AndiriaBy Steve PaganoThis is intended to be an introduction to the stuff I'm sending people about my AD&D campaign.
0. Introduction More parts to come later. BTW, I have a chapter written for a story, a novelization of our campaign. If you'd like it, drop me a line via email.
Introduction.The first part of this intro is a quick description of the geography of the playing "world". I have no easy way of downloading a map.The second part is a few of the tweaks we put into the rules to customize our game.
The Continent of AndiriaDraw a map of North America, but draw no islands or lakes, and leave out much of the detail on Canada -- leaveit as a large amorphous blob. No Greenland or Baja California. No Caribbean islands or any such. The only Peninsulae should be Alaska and Florida.Make the continent slightly wider -- about a factor of 1.3. Replace Florida by a hammerhead-shaped peninsula of about the same size. On the east end of the peninsula, put a city called Mandor, and on the western put Emprircon. Take Alaska, squeeze it to make it much smaller north-south, and move it to about Oregon. Add a 1000-mile long very narrow peninsula to the north of that one, about where Alaska used to be; have it stretch roughly WNW. Put Nome at its tip. Make Mexico/Central America about the size of Canada, so that the Caribbean is shrunk to about double the size of Texas, and the mouth from this sea to the ocean is very small -- only 20 miles wide or so. Call this new sea the Inland Sea. Put an island roughly the shape of Cuba in the middle of the sea, and call it Ehvenor; put a city by the same name on the island's easternmost point. On the westernmost shore of the Inland Sea, put a city called Kolvir. Due west of Kolvir on the ocean shore put a city called Covenant. There should be a distance of about 1300 miles between Kolvir and Covenant. The rest of "mexico/CA" should stretch down all the way to about 5 degrees North latitude. From the end here of the continent, start a huge mass of mazelike, broken, un-navigable islands, in a swath about 400 miles n/s and about 2500-3500 miles e/w. This is the Rift. A small, 200-mile-wide land bridge connects the northern continent to the southern one; ignore this southern continent. At about where St. Louis would be, put a city called Knossus, and surround it on all sides (escept for small breaks to the south and north) by a mountain range. There should be a large valley enclosed, and the whole mountain/valley system should be about 1.8 times the size of Texas. Put a river thru Knossus, and have it go out the southers opening in the mtns, and have it drain into the Inland Sea at Kolvir. There is a large system of mountians, about the size of the Rockies, along the west coast, leaving about 200-400 miles of mountainless lands between itself and the ocean. The north half of these are the Dun Hills; the southern are the Dragon-Tooth mountains. Between these and the mountains around Knossus is a vast wasteland called the Great Black Marsh. South of Covenant stretches the Athasian Desert, about the size of texas. Almost the entirety of the "mexico" area is otherwise tropical jungles. Put a city called Sarakkhis about 200 miles north of where Boston would be. This is the main city in our campaign, and the fourth-biggest city on the continent (behind Kolvir, Ouluska, and Ehvenor. We'll place Ouluska in a second). Just off the coast of Sarakkhis is a tiny island called Arcadia. North from Sarakkhis, huging the coastline, begins the Northmarch Mountains. They stretch north nearly to the Arctic Circle, then turn west and go halfway across the continent, again just below the Arctic Circle. This range is boomerang-shaped. About halfway up this range on the east coast, put Brundel. At the arctic circle on the east coast, put Camaar. about 200 miles west of Camaar, in the north foothills of the mountains, put Zerech. At the westernmost edge of the mountains, put Severance, again very close to the Arctic Circle. Everything above the circle call Couchsachrage (pronounced Kooks-uh-Kra-guh). There is a great forest north of Sarakkhis, framed by the Northmarch Mtns; call it Taur-Nau-Fin. In the forest put Nimrodel about 500 miles north of Sarakkhis, and about 150-200 miles east of Nimrodel put the ruins of Beleriand. On the coast of where Georgia would be, put Ouluska. Put a cluster of Hawaii-sized islands about 650 miles offshore ENE of ouluska, and call them Coven. At the north opening of the valley around Knossus, put Mistvale, just out of reach of the mountains. 200 miles north of Mistvale begin a small mountain range, they are about 600 miles wide e/w and only about 90miles wide n/s. Mistvale lines up with the eastern edges of this range. The East edge of the range are the Iron Hills; the west end has a city called Nebucchad-Zidal. Finally, go back to the huge bay below Nome. At the westernmost point on this bay, put Hudson, and ninety miles inland from that, put Albania. Albania lies on the western shore of Lake Thalanar, which is the size of the Caspian Sea. On its opposite shore is Whestkrin. There are about five times that many cities; but this should give you a good idea of where things are when I start mentioning place names.
Game MechanicsWe run a rather low-magic campaign, and keep a decently tight rein on our mages. We allow Illusionists to get Abjurations, but disallow Invokers from taking Illusions. Priests are covered in a whole section unto themselves. Fighters may specialize in one weapon, and a second for triple cost; multi-classed fighters can specialize in one weapon for double cost. Paladins and Rangers cannot specialize. We give the Rangers a few more nonweapon profs free, and boost their spellcasting so that their spell tables are equal to the Paladin's, but one level earlier; Rangers can take Plant, Animal, Healing, or Guardian spells. Rangers also get +1 damage vs their species enemy for every three levels they have (round up). Rangers use an experience table that is the average of the fighter and Paladin tables (this makes up for the fact that statistically speaking, a Paladin is vastly more likely to be getting xp bonmuses than a Ranger is). Thieves and Bards are standard, tho we usually disallow Bards.We tend to bullshit lots of details, especially equipment. We are very careful with day-to-day time, but we bullshit everything on a smaller scale except for times spells. The only other major change is that we use a different initiative system. We've yet to find one we really like, but this comes close: Everyone rolls d10. Subtract your Dexterity missile bonus. This is your initiative segment. When attacking, your attack comes in this segment, or if you want to move and then attack, we allow you about 1/10 your movement rate per segment, delaying your attack accordingly. You can choose to delay your attack, but for every segment you wait after your initiative roll, you get a -1 cumulative penalty to hit (-1 for one, -3 for two, -6 for three, -10 for four, and automatic miss after that). Spellcasters begin "concentrating" two segments before their initiative segment, they begin casting in their initiative segment, and the spell goes off at the appropriate time; any distraction between the time when concentration starts and the casting is completed disrupts the spell. For example, if you want to cast Fireball (casting time 3), and your initiative segment was 7, you'd begin concentrating in 5, casting in 7, and the spell would go off in 10. Any distraction on segments 5,6,7,8, or 9 will disrupt your spell. That's pretty much it. Read on.... Whoops, one final note. All my other files were ported over from a WP, and hence every line ends with a ^M. You can edit these out if you wish; I didn't have the time to do so.
