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Farae Istmelion, the shadow of the moon

By : LeonDelgado


Farae is a powerful elven wizard from the Silvari city of Aldaras (in the spirit world). She grow up there under the shadow of the more powerful families, like the Shajara family. From this family she met one of their sons at an early age: Oak.
She was at first fascinated with Oak, as he was easy to learn the ways of the Druids, but she soon learned that because of her household low position she was expedted to never reach the same places than his childhood friend, and she decided to prove all that she could not bear true power but also that she will bring justice and balance to  Aldaras.
She left her town, and wondered by herself for some years until she found Almawt, the person that will become her mentor, and soon Farae become a Necromancer.
With her is always her skeletal minion, Theodred, a elf warrior that was always following her as his love was true, and when he tried to stop her in become a true necromancer Farae got bored of him and reduce him to bones.
Now, she is working with the Demon prince of Undead, and accumulating power so she can bring to Aldaras the same lesson Theodred learned, and in the process bring balance to all…

FARAE ISTMELION
CR 15
Silvari Wizard (Necromancer) 15
NG Medium Humanoid (Human)
Init: +7; Senses: Perception +5 (+8 in shadows)

DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1 training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor raise his defence up to 23, Touch 16, Flat- footed 20

OFFENSE
Speed: 30 ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3), ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make at 30 ft or less.
Special Actions: With time cast Shield and Mage armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); 
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP, DC 26)— Clone, create greater undead, horrid wilting (DC 28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial Traits (already applied):
Feats: scribe Scroll*, Improve initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP), Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn resistance), necromantic might (+ 2 attacks and saves). 
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20, Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20, Perception +11, Diplomacy +11, Use Magic devise +13.

Combat Gear: potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone (no need food to live), cloak of resistance +4, dusty rose prism ioun stone (+1 DF insight), headband of vast intelligence +6, restorative ointment, ring of major (20) energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp
  
Theodred
Skeleton Sylvari Fighter 15
CN          Medium                 Undead (elf)
Int: +11; Senses: Perception +7, darkvision 60 ft.

Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9 natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity to cold, undead traits
For: +5, Ref: +5, Will: +9,

Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or 2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -

Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis: 10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20 arrows.

Katapesh, the Golden City (Legacy of Fire campaing)

By : LeonDelgado

North of Sethra, close to the border with the Dite empire, sprawling across a valley of blazing-hot sand, is one of the most incredible and wondrous cities in all of Arcadia: the great desert metropolis of Katapesh. Within its sandstone walls, anything one wishes can be bought, sold, or traded—for the right price. Katapesh is a city of organized chaos where cash is king and commerce is the highest god.

Through all of the trials and tribulations Katapesh has weathered, from its beginnings as the “Golden City” to the bustling metropolis of today, it has retained its mercantile importance no matter who or what has occupied it. Some believe that it is Katapesh’s divine purpose to one day become the greatest center of commerce in all of Arcadia.

The city holds more than 200,000 souls, and each one wants to sell you something. At first glance it appears there are more businesses than residences in Katapesh, because so many merchants sleep in their shops, as they are there most hours of the day anyway, and it provides a deterrent to thieves.

Thievery isn’t as big a problem as one might expect in Katapesh. Crammed full of stores, stalls, tents, warehouses, hawkers, and purchasers as it is, the teeming city seems a thieves’ paradise. The edicts of the Pactmasters, however, make it clear that anyone interfering with trade in the city faces death—or worse. While the occasional petty theft is to be expected, organized or chronic crime threatens to disrupt a merchant’s everyday business. The Pactmasters come down hard on those who endanger the city’s economy (sometimes using constructs powered by the souls of slaves, called aluum, when necessary), and ignore everyone else.



While the Pactmasters maintain control over the city, day-to-day business and governance is left to Pactbroker Hashim ibn Sayyid. Ibn Sayyid has a reputation for upholding the Pactmasters’ judgments and enacting their laws, whatever his personal feelings. Some suspect ibn Sayyid has a personal agenda that will someday come to light, but for now he enjoys a stable and respected position. Ibn Sayyid also presides over the merchant council, which makes decisions about Katapesh’s trade policies and ensures the market remains free. In practice, the merchant council rarely interferes in citizens’ daily lives; their attitude is laissez-faire, if not downright apathetic. The Nightstalls garner the most attention in Katapesh. The bazaars there sell items that are more than unusual— they’re immoral, addictive, or ephemeral. The Nightstalls is where one can buy a dragon’s tongue, feathers from a couatl’s wing, drugs and poisons of all kinds, or a devil’s regret.


