to Kunk, Nunk, and Bunk.
Bunk - Male Human Monk. Talker of the siblings. In his 50s. Hype man. Oldest of the siblings.
Kunk - Female Human Sorcerer. Twin to Nunk. Other than casting like normal, if they cast at the same time, with the same spell, the energies combines. The result is one spell with a free metamagic feat, in addition to any sorcery points they spend to add their own metamagic to it.
Nunk - Female Human Sorcerer. Twin to Kunk. Other than casting like normal, if they cast at the same time, with the same spell, the energies combines. The result is one spell with a free metamagic feat, in addition to any sorcery points they spend to add their own metamagic to it.

Mountain Pass Discovery Team - Tasked by Held to rediscover a way through the mountains through the east. The original overland and underground routes have been destroyed, but there must be a way.
Torg Johnson - Male Human Barbarian - Renowned cook known for his explosive outbursts. He channels into making fine cuisine.
Le'Geraci Kehort - Female Elf Ranger - She is a far traveling scout that uses her quick eye and quicker hands to finish her tasks.
Bonjra Vowyard - Female Dwarf Fighter - Devout follower of Moradin. She loves to read about how to make different things, from hammers to clockwork mechanics.
Ben Heart - Male Human Bard - Teller of tall tales. He makes trips bareable for his party, and his magic healing helps them as well.

Sea
Sea Witches Main Crew:
Sujatmi - Captain of the Sea Witches - Easy going captain, only kept in check by Atin.
Atin - Second in Command of the Sea Witches
Tuti - Navigator of the Sea Witches - Straight 'man' of the crew, serious in all things.
Kade - Crew of the Sea Witches
Pertiwi - Earth Crew-woman of the Sea Witches
Wening - Quiet Crew-woman of the Sea Witches


Polished Dophin:
An ocean going laker/salty that usually transports non-perishable goods and the occasional passenger. Has a couple small decks that are for storing cargo. Note: Design of a laker looks like a traditional garbage scow.
Bardryn Torglebeard - Female dwarf sea captain of the Polished Dolphin. Rogue with thief archetype(fast hands, second-story work, umd). Is aware of the twin's pranking of Sailsnap, and occasionally warns them to not go too far.
Nancy Pants - Female halfling first mate who likes to bet with Bardryn Torglebeard. Supportive of Bardryn and may see Belwas when going through port. Rogue with thief archetype(fast hands, second-story work). Occasionally helps the twins in pranking Sailsnap.
Kessa - Human female and twin of Bessa. Lankier of the two. Ship's wizard with Transmutation specialty. Spells are mostly water and wind based with dimension door and underwater breathing. Dominate of the twins. Her and Bessa like to prank and tease Sailsnap.
Bessa - Human female and twin of Kessa. Ship's gunner. She tends to the ship's weaponry, creates alchemical potions that can be sent at the enemy with the help of Kessa's spells. Bard of Swords(dueling, extra attack, Expertise). Her and Kessa like to tease Sailsnap.
Sailsnap - Kenku male druid of the moon. Forms are seagull, dolphin, shark, water elemental. His name is actually the sound of a snapping sail. Uncomfortable amoung other kenku due to always being pranked on by them. Tolerates the verbal jabs from the twins, and their pranks which target his belongings. Gets mock angry at these pranks if he figures out which of the two are responsible, and will playfully chase them around the ship before letting them get away. Does not tolerate pranks on his person at all.


Pi-Rats Main Crew:
Fire Hand Main Crew:
Boulder's Force Main Crew:


Marauders
Falsome Gang:
Billie the Kid - Dual wielding, crossbow shooting, outlaw band leader. Billie the Kid is a Minotaur that recently appeared on the main continent. He leads a band that robs outlying farms while living on the edge or life and death.
Rales - Half-Elf Bard. Was human till an unfortunate incident with a certain magical artifact. Played the fool in Zanne's party till a certain bargain was made. Stole a few things that were in Zanne's possession. Ran into the Falsome Gang and joined up.
Jack 'Dead Eye' McGraw - Greatbow packin' Githzerai sniper of the gang. Tends to deal with problems on his own.
Doc Prilas - Deva Cleric of the group. Responsible for the gang's well being. Heard you like anecdotes with your anecdotes, so he put the anecdotes of the antidotes in you with his anecdotes.
Tusk - Human Barbarian found roaming around. His passion and vocabulary let him fit right in with the rest.