I. MythologyOn the Creation of ThingsIn the beginning, before there was anything, Erda dwelt alone with her thoughts. And these thoughts pleased her so well that she sacrificed the great majority of her power to give them being: so were created the Universe and all within it. Erda herself took form as the Earth, and adorned herself with hills, mountains, rivers, and oceans, made abundant with all forms of mundane, non-sentient life. Then to rule the Universe she brought forth the greatest of her thoughts, and they became the Elder Children, seventeen in number, whom we call the gods. And Erda collected them together upon the lone continent Pangaea and bade them draw lots, for she had seventeen realms laid out for their taking, realms that were and realms that would come when, as Erda foresaw would happen, the Elder Children gave existence to the first of the Younger Races: the race of Man.Donnor of the great shoulders won the draw, and was given leave to choose first. He chose unto himself the sky, and shaped this realm to his liking: in the day he made it bright blue, to match the color of his merry eyes; in the night, he took the stars unto himself and breathed motion into them, arranging them in patterns of light to dazzle the eye and steer true the lost sailor; into the thunderstorms he put the force of his fury, his war-cry in the thunder, the might of his spear in the lightning; and into the gentler winds he put his voice to whisper through the leaves of trees. But for all his might he is wont to laugh, and ever listens to the prayers of the Younger Children; his ears hear all that is spoken in free air. Though Ulmo hears more than he, the titan of the ocean is loathe to speak with the Younger Children; and so is Donnor often deemed greatest among the gods. Second to choose was the greatest in stature among the gods: Ulmo the green. Unto himself he chose the oceans, lakes, rivers, and all the waters upon the Earth. Like their lord, the oceans became a deep blue-green, and to this day the great waters roar incessantly, and their rage, though slow to be brought to bear, is great and terrible, and the seas are all unforgiving. All waters are his ears. Third to choose was the quietest of the Elder Children, Selivron, fairer than all save Aphrodite and Ehvenor, and wiser perhaps than even Koh and Ptah. Perhaps it was meant that Selivron choose the realm of Time or of Fate, but no matter: for next to choose was Kali the Black, and in a glance was her mind open to the quiet god. He perceived that she desired the realm of Death, so that the Underworld would become a realm of darkness and terror, an eternity of pain and suffering. And so immediately Selivron took the realm of Death unto himself, and withdrew therein. "So, my brother," said she. "You have robbed me of my rightful domain, and withdrawn there like the thief you are. However, I shall not be denied. For unto myself I choose the realm of mortal pain and suffering, emotional anguish, and all diseases and forms of death. Thus shall all mortals learn to despise and fear you, for the only path to your realm shall be through my own!" And thus was born the enmity between the two darkest of the Elder Children. The gods trembled at Kali's choice, for surely it portended great sorrows for the Younger Children to come; but still they knew that such a realm was necessary, as men can know no light without darkness, no peace without fear, and no life without death. Yet they all shuddered at what was to come, for Kali wore her thoughts on her face, fully foretelling the strife she would wreak upon the Earth. Fifth to choose was Quetzlcoatl of the feathered coils with his face of stone. He perceived that the Younger children would not progress and change without conflict, and with conflict would come battles and war. This aspect of the Children fascinated him, the master strategist and creator of weapons, and so unto himself he took the domain of War. Thereupon he withdrew from the sphere of the Earth to dwell alone in the void, so that he might better watch the Younger Peoples as they spread across the land. None foresaw that this would contribute to his later corruption by Kali, and so let him go without contest. War is the greatest of games, but the peoples of the Earth would play many games amongst themselves in time, and indeed they would take up many ventures which require at least a modicum of good luck. Fickle Tyche of the red hair and green eyes took up Luck as her own domain, to tweak the strings of Fate from time to time, to bless or curse a man as she pleased. In her mind were created a thousand games, and a thousand ways that luck might affect the outcome of each game; in time, she would teach mortal men of her games, thus ensnaring them in her red locks, as they would pray for her blessing with the draw of each card or the cast of each die. Seventh to choose was Indra of the shining eyes, and to himself he chose the Sun and Light, to become a symbol of joy and happiness to all peoples. For it was Indra to whom had been entrusted the ideas of morals, and he saw it best to be most visible to the Children in order to instruct them in his ways. Most beautiful of the Elder Children is fair Aphrodite, and she chose unto herself the two-edged realm of Beauty. It is she who inspires artists to her craft, and spurs on minstrels in their artistry, yet it is also she who incites men to acts of lust, and strips the Younger Children of their minds as she drives the passion in their souls. Twin to Aphrodite in fairness and mischief is Ehvenor, the god-child. He delights in the realm that is magic, and took this domain unto himself. Like his sister, he is a patron of the arts and especially of music; but he has a side unlike his sister in that he delights in the making of things. Toys are his invention, and musical instruments; blessed in his eyes are those that create rather than destroy. "Thus I scorn thee, mistress of destruction!" said he to four-armed Kali. "Thou must now be wary of two of thy brothers. For while the quiet one shall remain the focus of thy attention, so shall I teach the Younger Children to create, just as you coerce them to destroy!" And with that, he laughed and danced a merry jig, and lights played all about him. The two to choose next were sisters of perhaps closer kinship than even Ehvenor and Aphrodite. Upon the time when the gaze of the others fell upon Tikka, whose turn to choose had come, she and Yavanna fell into discussion with each other. When they stood forward again, the two announced their choices simultaneously. Tikka had chosen the realm of home and family, protectress of mothers and their young. It was she that would mellow the lust of Aphrodite with her own wisdom and nurturing, tempering it into love and marriage. Every hearth belongs to her. Yavanna had chosen the fields and the harvest, and would teach men agriculture and animal husbandry; she was to protect the crops of the Children against poor weather and blight. Thus the two were given the realms of the home, one the indoors, the other the out-of-doors. Sternest of face is Koh, perhaps wisest of the gods; it was she who chose to take upon her shoulders the knowledge of all that is to be, and to be the judge of mortals in all things, according his lot to each man in turn. Fate is her realm, and she rules it with an iron sword; the spinning wheel and scissors are her tools. Upon her accepting of the great mantel of wisdom, a great hood was swept over her head, and her sight was lost forever. Thus, blind, has the three-faced goddess sat upon her throne ever since. Ptah is shortest among the gods, with black skin and broad shoulders, but in his eyes are reflected the countless stars of eternity, and they thus reflect the infinity of his mind. Knowledge he took as his realm, for he wished to share his delight of discovering secrets with the Younger Children when they would come, and to instruct them in the nature of all things, and impart unto them the ability to pass knowledge from one to another: writing and language are his own invention. With his realm came two great responsibilities: first, he is the chronicler of the gods, and knows all that has passed among mortals or immortals; second, his great knowledge and lack of interest in what is good or evil makes him the judge of the gods. When Oak's turn came, his brethren turned to see him smiling with eyes that shone with undying joy and undying sorrow. For his great love was of trees, and he deemed himself lucky to have this realm left for him to choose. But at the same time, he foresaw his sorrow, for while trees would become great friends to man, so would they fall victim to the plundering nature of the Younger Children. Oak at once put his blessings into all trees, giving them many gifts. In the maple, he put sweet sap that Man could collect and boil down to make syrup; to trees in autumn he gave the dying leaves colors of brilliant red, orange, and yellow, for these were the colors of Donnor and Yavanna, and Oak perceived their great love for one another; and to the sound of Donnor's whispers in the wind-blown leaves he added the sweet honey of his own voice and a reminder of the pleasures of peaceful slumber under the trees. Next to choose was Maelduin of the cloven hooves and gnarled fingers, the horned beast-god. He had coveted other, greater realms, and had neither the skills nor patience to rule the remaining ones save one, and thus he chose unto himself the Hunt. "But thus do I renounce my inheritance," he said, and spat in the midst of his brethren. "For after I do what I only must, I shall withdraw from this circle and dwell alone in the woods forever! Men shall enjoy the hunt, for the thrill of danger shall be in their hearts; but so shall they fear it! Woe to he whom I call to my hunt!" And his howls caused even Donnor himself to tremble. "I as well renounce my holdings," said Shi Lung, the ivory-skinned serpent-maid. "For I too shall depart this circle and take residence in my own dwelling, which I claim to be the Moon. My realm too shall incite both awe and fear in men. Woe to those who incite my wrath!" And finally, there was left but one realm, and it was allotted to the final of the Elder Children. The shapeless Coyote took up his realm as the god of Time, taking the sphere of the Universe in his own hand, but saying nothing. Only then did the smile leave the face of the god-child Ehvenor.