Crime and Punishment in Katapesh
Before considering breaking any of the laws of Katapesh, one should be familiar with the penalties. Of course, with the right attitude and a handful of coins, the Zephyr Guard may just let the offending party off with a warning.

Murder of guild member, Zephyr Guard, or government official: Execution

Murder of unaffiliated person: 6 months imprisonment, 100 gp fine, and official warning

Assault of guild member, Zephyr Guard, or government official: 1 year imprisonment

Assault of unaffiliated person: 1 gp

Destruction of Property: Fine equal to the value of the property, or slavery (time varies)

Tax Evasion: Fine equal to the unpaid taxes and 6 months imprisonment

Theft: Loss of a hand, branding, and 25 gp fine, or death (second offense)

Unsanctioned sale prices: Fine equal to the value of the item, official warning, and/or loss of guild membership

Disorderly conduct: 5 gp
  
Recent rumors of Katapesh

- During a clear and cold night, many people witnessed a star falling from the sky and landing in the nearby desert.

- The nearby tombs of the city have been looted by Grave Robbers. Family members of the deceased are asking for help to stop them.

- The water in a well in the slum district have turned blood red.

- The people of the northern mountains have been peaceful towards the caravan traders for a long time. Recently however, they have blocked the mountain pass. Now the traders have to travel through new and dangerous parts of the wastelands to find a new route to the west.

- Some children and young boys had gone missing in the slums, close to the old house of a fallen merchant.

- Some claim that a new group of criminals (theft and assassins) are forming under the old tunnels below the city, and their leader is called "the red cloak".



Legacy of Fire (02): Battle on the fields and Death on the river

By : LeonDelgado

The Heroes started to keep a watch of the town, soon they view a group of Pugwampis marching from the temple of Ra with offerings for the gods (the Gnolls). This creatures marched through the abandoned field around the town in the middle of the night.

The group follow them, ignoring that the fields were the hunting grounds of a Dust digger, a large aberrant monster, who try to eat them. This started a fast and tense battle where Ariadna (the Gnomeran Oracle) was almost kill.

The sound of the battle bring a group of Gnolls guide by a harpy to the fields, and the heroes use the night to make and ambush, soon the sky was set a fire by the spells of Aurora as she and Trellian battled the harpy and in the ground Alav, Lucio, Tempercraft and Ariadna defeated the Gnolls.

After this the group retreated and set a camp crossing the river, hoping to have time to fight the Gnolls in the coming days.

Whoever, the next morning, the caravan was wake up by the powerful calls of a group of Gnolls guide by a Janni, this was the leader of pack that held control of the ruins of the town, his name: Kardswann.

The group challenge Kardswann to battle and he agreed. This was a climatic battle where Ariadna sacrifice her life and Alav the Mamluc almost die (he has to burn destiny to survive), but finally the group kill the powerful Janni, and the Gnolls flee in fear leaving the town to the heroes.

Legacy of Fire: Prologe, the metting at Altaruk

By : LeonDelgado

The small caravan of the High elve sorcerer Kaldrass had traveled for three weeks across the sands of the region of Masir, moving towards the small city port of Altaruk. For this travel Kaldrass have hired the services of five mercenaries:

- Trellian, an Aquilar rouge (Mark)
- Aurora, an Avalar elve Shair - master of Gennies (Vanessa)
-Tempercraft, a Gnomeran mechanic (Steve)
- Ala'i (ah-LAH-wee) a human Mamluk warrior (class Samurai) (Louie)
- Lucio, a Half Derme necromancer (Levi).

The story started in the last nigth of the travel, when the caravan is close to the city and prepare to sleep. The mercenaries were tasked with the night guard, always in company of some of the personal guards of Kaldrass.

During the first watch the players shared some moments with the caravan members, but during the second watch some of the players notice an stranger coming by the old road.

Trellian when to his encounter and noticing that was apparently a menace he invite it to share some food and salt at the camp. The traveller name himself as Gaffar, and explained that he was travelling to the city of Altaruk after attending the burry of his cousin in a distant city, and he was thankful with all for the welcoming, sharing some food and departing early in the morning.