The Blue Flame
A recent cult. They worship the coolness one feels when undergoing searing fire. The ritual to enter has them marked by a blue fire.
Recht - Dwarf Warlock. Leads the group ceremonies. One of the twins that lead this cult.
Links - Dwarf Warlock. Tracks finances and planning. One of the twins that lead this cult.
Ober - Human Warlord. In charge of day to day operations.
Jimmy - Human Monk. One of the five most prominent members. Uses shady means to acquire the cult's wealth.
Billy - Human Fighter. One of the five most prominent members. Takes care of any legal issues that may come up.
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Re: World of Lagal Information

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Enemy NPCs:
Uberminion - A mighty green kobold who valiantly defended his tribe inside of a mansion from a past adventuring party. Shows up time to time. Later on, he loses his honor, gets his tribe decimated, and loses his life trying for power to conquer(twice).
Erelos - A rogue found trying to pick a lock. His only desire is money. Beaten into unconsciousness, and later crushed as Baern slaughtered some goblins trying to run away.
Grunst - One of the rebels that saved the party from being sacrificed to demons. He turned out to be a spy for the demons, and had only rescued them so he could get the credit for the sacrifice later. Killed by the party.
Garock Rocksmasher - A rogue druid who was driven out of his homeland for committing 'atrocities against nature'.
Corrin - Wererat leader of Held's underground. Chased out of town and into the ocean by Zanne's mercenary group.
Kolass Cabertoss - Former member of Held's city guard. Discharged when found to be stealing magic items from the armory. Placed into jail, but later escaped by unknown means.
Piggles the Cruel - Male Gnome Necromancer - Follower of Gelf Darkhearth, he was part of the force that attempted to take down the City of Held during the Necromancer attack hundreds of years ago. He was the last of those that helped the Lich, and died during the final battle. Is now a Revenant that was woken up by the male gnome wizard, Trite. His body was destroyed, but his spirit wanders, searching for a corpse to inhabit and take back up the fight. Plans to revive the Lich if he can find the remains. The party has fought him several times, though they do not realize who they fight, they only know him by his phrase: "You killed me."
Locien - Human Male Monk of the Killing Intent - Open Fist monk who uses techniques to control opponents. His spear lets him cast shield twice a day, and his broom lets him fly about. Locien learned the way of balance and elements. He was obsessed with study and meditation, spending years on them. It was during his meditations on a volcano that gained him the insight needed for the path of the Open Fist. With this insight, Locien finally felt ready for the outside world and for someone to make him whole before he would head home again. Out there he met Artyom's group. They found a corruption had taken over a kobold tribe, and from there, found more and more evidence of it. This would change people, their looks and minds were perverted. With all this exposure, one thing was certain, it was starting to be everywhere. The group started to fall to it. Artyom, feeling it's effects, left the group to seek guidance. When Artyom came back with allies, his mind twisted by the mutations. Artyom insisted that the kobolds must die, and Locien agreed. He joined Artyom against the rest of the party and attacked. An intense battle ensued where Artyom, Locien's best friend at this point, was killed and beheaded by a kobold named Queek. Locien had to retreat with Artyom's allies. A ritual was performed, and Artyom was reincarnated as what appeared to be a Deva. However, the corruption was still in his friend. Artyom turned on his own allies at this point, turning into a demon midway through the battle. At the end of it all, Locien was still standing. Feeling that the corruption from his friend had settled into his own body, Locien walked off alone. Seeking meditation and guidance, Locien fights the corruption of his body and mind.
*Lo'Orat'il - Demon of the Abyss. Takes part in the re-education of corrupted souls. Keeps a demonic jar with him that he uses to house souls in his off hours. Something made him hate recently. More than normal. A kobold. A kobold named Lil'Jimmeh. Everything about that kobold's existence has become a threat. Whatever the cause, he seems to have been able to break through the chaos, if only for a moment.
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Re: World of Lagal Information