On the Creation of Man
Thereupon Lord Donnor stood forth amongst his brethren and spoke: "My brothers and sisters, I perceive that it is now upon us to bring into being that which was in our minds since our genesis. Behold!" And in their presence arose eighteen bodies, nine male and nine female, which would become the first of the race of Men; but their faces had no shape, and their bodies no form, to set them apart from each other or from the titans which surrounded them. "Our mother Erda decrees that these shall be the greatest of creatures that dwell upon her surface, and that we are to give gifts to them in measure, according to the order in which we chose our realms. And thus I present my own gift: he shall be strong of body and fleet of foot, and shall have dominion over all creatures that breathe, whether they go on four feet or take to wing!" |
KaliLittle need be said here. She accepts all followers. Her church is rife with corruption, murder, and intrigue. Her church dabbles openly in politics, often trying to impose a theocracy. Ritual self-mutilation is common. Torture of prisoners is expected even with "confessions", but capital punishment is abolished (see below), due to Kali's enmity with Selivron. All their healing spells are reversed, and they may not cast "save or die" spells.Trappings: Black robes with red trim, dyed by the blood of innocents. Every robe has the smashed skull embroidered on in grey, black and red. Align: evil Race: any Req: nil Spheres: All, Charm (4), Combat, Divination (4), Guardian, Healing*, Necromantic (3)*, Protection, Summoning*, Chaos Granted Powers: Undead Control Weapons: any Armor: any Restrictions: These priests may never associate with any good characters, nor with priests of Selivron or Coyote. Rites/rituals: performed once daily if possible, at sunset. A humanoid victim is tortured messily and slowly to near death, and then is turned undead before dying, and added to the priest's own personal army of zombies. Wrongdoers in their society have their names placed at the top of the list of victims. KohKoh's worship is an odd one: there are only the usual rites and rituals (marriage etc), but services are nonexistent. There are no adventuring priests: to adventure is to try to seek one's own fate, rather than letting Fate wind her own path. Purchasing healing services and the like are virtually unheard of: such misfortunes are the will of fate. The parishes tend to be small, fatalistic (pardon the pun), and reserved, often concerned with things other than religious life.Trappings: Blue and Violet are the preferred colors, and the triple balance is ever-present. Align: LN Race: Human, Elf, Halfling Req: nil Spheres: All, Charm (4), Divination, Water (3), Guardian, Healing*, Necromantic*, Protection, Summoning*, Law (5), Numbers (4), Thought Powers: Undead Turning Weapons: as usual Armor: any Restrictions: may not adventure. Must seek holy guidance before casting major healing and/or resurrecting spells. Interference in worldly affairs is looked down upon. Rites/rituals: daily affirmation of vows to seek Fate in all its forms, and to seek omens at every opportunity. Maelduin This is a rather savage cult, dwelling only in the forests (though a few cults are underground in the cities). They are best noted for rites and rituals involving animals, and bizarre sexual ceremonies. They hold a strong respect for the predator/prey relationship. They tend to be violent and destructive, and concerned with little more than their own goals and desires. Trappings: Grey and brown robes, always with the Golden Bow. Align: CG, CE, CN, N Races: Human, Elf, Half-Elf Req: nil Spheres: All, Animal, Charm (4), Combat (3), Divination (4), Guardian, Healing (5), Necromantic (5)*, Plant (3), Protection, Summoning*, Weather (4), Chaos (3), Travellers Granted Powers: Undead Turning. Charm Animal 2x/week. Weapons: as usual, plus spear and bow. Armor: as usual; leather preferred Restrictions: Only males may be clerics. The priest may not leave his hunting-grounds, lest he lose all his powers. Rites/Rituals: Animal sacrifice is common, and a portion of every kill in the Hunt is offered to Maelduin. The male priests often perform ritual sex upon the female worshippers while wearing a horrific mask of Maelduin. Bizarre and mysterious. OakOak's followers are the Druids, though they are vastly different from the usual druid. There are no restrictions upon level advancement, though advancement beyond the 12th level requires Oak's own permission at each level. Surprisingly, there are temple of Oak located in several large cities!Trappings: Usually green, occasionally brown robes. The Oak Tree is ever-present -- as is mistletoe. Races: Human, Half-Elf. Align: any non-evil Req: CHA15, W12 Spheres: All, Animal, every Elemental, Healing, Plant, Sun, Weather, Travellers. Weapons, armor, restrictions: as usual. Rites/rituals: daily at dawn there are prayers offered in secluded, carefully constructed and dedicated groves. Midyear's Day, the Harvest, and the Yule are especially important. PtahThis god's temple are only found as part of Academies, Universities, and museums, or occasionally libraries. They are a clerical sort in the sense that they are ever involved in the quest for knowledge, and their worshippers generally come from the realms of Academia or Magic. Few of them adventure, and then only to specifically further some quest for greater and greater knowledge. Faith spells are virtually impossible to maintain.Trappings: Black, Green, and silver; an Ankh is his symbol. Align: lawful (rarely LE) Races: Human, Elf, Half-Elf, rarely Gnomes Req: I15, W15 Spheres: All, Charm (4), Creation, Divination, Water (3), Guardian, Healing, Necromantic, Protection (4), Summoning*, Law (5), Numbers, Thought (4), Time Granted Powers: Turn Undead Restrictions: nil Armor/Weapons: as usual Rites/rituals: mostly involve books and artifacts (archaeology). QuetzlcoatlThe war-god's church is linked to, and subservient to, that of Kali. They are militaristic, cunning, and brutal. Several countries on the planet are ruled by this church, as they fell prey to it's conquering crusades. They are often active in the military and politics in societies that accept their ilk.Trappings: Black and red, like their slash-and-burn tactics. What is their symbol...? I think it's a sword of some sort.... Align: evil, usually LE Races: any, usually human Req: S12, C12 Spheres: All, Charm (4), Combat, Divination (4), Guardian, Healing*, Necromantic (3), Protection, Summoning*, Law, War Granted Power: Turn/control undead Weapons: any Armor: any Restrictions: any priest of Q is subservient to any priest of Kali who is no more than four levels beneath. They may not adventure, except when ordered to do so. Rites/rituals: unknown SelivronThe most mysterious god has the smallest constituency: he takes to followers, but calls upon twelve humans to do his work as his priests. These twelve are very secretive, and reveal themselves only in the most dire of circumstances; what their Master plans for them is unknown, but it is know that their code of action is even stricter than that of paladins, and their very existence is an eternal quest, doing tasks for their god. Remarkably, most of these twelve are of Good alignment, and the rest are LN or N. The church is quite surprisingly not involved with widespread killing or death in general; it is a tenet of the church that one must prepare one's entire life for one's Death, and that killing without reason is absolutely forbidden.Trappings: the only real identifying thing is Selivron's symbol: the nightingale. Align: special Races: Human Req: W16, C16 Spheres: All, Charm (4), Combat, Divination, Earth (3), Water (3), Guardian, Healing, Necromancy*, Protection, Summoning* Granted Powers: Immunity to undead's special powers of all sorts, including Energy Drain by any