The next day the caravan arrived at midday to the city. Going stray to the town marked and getting ready to sell the products in the afternoon rush of costumers.
This was the moment that the players expected to get pay by Kaldrass, but the Neidar elf had other plans.

When the players when to reclaim their money, Kaldrass mercenaries surrounded them and deman their surrendering, as the Neidar never planned to pay then, instead he wanted to sell them as slaves in the marked that same day. The mercenaries wont allow this and a vicious fight started right in that moment, and was only stoped when the city guard arrived.
Image result for elegant semi naked male high elf


Kaldrass claimed that the mercenaries were slaves that were trying to escape, and those clamed that was a lie from Kaldrass. The captain of the watch decided that this was better to be clarified by a Quadip (judge) and bring all to the city court.

There for the good forture of the group a familiar face where the Judge: Gaffar. The Quadip recognise the people that give him hospitality and set them free, and punish Kaldrass with 5 years of slavery as punish for his crime. The Quadip also granted the Rasalan (a gigantic mount/tent) of Kaldrass to the group as payment for the money that this elf owe to them.




Kaldrass (picture)

Image result for legacy of fire GaravelWith this the group of mercenaries were free, and going out of the palace of justice meet a new face: Garavel. This person were looking for brave warriors to help his matron, and invite the mercenaries to a meeting in the city bath house to discuss a business. Everybody accede to meet and discuss there and departure.









Image result for legacy of fire almahLater that day everybody meet at the bath house and there they meet Almah, a beautiful woman that under the command of the Packlords is leading a group to the city of Kelmarane, that is now under Gnoll control, to clear the city of bandits in order to make it a prosper town.

With some payment in advance the players agree to work with her and depart to the city of  Kelmarane.






The region of Masir, introduction to the campaign Legacy of Fire

By : LeonDelgado
Related image

Were Sethra as bleak and barren as tales of its trackless plains and vast deserts suggest, there would be little opportunity for adventurous spirits to take up arms and seek fame amid such merciless wilds. As any Solku guardsman or Sethra trader can relate, such is not the case. Gnolls, rocs, and beasts of legend from the Brazen Peaks prey upon the unwitting residents of the central veldt, and in the cities stalk beings from ancient lore and countless strange lands. Sethra is a land of mystery and menace, yet there is no end to the number of brave souls who rise to confront such dangers.

The Region of Masir is one of the eastern region of Sethra, close to the frontier with the kingdom of Elsmore and next to the Baridatan Sea.

The central of commerce and culture of Masir is the cityt of Katapesh - the bronze city, that in the old legendary times were the capital of all the region. In the present many cities in Masir are independent states, but the bronze city remains as the biggest city, under the control of the mysterious Packlords, after those take control of the city from the Dragon caliph Hurzett.

- Disclaimer-

This is the adaptation of the Pathfinder Adventure Path: Legacy of Fire, that I plan to run in the following months, this amazing adventure is being adapted here or "localize" to the world of Arcadia, so some changes and names will be made but I will try to keep the original spirit intact and at the same time make this campaing my "own".

L. Delgado.


The People of Sethra
The Land of Fate is a true melting pot, peopled by men in all shapes, sizes, and colors (and both genders, too). Here the generalized “men” refers not only to humans—the most common race—but also to elves, half-elves, dwarves, Visgan, Gnomeran, Mutawas, and even ogres. For the most part, Sethra lacks the racial prejudice and segregation of less civilized realms. For instance, the concept of a separate “elven” society is foreign here. While there are indeed a few areas where elves outnumber humans, the elves don’t consider themselves a separate nation or people. Nor do humans view the elves that way. Not even ogres are shunned in Sethra. Although some ogres are brutes, as surly and crude as their foreign counterparts, Sethrans do not allow the rough-tempered minority to color their opinions of the entire group.

Lifestyle—not race—tends to separate Sethrans. In the Land of Fate, people fall into one of two broad groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya), dwell in the most hostile areas of Sethra, where men are as near to the gods as they are to death. They are driven  by the search for simple necessities: water, food, and grazing land to sustain their herds. As a result, the nomads are a sinewy breed with keen senses. Sloth and obesity are virtually unknown to them; many subsist on a little more than few dates and a flask of sour milk each day. With so little food, and only a goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than many can imagine. Yet they consider themselves to be the richest of all Sethrans. Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm house, or a mass of personal fortune. They value their independence.