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Rebel Forces NPCs:
Henry - Leader of the rebels. A human fighter who joined the party for a time. Went to the future with others. Rebels saved him from being sacrificed. After the rebels were betrayed by one of their own and slaughtered, he helped drive out the spy and vowed to take over their tasks.
Cylas - Second in command of the rebels. An elf seeker who shares a past with Henry. His attitude is distrusting of all who aren't part of the rebels. Has a distinct fear of Zanne due to a past gelatinous ooze incident...
Talvi Letrah - Member of the rebels. A red dragonborn warlord who joined the rebels in honor of their righteous cause.
Al - Member of the rebels. A human bard who uses his songs to inspire his friends to victory.
Jack - Member of the rebels. A seedy medium-sized humanoid with a top hat who stays covered in cloak and shadows.
Silverclaw - Newest member of the rebels. A Dragonborn who came from thousands of years from the future by accident. Figured helping the rebels is just as good as helping his own time.
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Re: World of Lagal Information

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Vile Prison:
A prison used to house the most dangerous criminals, and those too sensitive for public awareness.
Je Toc Fluer - Commander of the Vile Prison. All tremble at his anger. Hot headed being that demands total obediance in both his guards, and his prisoners.
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Re: World of Lagal Information

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Dissidents:
Kinkaid - Nerra Psionisist. The guy had attacked after gaining new insight into his abilities. Him and his group thought it would be enough to turn the tide. They failed in that attempt and were executed one by one in that prison. He was almost dead when the party saved him.

Razertooth - Nerra Berserker. He spells his name wrong...more when he's awake.
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Re: World of Lagal Information

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Nerra NPCS:
Thalai - A dwarf who stayed behind to help in the Nerra's plane. Attempting to steal more info on the military's doings.
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Re: World of Lagal Information

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Non-Standard Magic Items Found:
Wand of Healing
This knobby wooden wand has a thick shaft carved in celestial runes that read "Align to Prosper".
Level: Evolves with Party
Worth: 2000 gp
Item Slot: Either Hand
Property: Holds 2 charges and gains 1d4+1 charges each day to it's maximum amount. You expend charges to cast Cure Wounds. Further charges give a higher level casting. The capacity of maximum charges for the wand can be increased through permanently transferring divine energies from a person to the wand.
Triggers for upgrading:
Happened when the party fights a battle where they almost die several times.
Happened when the party fought a powerful undead.
Happened if the party goes out of their way to save the life of someone else.
Happens if a party member dies so that the party can run away.
Happens if the party saves a village or city.
Happens if the party saves a continent.
Happens if the party saves the world.

Upgrade Points:
Gain a charge.
Bless 3 characters for 2 charges.
Gain 2 charges.
Lesser Restoration for 2 charges.
Gain 3 charges.
Revivify for 3(?) charges.
Next wand ability targets all friendlies within 30' radius for 3 extra charges.
Gain 5 charges.

1 Charge = 1d8+2 points
2 Charges = 2d8+4 points
3 Charges = 3d8+6 points
4 Charges = 4d8+8 points

Samanilixoth
Warhammer with an adamantine head and mythril haft. A different symbol of Moradin is on each side of the head. A pale blue gem adorns the hilt of the weapon.
Artifact
1d8 Bludgeoning, Versatile (1d10)
+2 Str from the gem in the hilt.
+1 to attack and damage rolls made with this Magic Weapon
+1 to spell attack rolls cast through the holy symbol of on your hammer
Constructs: The bonus increases to +3 when you use the mace to Attack a construct.
Crit: When you roll a 20 on an Attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

Boots of Mirror Step (Equivalent to Eladrin Boots)
These reflective boots allow the wearer to teleport similar to the Nerra.
Level: 16
Worth: 45,000 gp
Item Slot: Feet
Property: Add 2 to the maximum range of any teleport you make(other than that provided by these boots).
Power (Daily * Teleportation): Move Action. Teleport up to your speed.