means. May cast Raise Dead and Resurrect upon themselves after death, at the cost of being Quested; even then, Selivron may decide that his servant's work has finished. May prevent any priest from casting Raise Dead, Resurrection, Reincarnation, Animate Dead, or any similar spell or device (9th) (range -- line of sight). Any enemy slain by the cleric cannot be brought back from the dead by any means (9th); this power doesn't function when the priest's actions are affected by a spell; a priest of Selivron of higher level than the one doing the killing may override this. Weapons: as usual, plus any sword. Armor: as usual Restrictions: Strict ethos. Must petition Selivron to cast Resurrection or Raise Dead, and is Quested just for asking. May never associate with priests of Kali or with Necromancers, and must attempt to destroy them if possible (this may be plotted over years and years....). Must destroy any undead if possible, and cannot allow any undead to be created in his/her presence. Cannot use any magic items or spells that specifically imitate undead powers (eg. Mummy Rot, Energy Drain, Sword of Life Stealing). Rites: nil Shi LungHer cults are dark and mysterious at best; they do not cooperate with one another, and have motives that run far deeper than can be seen. Like Maelduin, she has many churches in the country, but few of these are in the cities; none operate openly. Some of their various goals have included dismantling the federation of the City States of Andiria via assassination and intrigue, and populating the planet with the chromatic dragons. Most of her priests are female, though some males are extant.Trappings: White robes are the norm, often with silver trim, with the crescent moon embroidered on the chest. Align: Chaotic Races: Human, Elf Req: CHA14 Spheres: All, Charm, Creation, Divination (4), Earth (3), Water (3), Guardian, Healing, Necromantic, Protection, Summoning* Granted Powers: Undead Turning. At full moon, all turning rolls and spell effects (but not number of memorized spells) are increased by four levels; at new moon, all turning rolls, spell effects, and number of spells are decreased by four levels (no more than half of levels lost); at lunar eclipses, six levels are so lost. Weapons: as usual Armor: as usual Restrictions: daily prayers for spells must be done at moonrise, out-of-doors. Rites/rituals: Nightly prayers are at moonrise. Otherwise practices differ widely from cult to cult. TikkaThe clerics of the goddess of the home are actively involved in their communities, much as are those of Yavanna and Indra. They are found in all places, especially in farming communities and small villages. If a town has but one priest, it is often a servant of Tikka or of Yavanna. These priests are simple folk, rarely interested in amassing money; temples are as a rule plain and simple. In smaller communities, services are often performed in the homes of worshippers rather than in the temple itself. The priests are predominantly female, though a few male ones do exist.Trappings: Yellows and browns are preferred, but occasionally blues, reds, oranges, and even greens can make their way into the priests' wardrobes. The hearth is her symbol. Align: good Races: Human, Elf, Half-Elf, Halfling, Gnome Req: nil Spheres: All, Charm (4), Combat, Divination (4), Earth (3), Water (3), Guardian, Healing, Necromantic, Protection, Summoning*, Travellers (4), Wards Granted Powers: Undead Turning Weapons, Armor, Restrictions: as usual Rites/rituals: Services are daily at dinnertime, whenever that may be for the community. Besides the usual good-aligned rites, priests of Tikka are often called upon for midwivery and fertility problems. Compassion is a strong suit of these priests. TycheThe luck-goddess has markedly few churches; her worshippers are often loners, trusting in their own ability to succeed, not overly concerned with religion or society in general. Most often those who pray to her are involved in gambling, games, or the like. She is often invoked with Donnor and Indra in times of dire need. It is rare for the few non-wandering priests of Tyche to amass enough devotional power to cast faith magic.Trappings: Preferred colors are green and violet; a charm bracelet with her five symbols (spade, club, diamond, heart, star) is always worn by the female priests -- males often wear a small pendant of gold or silver with these figures carved upon it. Align : any non-evil Races: Human, Elf, Half-elf Req: nil Spheres: All, Charm, Divination, Earth (3), Water (3), Guardian, Healing, Necromantic, Protection, Summoning*, Thought Granted Powers: Undead Turning. Once per week, a priest of Tyche may re-roll any one bad die roll. Weapons, Armor, Restrictions: as usual Rites/rituals: occasionally, gambling casinos will ask for the blessing of Tyche; otherwise, very few rituals are performed. There are no services, and worshippers pray when they deem it appropriate. Marriages and the like among her followers are often performed by a priest of a different god, often Indra or Tikka. UlmoThe giant god is worshipped highly in areas whose livelihood depends upon water (especially ocean water), but otherwise is not worshipped at all. Even those who do not worship him are wise to remember him in their prayers when voyaging by sea.Trappings: Blue and Green, occasionally with silver. Align: LN, N, CN, NG, CG Races: Human, rarely Elf, rarely Halfling, rarely Half-elf Req: nil Spheres: All, Charm (4), Combat, Creation, Divination (4), Water, Guardian (4), Healing, Necromantic, Protection, Summoning* Granted Powers: Undead Turning. Water walking at will. Water Breathing at will and swimming movement of 12 (3rd). Part Water 1x/day (11th). Weapons: as usual, plus trident Armor: as usual Restrictions: castings of major spells (eg. Raise Dead; DM discretion) must likewise be cast in sight of a natural water "formation". Similarly, infested and dirty water must be purified at nearly any price. Priests of Ulmo are in charge of keeping the waterways and the water supplies clean and flowing. Rites/rituals: Daily at noon in sight of open water. Temples are used mainly for housing priests and as a holy place for worshippers to pray, rather than a location of ceremonies. They are often called upon to bless (and often locate and even dig!) the city's wells. Ullsday is particularly important, and all major ceremonies are performed then. YavannaLike her sister Tikka, she is primarily worshipped in the country, though her temples have their place on the outskirts of every major city -- and omnipresent in Halfling settlements. Her temples are often small and often homey. Most priests double as farmers (unless, of course, they are adventurers). They take strong interest in the agricultural activities of their communities, and take strong roles in the upkeep of their fold.Trappings: Browns and greens are preferred; blues and yellows sometimes accompany this. A sheaf of wheat over the heart is her symbol. Align: good Races: Human, Elf, Half-elf, especially Halfling Req: nil Spheres: All, Charm (4), Creation, Divination (4), Earth (3), Water (3), Guardian, Healing, Necromantic, Plant (3), Protection, Summoning*, Wards Granted Powers: Undead Turning. Create food and water 2x/day (3rd). Hero's Feast 1x/day (9th). Weapons: as usual Armor: as usual Restrictions: Priests of Yavanna believe that she will provide them with all their needs, and thus are generous to a fault. They are required to donate any and all non-magical treasure necessary to satisfy the needs of anyone requesting their aid. Rites/rituals: Services are weekly, every Amorsday at dusk. The Harvest Festival (Gleevan 21 (sept)) is their holiest day, with Midyear's Day a close second, and ceremonies are held all day long (most require lots of food). They are called upon to bless fields, rid silage of pests and impurities, and many similar duties.