Although nomadic life is fairly insular, the necessity of trade brings the Al-Badia into contact with the “other half”, of Sethra’s culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary. Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker belongs to this group, because his life is inexorably linked to the village or city bazaar, and therefore to the trappings of settled men.

Virtually all Al-Hadhar know more creature comforts than the nomads. Only a few, however, are truly flush with silver, belonging to the Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities, though many own land in far-flung towns. The sweat and labor of the lower classes makes their existence possible.

For the most part, the Al-Hadhar are poor. Their homes are small and simple, made of mud brick or thatch, huddled around an oasis or a single well. Some are laborers. Others are farmers, residing on land that belongs to another, tending dates, wheat, and other paltry crops in exchange for a small share of the harvest. Their plots are small. In comparison to the farmers of other realms, most are little more than gardeners. But from a tiny patch of desert, they can create a paradise.

The Al-Badia and the Al-Hadhar tend to view one another with pity if not with a touch of disdain. Even the poorest villagers believe themselves to be more culture and more civilized than the nomads. Through the eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over their heads, fresh water, and a full stomach, as well as a regular bath.) Further, the Al-Hadhar worship their gods in impressive mosques, with the benefit of “educated” priests to guide them. Hence, the settled Sethrans believe themselves to be more pious than the Al-Badia, and therefore closer to the gods.

The nomads, of course, maintain the opposite opinion. After all, what could be holier than living beneath the expanse of the heavens and placing oneself directly at the mercy of the gods? The Al-Badia pity the Al-Hadhar for their softness, which results from their ardent pursuit of material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of freedom and their inequality.

The nomads bow down to no one but the gods, while the Al-Hadhar, say the nomads, must kneel to other men. All nomads believe themselves equal before the gods and before Fate. The same cannot be said for the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small compared to that of city dwellers, and a sheikh who is not generous with his tribe does not retain his position.

Nomadic women also know greater freedom than their settled counterparts. The family cannot survive without every nomad’s work; in turn, the women share equally in the rewards. In contrast, many city-dwelling women live like prisoners or slaves. The fact that they are “pampered” slaves only brings further pity or disdain from the nomads.

Despite these differences in lifestyle, the Al-Badia and Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers believe that a man and a woman should be judged on their own merit—not by the construction of their house. At least in principle, a person’s ability and strength of character outweigh any other distinction.

Races
One of Sethra’s greatest wonders is the size and exotic nature of its incredible markets. Yet for all of the treasures up for sale, it’s the diversity of people and merging of cultures from across Arcadia that make the cities of Sethra and the lands beyond true wonders.

Traditional Standard races of Arcadia (those found in the Legend of Arcadia book) are present all over Sethra, being the humans one of the most common.

Classes
With demand comes opportunity, drawing peoples of all walks to the wild frontiers and bustling cities of Sethra. Whether as sojourners seeking to tame the rugged wilds, or as opportunists chasing fame and fortune, in this land of riches and wonders, anyone with skill and tenacity might become a legend.

Barbarians
For all of Sethra’s endless markets and gold-lined streets, many of the country’s natives still live their lives simply, adhering to ancient traditions and the whims of nature. Sethrans nomads travel the country’s central deserts and plains, journeying from oasis to oasis, ever on the defensive against the deadly creatures of those bleak wilds. For centuries the nomads have defended their territories against interlopers and each other—the varied clans holding tightly to an elaborate hierarchy of grudges and alliances— becoming skilled in the art of battle. Several tribes claim fertile lands and bountiful oases as theirs, and woe to the unwary who would unwittingly steal from these proud people. Aside from the nomads of Sethra’s interior, the gnolls of the Brazen Peaks and wild elves from the Mwangi Expanse both occasionally wander among the country’s more civilized peoples, bringing with them skills and savagery unknown to everyday guards and mercenaries.

Minstrels (Bards)
Sethra has a long tradition of skilled entertainers. From incredible storytellers capable of bringing ancient fantasies to life, to the veiled dancers of incense-filled courts, the exotic and entrancing ways of the Sethrans marvel audiences the world over.. Storytelling holds a vaunted place among the region’s art forms, with accomplished tale tellers winning respect and great honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed wanderers venture into steamy dens to watch the silk-shrouded gyrations of ecdysiasts and listen to the philosophizing orators. Musicians hone their craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely decorated qanuns, or simple zills. Entertainers of all types find high demand throughout the country, with the best enjoying incredible luxuries among the entourages of wealthy nobles and merchant lords. The most exceptional of these are the elven minstrels who abilities are almost magical, and are blessed by the goddess Atma.