Sharded Sickle +3 (Equivalent to Flensing Weapon)
Made of the strange mirrored steal of the plane, this weapon has been known to leave a bleeding wound behind.
Level: 15
Worth: 25,000 gp
Item Slot: Weapon
Power (Daily): Free Action. Use this power when you hit with the weapon. Effect: The target takes ongoing 10 damage and is considered bloodied even if it has more hit points than it's bloodied value(save ends).

Disc of Souls
This object appears to be a golden disk on one side. The other side has gold crisscrossing a darkly colored substance that seems to drag the viewer's soul from him.
Level: Artifact
Holds: 50 levels
Properties: Any magic that strikes the open surface is drawn into the disk, and the caster must make a will save or have his/her soul sucked in with it. Each spell level can count as one level. While active with a keyword, every enemy killed in 60' vicinity is absorbed, with each hd counting as one level.

Mirrored Heart
The heart of a Nerra. This object boasts mirrored objects that you can see through, giving it a repeating depth of it's owner's soul.
Worth: 5,000 gp
Property: Can be expended for one arcane charge.

Lightningbreath
A scattergun enchanted specifically for a bronze dragonborn crusader. He used it to great effect, and performed many great deeds.
Level: Artifact
Item Slow: Weapon
Damage: Deals +1d6 lightning damage on hit
Crit: DC 13 Wisdom throw or be paralyzed till the beginning of the users next round.
Power (Daily): Attack Action. Effect: Target all within a 30' cone using separate attack rolls.

*Wand of Piggles
A morning star with a barbed goblin skull. A single piece of cured red leather in the form of a large vein is attached to the base of the skull. It leads to a handle of polished bone that is inscribed with Goblin that says "Embody undeath. Embody true power." If a person tries to use magic to read it, it instead says, "Darken their eyes. Their eyes darken."
Before you can use this weapon, your alignment must be Neutral Evil.
+3 to attack and damage rolls.
d6 Piercing damage+2d12 Necrotic
Before using a power, you must use a bonus action to bleed either yourself, an adjacent willing person, or an incapacitated creature for 1d4 necrotic damage.
User's race becomes a goblin. The only way to undo this is by reincarnation, wish, or destroying the wand.
Character's flaw is increased dramatically. If there is no flaw on the character sheet, the character is instead obsessed with bones and undead.
Cannot be blinded, deafened, petrified, or stunned.
Guided Strike - 2/day. Free action. +10 to attack roll.
+4 AC while holding the wand
7 charges for goblin spells(go nuts). DC 18. 1 Charge= Sapping Sting; 2 Charges=Magnify Gravity; 3 Charges= Gravity Sinkhole; 4 Charges= Gravity Fissure; 1d4+3 charges regained each night.
Enhanced Bane - A enemies in a 20' radius sphere make a DC 18 Intelligence saving throw and can repeat the saving throw at the end of each round. Until a saving throw has been made, the targets subtract a d6 to attack rolls, ability checks, and concentration saving throws.
At the end of night, if the weapon is not in the users possession, it teleports to their hands.
Sentience 16 in, 12 wis, 16 cha
Destroying the Wand - Give back to the undying killed one, which brings him back to life. Then kill the goblin. Then DC25 *Turn* his corpse. If not performed within 24 hours the Lich that attacked Held for 500 years starts to regenerate.
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Re: World of Lagal Information

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4E:
Chaos Touched
Action Type: Free
Use Type: Encounter
Target: Self
Imbues chaotic energies into the next attack made before the end of the character's next turn. Adding Necrotic to the keywords and giving an additional random effect based on a d20. The effects are added to any existing one already on the power and does not replace it.
1: Automatic Miss and lose a healing surge.
2-6: -2 damage per tier(heroic, paragon, epic).
7: Caster and Target are Weakened(save ends).
8: Caster and Target are Slowed(save ends).
9: Caster and Target are Deafened(save ends).
10: Nothing else.
11: Target is pushed 1 squares.
12: Target is also Slowed(save ends).
13: Target is also Weakened(save ends).
14-18: +2 damage per tier(heroic, paragon, epic).
19: Target gains 5 ongoing of the elemental keywords in the attack per tier(heroic, paragon, epic).
20: Automatic Crit.
Can be undone using a large power source and ritual of cleansing.