NotesThe Summoning sphere of spells is only granted on special occasions. Some Summoning sphere spells are never available to certain priests: the priests of Kali, Coyote, and Maelduin cannot cast Spirit of Power, as these deities still dwell upon the Earth; Oak, who dwells both upon Earth and Elsewhere, likewise cannot be summoned. Erda does not so interfere directly, and so too her priests cannot cast SoP. Priests of Coyote and Kali can only cast reversed forms of Healing sphere spells, and priests of Kali cannot use "save-or-die" spells. Neutral priests of Selivron cannot use Animate Dead. Priests of Donnor get War sphere spells only on special occasions. The Quest spells are generally unused.III. History of EventsNotes: This is still basically following the sketch I set up in the early stages of the campaign; some of the dates have been changed, and others will surely change in the future. Additions will be made as they are discovered. I will try to keep all timelines combined herein.First Age1 Time begins, and the Younger Children are set out onto the Earth. Coyote has shattered the Sphere of Time at this point, and it has been haphazardly repaired by Ehvenor and Ptah; the multiverse and all Outer and Inner Planes now exist. Upon the earth, there is only one continent: Pangaea.25 Kali sends an army of Winter Wolves upon the Elves; she carries three captured Elves to Quetzlcoatl. She corrupts Quetzlcoatl and they create the Drow; Q is cast from the Circle. K and Q proceed to create many evil creatures, and corrupt and/or distort several more. Ehvenor, Donnor and Indra pervert several of her creatures, turning them good. 412 The first major act of aggression of Kali. She leads the Drow army against the Elves at Marjeesia, but the magic and vigor of the Elves (led by Finrod) and Men (led by Barak) drive them back. The Drow are cursed by Indra, who drives them from the light of the Sun. The Drow go into hiding. Mid 5th-late 10th centuries Kali, embittered and enraged, spends much of the time carving the primordial Underdark for her Drow, and with Quetzlcoatl prepares them for future warfare with the Free Peoples. She continues to create "monsters" in her spare time. Men and Elves spread across Pangaea in equal numbers. 917 Tinuviel commits suicide to wed Selivron. 951 Maximillian is given the calendar by Ptah, and strict reckoning of time begins; all recorded history before this date is assigned dates by Ptah and his servants. 999 Kali leads a much better-prepared army of Drow, wolves, spiders, Orcs (a failed attempt at creating superior Drow-warriors), and other fell creatures to a spot at the very center of Pangaea; there she claims dominion over the world. The Younger Children, led by Donnor, make war with her, but are outmatched by number and magic and war strategy, and begin to suffer terrible losses. In two years, the Free People's population is quartered. 1001 Erda stirs and/or reveals herself, and places all beings, god or mortal, into a deep trance, and then releases Durin, first of the Dwarves, into the world. He walks alone for seven years, learning all that he must from Erda. 1008 Erda begins creating Dwarves in greater numbers; Durin teaches them everything he has learned. They train for war in vast underground cities which Erda has made for them. 1012 Erda releases her sleep-spell, and the War of the Gods continues. However, the Free Peoples, now bolstered by the Dwarves, begin to recover, and the tide turns. Enraged, Kali breaks a decree from Ptah that she should not raise her hand in direct combat with mortals, and she begins to destroy hordes of Elves, Dwarves, and Men. But Donnor wrestles with her, and in their struggles they shatter the earth into seven continents, scattering them in every direction. Kali breaks Donnor's grip on her with Q's help, and she immediately flees to the largest continent (Andiria and the Southern Continent). She offers a bargain: she will cease and desist if given lordship over this continent. Donnor will have none of it, and wrests her again; they wring apart the continent into Northern and Southern halves, forming the Rift. Donnor finally pins her, neutralizing her power. To bind her permanently, fourteen of the gods (all the Twelve plus M and SL) create an unbreakable chain, and use it to chain her beneath the smallest continent of Athas. The Coyote, for refusing to help, is stripped of a bit more of his power. The other gods then depart the world, save for Maelduin and Oak, who have the greatest ties to that which is Nature and not Man, but even then these two remain in hiding, and are not permitted lengthy contact with any of the Younger Children.
Second Age1st cent. Three new Free Peoples are created: Gnomes (by Erda, who does not reveal their purpose), Hobbits (by Erda and Yavanna), and Ents (by Oak, Yavanna and Erda). The Earth is re-settled, and settlements shoot up in great numbers over the first century, most especially at Nebucchad-Zidal (Dwarves), Nimrodel (Elves), Kolvir (Human), and Knossus (Mainly Human, with Elves and Hobbits). Knossus soon grows to great size and becomes a central power in the North; it becomes the capital of a loose confederation of City-States called Andiria. The confederation borders are roughly at Kolvir at the south and west, and at Knossus at the North and East.Kali lies brooding under Athas, which itself becomes a desert wasteland. Kali gives birth to what she believes will become the greatest of her creations: the chromatic Dragons. The first Dragon Lords are Ereshkigal (red), Ancalagon (black), Mordred (white), Glaurung (green), and Yggrynd (blue). They begin mulitplying across Athas, albeit slowly, as Kali plans revenge. Kali's Drow dig tunnels to the Dwarven Caverns near Nebucchad-Zidal, and snatch a small company of dwarves, from which she creates Duergar and all giants (the latter of which are partially corrupted in turn by Donnor, Indra and Ehvenor). She gives the Drow MR in response to the Dwarves' resistance to magic. 3rd cent. Kali creates the undead, and unleashes them upon the world; only the lich and its forms are yet to be created. 5th cent. Athas becomes populated as Kali lures in followers and the Drow and Duergar and Giants prosper. 608 Nome is founded. Forochel, Albania, and Hudson soon follow. By this point many of the inner cities around the Inland Sea have been founded, and the Nyissian Jungles have begun to be settled; those cities south of the Inland Sea ring refuse to join the confederation of Andiria, and remain sovereign kingdoms. The Dwarves remain in N-Z, while the Elves spread across the Northeast, now in much smaller number than Humans. 