Clerics
Few can ignore the priests of Mitra as they move through the crowded streets, their robes like woven silver and their turbans adorned with gems. Easily the most spread religion in the east, the Mitrans work to assure that trade continues smoothly and fairly, while their Silver-domed temple-banks attract hordes of adherents and merchants on a daily basis. In the east, Ra’s following holds greater sway, all natives knowing to fear and respect the power of the scorching sun. The Sethrans view the Supreme king as a more demanding god than most, praying for her mercy and aid, yet wisely not expecting her intervention. From Solku, the church of Heres attracts the faith of those who face the dangers of the Brazen Peaks and other wilds. Faira and Anubis find significant followings throughout the country, as worshipers seek to unlock secrets of both the mind and body through ancient art forms and drugenhanced meditations.
  
Druids
Although arid deserts and featureless veldts typify the nation’s interior, Sethra is far from a barren land. From the rugged coasts to the sheer mountains, the cracked uplands to verdant desert oases, strange beasts and exotic plants form a harshly beautiful ecology, one stoically guarded by the nation’s few druids. Committed to protecting their homelands, members of Sethra’s nomadic tribes occasionally leave their people to “stare the lion in the eyes,” a journey into the wilderness that proves both literal and figurative as the traveller confronts the region’s deadliest beasts. Those who survive often form bonds with the animals of the land, claiming whole territories or prides of beasts as being under their protection. Water druids hold the respect of those in Sethra’s most parched environs, valued for their skill in sustaining those creatures and respectful peoples who struggle to make the deserts their home.

Fighters
Capable warriors never lack for work in Sethra. In the cities, wary merchants hire trustworthy watchmen while fearful nobles employ mercenary armies to serve as their personal guards. Bands of thieves and brigands take on muscle for all manner of capers, and in the dens below the bustle of city streets, pit fighters and brawlers of all sorts spar in brutal blood sports. Outside of Sethra’s city walls, the nomads of the barrens hone lethal skills, whirling scimitars with deadly expertise, while on the trade roads caravans place their fortunes in the hands of guards who are often more daring than skilled. Farther east, the rural communities and frontier villages endlessly want for skilled hunters, soldiers, and protectors to fend off the hordes of gnolls and even deadlier beasts.

Paladins
To combat the decadence of a country steeped in vices, the holy warriors of numerous faiths maintain dutiful vigil over their deities’ interests in Sethra. As the patron of cities and trade, Mitra sends Silver-armored soldiers to Sethra to guard his temple-banks, encourage commerce, and weed out corruption. Ra supports an especially active knighthood in the region, though her warriors are more altruistic, seeking to aid those who settle in dangerous lands and keeping the roads safe from ravening beasts. Of special note are the crusaders of Solku’s Dawn Vigil, who serve the God Ra in fighting back bands of gnolls and other deadly creatures on Sethra’s western frontiers. Perhaps most famous are Here’s paladins, who in recent years turned back the gnoll siege of Solku at the Battle of Red Hail, and remain heroes throughout the realm.

Psion and Psionic Warriors
Masters of the mind, for most creatures on Sethra, becoming a psion is not a destiny, but a discovery. Some psions, it is true, showed their first signs of mental powers from the age of a few years old, and a greater number began to manifest their psionic powers in puberty. But many psions, if not most, lack the time, inclination, tutelage, or will to develop their latent power. Most first-level psions do not consider themselves psionicists at all, but bearers of a freak psionic “gift” or “knack” that may come in handy, but is hardly the focus of their lives.

When Psion develop their powers become powerful rulers and conquerors, sometime being also advisors of great Sultans or traveler adventurers. Many Wizards learn how to face this estrange "spellcasters" in the cities of Sethra.

Some Psion develop a more physical power, where their mind bend their bodies and realities, learning how to fight and survive, this being a common in the Psion's that live in the poor streets of Sethra and never find a tutor that help them to develop their powers in a more structure way, thus becoming Psionic warriors or in some cases Wilders.


Mechanics
Mechanics thrive in Sethra, their machines are well appreciated by the people of the cities and in some cases the caravans of merchants that could use better transportations means on the hard desert.

Only one guild of Mechanics exist in Sethra and that is the Copper hats on the city of Katapesh, but some mechanics learn their trade from tutors or family members.