*5E:
Chaos Touched
Action Type: Free
Use Type: Once per Long Rest
Target: Self
Imbues chaotic energies into the next attack made before the end of the character's next turn. Adding Necrotic to the attacks and giving an additional random effect based on a d20. The effects are added to any existing one already on the power and does not replace it.
1: Automatic Miss and lose a healing dice of hp. Max hp reduced by the same amount till a long rest or greater restoration or better.
2-6: -2 damage till short rest or lesser restoration or better.
7: Caster and Target are Weakened till short rest or lesser restoration or better.
8: Caster and Target are Slowed till short rest or lesser restoration or better.
9: Caster and Target are Deafened till short rest or lesser restoration or better.
10: Nothing else.
11: Target is pushed 1 squares.
12: Target is also Slowed till short rest or lesser restoration or better.
13: Target is also Weakened till short rest or lesser restoration or better.
14-18: +2 damage till short or long rest.
19: Target gains 5 ongoing damage till healed.
20: Automatic Crit and gain HP as if rolling a hit dice.
Can be undone using a large power source and ritual of cleansing.
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masterclif
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Re: World of Lagal Information

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Ziberit
Large continent
Main continent
Land has mostly been civilized, though there are places it is not.


Bronic's Town
  • Created around Bronic's Tower.
    Inside an area that has remained untamed.
    Contains a sage who specializes in Arcana, History, and Religion.
    Contains a smattering of all races.
    People who live here came because they were feeling frustrated with the ruling body in the rest of the continent.
Pompar Pointe
  • A coastal city known for it's lighthouse.
    Lighthouse is a huge tower of cogs, wheels, and struts.
    Gnome guild of Presscog is responsible for inventing this lighthouse.
    Only Presscog knows the functions of the lighthouse. It turns slowly throughout the year in a full circle by some unknown means.
    Gnomes, humans, half-elves, and half-orcs make the majority of the population.
    Town guard run almost entirely by the humans and half-orcs.
    City council made up of half-elves, with one gnome, one human, and one half-orc as representative of said races.
    Shops are run by all races but the gnomes, who are almost exclusively all part of the Presscog guild.
    While the Pompar Pointe Council consists primarily of half-elves, the town seems to be run without favoritism.
    Favoritism does secretly happen towards the Presscog guild in the form of certain tax exemptions.
*Rainsflow - A small elven kingdom lead by a male elf named Joclehr the Studdied. About 70 years ago, there was a coup led by General Lyo Jol'Caer. The king and his family were said to have been killed, though the now king Lyo Jol'Caer has special headhunters out looking for allies of the family.
  • Joclehr the Studdied - Male Elf Bladesinger. Learned in the ways of magic and sword, he was trained like his ancestors before him.
    Haneflur the Kind - Male Elf Bard - Brother to Joclehr. His job was to visit other kingdoms and create treaties with them. Met a human woman called Florence and had relations with her for a year. A child was borne of that union and brought to the kingdom to act as one of the guard.
    After the kingdom was destroyed, the rival discovered that the family was still alive, and sent assassins. Only a few survived.
    *King Lyo Jol'Caer - Did not like how the kingdom had been squandering it's expansion capabilities. He viewed the kingdom as stagnating while the other surrounding countries gained in power. At the time, he had been a general of the army, and used his influence to take over the kingdom.
    * - Headhunters: Those who join the Headhunters have their identities changed. Their family is now Ramahurst, and their identity in the family is based on their role.
    * - - Headhunter Kilgraith Ramahurst - Seekers - Their role is to locate and identify targets. They have the autonomy to act on their own if they feel there is not enough time to bring in the group.
    * - - Headhunter Telara Ramahurst - Strength - This role is for those who have strength and stamina beyond the norm, and can use weapons as if born to them. Typically, the role contributes tactics in a battle situation.
    * - - Headhunter Locorth Ramahurst - Wisdom - Typically medics - This role helps make decisions based on how outside influences may affect things, whether an action has too many consequences, and how to cunningly effect the outcome.
    * - - Headhunter Gli'Ruith Ramahurst - Intelligence - Typically casters - This role determines the feasibility of an action before it is started, and plan the best way to accomplish a task. They serve as the buffer between Telara and Locorth, uniting both inputs into a workable whole.
    Jathos - Male Elf Bladesinger - Left when the kingdom was attacked. Took to a life of tribalism to keep his family alive.
    Skera - Female Wood Elf Ranger - Takes care of the family.
    Manndir Camosky - male Wood Elf - He was born to a mother Skera and father Jathos. Left his family to discover civilization. Trained by his mother.
Thugh Moldir
  • Populated primarily by dwarves and deep gnomes.
    Most trade is done through satellite towns and cities.
    Tend to look down on outsiders, as they prefer their city location to be unknown.
    Outsiders are usually jailed, and put to work, deep underground, underneath a maze of twisting corridors and dead end tunnels.
    Ruled by a single family for many dwarf generations.
    Had relations with the dwarves on the main continent till those were forced out of their homes by the lich.
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masterclif
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Re: World of Lagal Information