719 The first Academy of Mages is founded on an island in the Inland Sea, on a great cliff overlooking the water; the city of Ehvenor begins to grow about it. [more later on the Seventeen] 936 A demon lord finds a rift in the planar fabric and a small army of fifty or so attack, conquer and occupy Nome. The Great Wars begin. Kali takes advantage of the situation, ferrying hordes of undead to the Nyissian Jungles by Dragon, in preparation for an upcoming strike against the Free Peoples. The demon army, although bolstered by its ability to summon aid during battle, remains disorganized, and moves only very slowly and haphazardly. The northwestern cities begin to fall under their control, though only slowly. 937 The invasion of the southern half of the continent begins by the undead-and-dragon army; they systematically begin to eliminate all humanoid life south of the Andiria confederation. Within 100 years, there are no cities, towns or villages left from Andiria proper to the Rift. Erda creates the good and neutral Dragons, and sends them to aid the Free Peoples; however, they are only of minor effect, as the chromatics are much older and thus more powerful. 941 Rook is born. 951 Forochel is the last of the northwestern cities to fall. Elven and Human armies, with support from Dwarven troops, try to set up blockades to surround them. Indra chooses 100 able-bodied Humans to become the first Paladins, and gives them all minor Holy Swords; they are to lead in the defense against the Demons. 976 The army of Demons, now orchestrated by some unknown factor, begins a march south on Kolvir. The Paladins, now led by Rook, attack them with a contingent of mages from the Academy at Ehvenor, and after many months of battle, defeat them. Rook perishes in the final battle. [someone closes the hole in the fabric of the planes] 993 Dragons invade Kolvir. Mages from Ehvenor and a vast number of metallic dragons keep them at bay for many years. Many die, including Ancalagon the Black and Mordred the White. 1001 By this time, the last of the destroyed northwestern cities has been re-established, and they begin to flourish again. 1011 Kolvir finally falls, and the people flee. Glaurung the Green takes possession of the city. 11th, 12th cents. Numerous skirmishes and many major battles in the Wars. The evil Dragons claim the south, while the free peoples claim the north. Several attacks on Knossus fail; Yggrynd the Blue is slain by Fingolfin the Young in 1197, in a failed attack on Nimrodel. Ereshkigal is nowhere to be seen. Neither side makes significant progress against the other. 1199 Ereshkigal leads an army of Duergar against the Dwarves in Nebucchad-Zidal. Durin and Tarragon (who now wields Urthang) lead the defense, but when Tarragon dies, Durin takes Urthang, and the Dwarves are driven into hiding. Durin finds the Glittering Caves, and buries Tarragon therein; he leaves a small treasure chest there with some mithril bars, and prays to Erda that Urthang be embedded there upon the death of Durin or Ereshkigal, hidden from all eyes until a worthy wielder might find it. 1206 Durin leads a troop of 1600 Dwarves to the new settlement at the Iron Hills, which is dug and settled in six months' time. Erda protects them with impenetrable illusions. 13th to mid-15th cents. Many skirmishes and battles. The Mages at Ehvenor rebuild from disastrous losses at Kolvir and in Rook's stand. They eventually amass tremendous powers, and several acquire ninth-ring spells; they team with metallic dragons to drive the invaders from Kolvir, and Glaurung is slain. Kolvir is re-settled, and a huge multi-racial army begins to amass there, and then push south, slowly driving the fell beings back into the Jungles. The evils begin to flee, and it is widely thought that the Great Wars are over. Only Ereshkigal remains of the Great Worms. 1366 Vecna is born, and later becomes a mage at Ehvenor, but is cast out as it becomes apparent that he is being corrupted by fell influences (in this case, a priest of Kali). He flees to Couchsachrage, and continues his studies there. 1447 As a 30th-level mage, Vecna discovers or is given the lich-formula, and begins the process of casting it upon himself. The process takes many years, after which he begins amassing an army of undead, including many of the energy-draining variety not found so profusely in the army that beseiged the south. 1451 The Iron Hills are discovered by Ereshkigal to be the home of the Dwarves, and he leads an army of Duergar against them. However, the Dwarves hold with the aid of some of the armies of Men and Elves, and six years later, ereshkigal gives up. 1457-1477 Ereshkigal and his army attack and destroy the majority of Elven settlements in or near Andiria. The armies of Men and Elves cannot move fast enough to catch them, and the Dwarves are busy rebuilding. The Elves not in the armies flee the continent. 1463 Percival is born. 1477 Giants beseige Knossus. The armies of Men and Elves return from the south in full force for the defense. 1478 Vecna and his army attack and overrun Severance. One by one the Northern cities fall, as the main part of the army is defending Knossus, and few can be spared to help the northwest. By 1486, the Northwest is under Vecna's control, and the armies of Men, Dwarves, and Elves can only bolster their defenses against him, as he and his armies are much too powerful. Ereshkigal and his army move to help the giants, further aiding Vecna cement his holdings. 1491 Vecna begins moving his army on a slow, inexorable march towards Knossus. 1493 Just before they reach Knossus, Vecna's army is overtaken by an army of Dwarves from the Iron Hills. Many Dwarves are killed, and the rest are driven into the Iron Hills again, unable to do anything to stop the army of undead. Things are getting bleak for Knossus, as Vecna seems more and more invincible with each victory, and the city vows to surrender before facing the undead armies. However, Indra summons Percival and gives him a special sword, and sends him off to assassinate Vecna. Percival succeeds, but is killed by Vecna's minions; he and the sword vanish, but Vecna's army, demoralized by the defeat and now directionless, fragments. Farmers and merchants begin to re-settle the northwest again. The siege of Knossus continues by Ereshkigal, the Duergar and the Giants. 1500 The last remaining forces of evil are now concentrated in Yavanna's Valley at Knossus, still in siege. The Dwarves again march from the Iron Hills in a last attempt to help the Men and Elves drive off their common foe; they battle the evil army before Knossus. Durin slays Ereshkigal with Urthang and perishes in the attempt. Urthang vanishes. The Dwarves return to the Iron Hills, the Drow and Duergar flee to the Underdark, and the Giants scatter. The Great Wars have come to an end, and with them ends the Second Age.
Third Age1st cent. The beginning of the Golden Years. Technological discoveries begin to be made, living conditions improve greatly, and education becomes more affordable to the masses. New highs in the art of magic are achieved, and new branches of the Academy of Magic are founded at Nome, Covenant, Meerschaum, Eddings, Kolvir, and Empiricon. The Elves return from exile, but in greatly reduced numbers; they resettle Nimrodel, but leave the rest of their cities in ruins (or ashes, as the case may be); they establish settlements in or near most major cities of Man.6th-9th cents. Many cities in the Northeast begin to be settled, among them the fortress at Camaar. The islands of Coven are discovered, and the city of Coven is founded on the largest of these. 816 The disaster on the Island of Cannibal Horses. 849 Oakdale is founded. 925 Hordes of Giants, drow, duergar, and other dwellers of the Underdark pour out of caves in the Ered Dhurkath mountains (then called Yavanna's Arms), and invade the Valley of Yavanna. Cities such as Marathon, Sparta, and Delhi are destroyed. Knossos is besieged, and the ruling family is trapped. The drow sorceresses use their skills to keep the mages at Ehvenor from rescuing the monarch and family. 936 Knossos falls. The evil armies hold the alley. Rumors of incredibly powerful evil beings dwelling in the Valley begin to spread. Andiria falls into chaos. A cloak of unabashed evil power settles over the Valley, and begins spreading outwards at about five miles per year. 938 Oakdale is abandoned. 941 Under the leadership of the paladin Angrist, the Andirian City-States gather a massive army, and battle fruitlessly against the spreading radius of evil. It soon becomes apparent that the evil cannot be fully driven back. The armies withdraw, and the evil spreads even more rapidly. 954 The armies of Andiria invade the Valley of Yavanna, and make great strides in beating back the hordes of countless, nameless fell creatures. Tens of thousands die, among them the vast majority of priests of every god (save Kali, Q, the Coyote, and Maelduin). Many battles, rescues, grand victories and devastating losses are counted for the side of Andiria. Finally, the last remaining powerful priests of each of the twelve gods in the Circle (not including Oak, but with Shi Lung) gather in secret locations in the Ered Dhurkath mountains, protected by clans of Ents and Druids; they begin to cast a spell of overwhelmingly great power. The forces of darkness detect them, and try to stop the spell. Countless thousands of creatures both good and ill perish. Vast numbers of evil beings flee the area to avoid the spell's effects, and settle in remote lands far from the Free Peoples. Nearly 95% of the Ents are destroyed, and many more priests die. The spell is cast, and the avatars of the twelve gods involved are brought back from the Void to seal the Valley, and it is only there that the evil beings caught in the spell may go in the multiverse. The Drow are permanently sealed in the Underdark with the Duergar and their minions, only able to come to the upper world in the Valley; occasionally, very powerful Drow sorceresses are able to escape, and wreak havoc on the world. The valley is abandoned to evil, and is "named" the Nameless Place, and the war that brought about its creation, and the spell which resulted in the sealing of the place (and the subsequent deaths of most of the priests of the confederation), are simply called the Event. The world falls into a dark age while the loss of Knossos is absorbed, and the confederation begins to rebuild its churches. The Third Age ends.
Fourth Age1 The capital of Andiria is established at Kolvir. The Family Wars begin to find a successor to Barak's clan. After six years, a winner is named, and King Maximillian I takes the throne.79 Oakdale is re-founded as Mistvale by the lone mage Finndalf. 117 Salt mining is discovered in the northeast, founding Sarakkhis, youngest of the major cities. 119 Beleriand is discovered by Beler's expedition from the Iron Hills through the under-tunnels dug by the Dwarves. Mithril is discovered there, and is mined passionately and earnestly: the mithril veins at the Iron Hills had long since gone dry. 146 Overlord Karduin the Red is assassinated in Kolvir, sending the kingdom into turmoil. Gwendolyn the Tigress seizes the throne. 351 Gwendolyn's line dies out with the passing of Anne II, and Michael I takes power without contest. 361 Beleriand is mysteriously destroyed. Attempts to divine the reason for this are blocked; few (including the PCs and Beldin) know why. 385 The Academy of Magic at Sarakkhis is founded, and soon grows to be second in size only to that at Ehvenor, thriving on the city's wealth. [at this point, I'm dropping many of the dates of births/deaths in the royal family -- very many of them from here on] 476 Greensward III dies in an earthquake, as do his heirs; Orvald the Green seizes power. 530 Orvald dies, and is succeeded by his son Oscar. 576 Oscar dies and is succeeded by his daughter Arialantha. 593 Current year. Last notes: this will be continued as I dig thru my stuff to come up with more dates of various happenings -- I intend to have a DM-only version of this, in which Mastiphal and Mordred (the vampire mage) are charted, and the like. IV. The Academy of Mages at SarakkhisThis is intended to be an introduction to the Academy of Mages, especially the branch at Sarakkhis, our base city. The Academy is a nationwide structure, with branches in eight locations; the smallest is at Eddings, with but three or so mages and maybe one or two apprentices (students), while the largest one (at Ehvenor) has over 100 mages of various levels, and innumerable apprentices. The Sarakkhis branch is second in size, with about forty or so active mages and specialist mages, and approximately sixty or seventy apprentice mages. Each Academy has its own special flavor. The Sarakkhis Academy greatly resembles a modern college, with various ivied buildings, dormitories, labs, a few inns, and a multitude of residences of the local mages. The Academy at Ehvenor is a towering fortress of impossibly great size, erected by the arch-mages of old (known as the Seventeen) several thousand years ago, when the gods still walked the Earth. The Academy at Nome is almost a resort; it more resembles a park than a place of study.The Academies may differ in some details, but these are the rules that are practiced by the eight branches, and are followed to a lesser extent by the Academies in Nimrodel (the Elven Kingdom) and Ur (to the South).
Table Of Contents:
Requirements for Admission1. Academic competency. The applicant must demonstrate an equivalent of our 8th grade level proficiency in reading and writing, history, mathematics, basic sciences, and literature, and must show that he/she is in satisfactory health. Science, math, and writing skills are highly emphasized. Examinations in these subjects are administered by the Schoolmaster.2. Sponsorship. Applicants must be sponsored by a mage actively teaching/practicing at the Academy. The sponsor pledges to personally watch over the educational (and often personal) growth and progress of his student(s). A general mage can sponsor any of the eight allowable classes of mage (the Academy disallows anyone to specialize in Necromancy), but a specialist is only competent enough to sponsor a student who will specialize in his own school (save Diviners, who may sponsor any class except Conjurers). The sponsor acts as a personal and scholastic advisor to the student, and acts as a liaison between the student and the Council of Mages.
3. Tuition and Fees. Very few students (or their families) can afford the 1500gp/semester tuition and fees (which includes room and board), especially as graduation normally takes a minimum of fifteen four-month semesters. Thus the vast majority of the student opt to become indentured. In this option, all fees are provided for by the Academy and the student's sponsor (half each), and the student is given a modest stipend. In return, the student agrees to the following restrictions and requirements:
II. If the student drops out of the Academy, fails out, or is otherwise dismissed, he/she is bound to such service for a period equalling twice the time he was enrolled at the Academy, with a minimum of two years' service. This is because of the fact that he/she is no longer able to meet the next requirement. III. If the student graduates, he/she must sponsor one student's education at the Academy. This student must be likewise in need of financial support, and the mage must provide for the aforementioned fees. This undertaking must be done within five years of graduation, but it may be avoided by payment of 30,000gp to the Academy, and in addition one original spell must be donated to the Academy's Arcane Library. Finally, half of all training fees (instead of 10% given by self-supported students) paid to the mage by his own students must be given back to the Academy. (We usually charge 1000gp/new level). IV. The mage's possessions are willed to the Academy. If the mage marries, his surviving family keeps 60% of these possessions.
The Council of MagesEach Academy elects seven of their members (all of whom must not be actively adventuring) to be their Council; the Council is the governing body of that Academy, and performs all such functions. Academies with fewer than seven available mages simply delete a number of the offices, and the rest are combined into a mere few offices.The offices are, in order of power:
1. President. The president holds the right to make all ex-cathedra type decisions, and is the one who signs all policies, statements, and the like for the Academy. He holds all niceties involved with the Presidency (general opulence). He also can exercise any powers not specifically given to any other council members. Although his power is actually very limited, he usually influences the greatest amount of influence on the Academy.