Post by masterclif »

*All newly added
Ziberit NPCs:

Bronic's Town
  • Bronic Rollheim - Aging Bronze Dragonborn Wizard. Never was an adventurer himself. Views risking your life a fools journey. He is one others go to for knowledge. Occasionally trains others if the money is right. Specializes in Arcana, History, and Religion. Town formed up around his tower. Feels obligated to protect the city, since it formed up around him in the hopes of just that. Harbors a secret desire to destroy the town for some peace and quiet, and a not-so-secret desire to be left alone.
  • Will Jumpershootshoespoonrallywilliamson, the third - Gnome trickster(not magically inclined). Likes to play pranks on the town. Always wanted to prank the wizard, and used Trill to finally prank the tower at the center of it. Jealous that the wizard could use magic with such ease, while he could never get even a spark. His family has a job outside town, breeding and training horses.
  • William Jumperrally, the second - Gnome horse breeder and trainer. Father to Will, son to Will. Husband to Jacqueline Shootshoesspoon. Carries on the bulk of the duties of the family business alongside his five children. Runs his business efficiently, seriously, and boring...ly.
  • Jacqueline Shootshoesspoon - Gnome Horse breeder and trainer. Husband to William Jumperrally. Has four children. Daughter of a merchant family who took a liking to a certain horseman when passing through town. Runs the books, handles the sales of the business. Has a sense of humor and loves pranks, which Will uses on the town.
  • Gretta Knickerwilliamchild - Daughter of William and Lisbeth Knicker, William's first love. Gnome horse trainer. Born before Jacqueline met William. Gretta comes over often to help with the family business.
  • Dink Jumpershootshoespoonrallywilliamson - Gnome horse breeder. Husband to Sink Fletcher. Oldest of the kids of William. Lives with in a cabin on the north side of the property. Good with money. Good with horses. Picked on his siblings as he was growing up.
  • Sink Fletcher - Halfling carpenter. Her family are carpenters.
  • Robert Jumpershootshoespoonrallywilliamson - Gnome horse trainer. Takes after father William. Often goes overboard on the lack of humor, but Gretta and Will can usually break him out of it to relax.
  • Frank Jumpershootshoespoonrallywilliamson - Gnome horse breeder and trainer. Son to William. Where brother Robert learns the trade through obsessively hard work, Frank learns without trying. While he does do his job, it's spoken of that if he ever put effort into doing it, he would soon be taking over for his father.
  • Will Rally - Gnome horse trainer. Has one son. Husband to Brigette Jumper. Started a business training horses. Sometimes, the client wouldn't pay, and he would take the horse in trade. Eventually the horses bred, and the business expanded. Loves pranks.
  • Brigette Jumper - Gnome seamstress. Has one son. Wife to Will Rally. Likes telling funny stories to children.
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