The Curriculum and GraduationThe Academy curriculum is decided upon by the Schoolmaster, with approval of the Council. Students take five classes plus physical education each semester. All students must take every course in the Magical Core and the Academic Core; the last course to be completed is Introduction to First-Level Spells, taught on a one-to-one basis by the student's own sponsor. Each student must also take either one Specialization and all non-banned Intermediate Magic courses, or (as is by far the most common case) all eight Intermediate courses. Advanced and intermediate Academic courses are greatly encouraged, and electives are occasionally offered by local sages.Graduation occurs when all courses in both cores and all necessary Intermediate Magic courses are completed, and the apprentice and sponsor are confident in the student's learnings. The final examination occurs over a five-day period, during which are given five two-hour oral exams (one per day), each one culminating with the casting of one of the five first-level spells the apprentice must have learned by that time. Graduation privileges include: full access to all Academy libraries, including arcane; voting privileges in Academy elections; licence to practice magic and invoke the Academy's name in enforcement of Academy policies; right to construct or purchase a home on the Academy grounds; right to attend further classes for reduced fees; right to petition the Academy for aid in research and/or information; right to any other privileges granted by the Council.
Courses of StudyThe number in parentheses indicate the number of semesters required to complete the course.
Academic Core:
Magical Core:
Intermediate Courses, Academic:
Intermediate Courses, Magical:
Advanced Courses, Academic:
Specializations:
Other Electives:
Abstracts of Courses in the Magical Core1. Philosophy of Magic. Topics include the universe and other Planes of Existence, magic: innate vs created, magic: its possible sources (Erda? Ehvenor? People?), Chaos and Order and its uses in magic, origins and history of the universe, clerical vs mage spells, the necessity of three components, magic in our universe vs magic on other Planes, and the creation and functioning of magic items.2. Basic Astronomy/Astrology. This course is not only central to the Divining school, but the Conjuring/Summoning school as well. All major celestial bodies are identified and charted, eclipses predicted and the like, and the necessity of re-formulation of the major Divining and Summoning spells according to the stars. Effects of Astronomy/Astrology on magic are discussed. 3. Spell Theory. A more technical look at the workings of magic, especially in the storage of spells (in the mind, on paper, in magic items), and in the classification of spells and their effects, and the effects of certain magic words and gestures (eg. a certain gesture is used in every fire spell -- why?). An intense 3-semester course. 4. Meditation Principles. Yoga-like instruction in the relaxation and opening of the mind, and the preparation of the intellect to be the receptacle of spells. The Theory of Nine Rings (nine sizes of "pockets" or "rings" in which to place spells in the mind. This Theory explains the different stages of mind opening (eg why third-level mages get 2 first and one second level spells, with no mixing), and how the mind can be altered to accept more spells in one school by rejecting one to three opposition schools. Breathing exercises included. 5. History of Magic. Highlights include the introduction of magic to the Younger Children by Ehvenor, early mages and the first magic spells, the genesis of all spells (where known), and major landmarks in spell research). Also discussed is the settling/establishment of the eight current branches of the Academy. 6. Mages and Society. The role of the mage in modern society is discussed; much of the course is round-table format. Prejudices and responsibilities are major points of emphasis. 7. Mnemonics and Problem-solving. Intensive, high-pressure course. Fond pet subjects/tests include memorizing the first 100 digits of pi, memorizing the master lists of all graduated mages from the Academy, logic puzzles, and lateral thinking problems. 8. Library Instruction. Taught by the Head Librarian. Research skills of all sorts are covered. An easy course, often fun. Students are required to research and compile a report on a topic completely foreign to his/her experiences. This often opens new hobbies to the mages. 9. Fundamentals of Spell Transcription. Half of this course covers materials: paper, quill, ink. The other half emphasizes monk-like raw transcription. 10. Principles of Casting. How to quickly summon spells to mind, timing of the three components. Some simple cantrips are taught the students, and they practice these religiously to fully understand the feel of full-blown spells. Finger motions and pronunciation of magical syllables are stressed. (Please note that cantrips in our campaign are generally harmless, simple spells, cast as often as one wants, easily teachable to anyone with any talent.) 11. Spell Tutorial. Individual instruction in spellcasting. Used as a "catch-all" course, it also unites together all other magical courses for the student. Experimentation and the unorthodox are the norm. Several semesters are spent on using magic in everyday life, and in creative uses of seemingly one-usage-only spells. Few if any cantrips are taught here. 8 semesters of consolidation taught by several mages, including the student's sponsor. 12. Spell Seminar. Group discussion led by the students and moderated by the teacher. New discoveries and uncovered secrets are discussed, as are new projects and future plans. Open-forum format in which even mundane topics are often discussed. 13. Spell Practicum. The student must design his/her own cantrip, and with his/her sponsor, researches and develops it to casting perfection. This course can often spill into a third semester. 14. Formulae and Materials. Discussion of materials needed for each and every spell (these are memorized) in the first semester; recognizing of materials, choosing quality materials, and where to find materials are discussed in the second. Alchemical applications are discussed. 15. Lab Techniques. Like a modern chemistry lab course, experiments are led by a teacher, all students striving for results in the fields of chemistry and alchemy as well as magic. Last month stresses creative lab processes and independent work. 16. Introduction to First-Level Spells. Five first-level spells are taught the mage, and the First Ring of the mind is opened. Fitting these spells into the First Ring is taught, and these five spells are practiced to perfection. Often all five spells are chosen by the sponsor, but sometimes the student will choose one or two him/herself. Pet spells of the sponsor are commonly taught, as are useful spells for adventuring. The nature of First Level spells are discussed in depth, and each spell is looked at in much greater detail: the components, their casting, their usual uses. Taught as the very last course. 17. Introduction to the Lesser Divination School. A further in-depth look at this school, preparing the mage for the school's higher reaches. Its flavor is used as a setting for contrast against all other schools. This course is often taught very early in the student's career, as it is an introduction to "introduction" courses as well. All Intermediate courses follow the pattern of the Intro to Lesser Divination course. Specializing courses teach the mage how to alter his/her ring structure in such a way as to accept more spells, with the loss therein of the ability to cast the spells of the opposing schools, and the need to fill the extra spaces in the rings with the spells of that one school. Intensive training in that school is given. This is the most difficult course to take, and only a select few (ie. those with high enough ability scores) can handle the work. Notes on Academic courses: all courses save some electives are self-explanatory. Languages taught are primarily Elvish, Gnomish, Halfling, and Dead languages. Art subjects include Drawing, Painting, Embroidery, Pottery, Sculpture, Weaving, and Tailoring.
Academy Buildings at SarakkhisArcane LibraryMundane Library Archives Residences for mages, apprentices, hired help, sages Dining halls The Council Hall Classroom buildings Observatory Jail Athletic Fields Barracks Meteorological Research Center Laboratories, 8 The Museum Aquatic Lab President's Tower Parks Woodlots Places of business, including the Mug, a popular tavern
A last wordI do claim copyright on this material, in that those parts that are clearly of my own development are not to be distributed or sold without my permission, but I do allow you to use the material herein for your own campaigns. As with all material for the game, feel free to tweak it as you like.Steve |