Rangers
Hunters of beasts and men find easy work in Sethra. In the west, the deadly monsters and savage humanoids of the Brazen Peaks place skilled rangers in high demand, and some travel from village to village selling their abilities and the fabulous pelts of their more exotic kills. In the east, within the city of Katapesh and its ever-changing crowds, those able to track people and find lost souls command high prices, freeing kidnapped slaves, hunting thieves, and dealing with creatures like undead and vermin that infest populous communities. There are also those distrustful of Sethra’s more exotic visitors, remembering tales of fiery wars and fiendish incursions; such hunters stand ready to defend their country from outsiders and elementals.

Rogues
Those with deft tongues, light fingers, and quick feet find endless opportunities in the cities of Sethra and beyond. Whether as solo pickpockets and confidence men or among organized guilds of thieves, the criminals of the city of Katapesh are legion, and in some markets—like the Nightstalls—there’s little difference between the merchants and the crooks. Yet not all sharp-witted Katapeshi are criminals. Wealthy newcomers to the city pay high prices for the talents of guides who know the local ins and outs, and even lifelong residents hire personal buyers and bargainers who know where to procure anything. Outside the city, skilled spies and scouts keep tabs on dangerous savages and search for new opportunities in the metal-rich mountains and plains fertile enough to raise pesh or other valuable crops.

Sorcerers
Although rare, genies and their power over the elements feature prominently in the legends and folklore of Sethra. Thus, it is no surprise that many sorcerers claim to have genie blood. Where in many countries such assertions would sound like foolish boasting, in Sethra there’s a chance it’s true. While sorcerers might be found throughout the country, native sorcerers usually rise from the west, typically among rural communities and nomads—many of whom claim to be ancestors of great heroes from magical lands. Traders from far and wide bring their own arcane heritages to the cities, from fiend-blooded tieflings to the naga-kin of Vudra and the sea-speakers of the distant south. Sorcery is pervasive in Sethra, but never common.

Wizards
The magic of Sethra borrows much from the arcane traditions of its neighbors. Mystical scholars delve deep into the cultic lore of ancient Celestial empire, attempting to tap into secrets lost to the deserts long ago. The arcane societies of the south influence the studies of native wizards, with bombastic Elsmore transmuters and stoic Ditian necromancers trading their secrets for veiled arcana. Sethra -born wizards have their own traditions, with control over weather, taming of the elements, and creation of supplies especially vaunted. The greatest Sethra wizards are the genie-binders—summoners possessing their nation’s talent for haggling—who ensnare powerful genies and can remake the world through the wishes of their elemental slaves.



Characters from the Campaing: "The Fracture of a Kingdom"

By : LeonDelgado
Regalis (Player Jay)


Born in the Mitrellas house as a Half-dragon from a Silmar mother, Regalis was shun down from birth. Only Allowed to live as this was his mother choice. His father Gadiel Thodenhir (his real dragon name was Deomyr) lived for two millennia in the region of Gyrilenth hiding the fact that he was a Blue Dragon. He participated and helped the house of Mitrellas for all this time, falling in love with the beautiful Anuel, the granddaughter of Nestarion.

Anuel was a famous Mistrel, and a follower of Atma, and is said that she had the most beautiful voice, and her sing could heal wounds, call for the summer in the middle of the winter and raise the dead. She was invited to the halls of Faira once to sing for her, and Veles give her as reward power over the dead.

They both married and lived in a secluded place, hiding the birth of their son Regalis, until one day when Anuel returned to the city of Sidryon (the capital of Gyrilenth) with his young son Regalis, his father vanished and their house was destroyed. She refuse to reveal what happened, and remained in silence, only communicating with her eyes and gestures, becoming silent since then.

Only her eyes convice Nestarion to let live Regalis, and raise him as one of the Mitrellas house. The joung half dragon whoever had a hard life, only finding peace on the workshops of Seliun Germael, one of the best mechanics of the House. Over time Seliun move to the small city of Arandur, and Regalis march with him.

In Arandur meet the joung Blethzuu and both forge a friendship.

Recently, a mission bring him back to Sidryon, and to face his past. 


Blethzuu (Player Laurence)


Born in the Mitrellas house, Blethzuu is a Silvari elf between two worlds. His father Itgran Darthnall was a Silvari exile that found a place within the Mitrellas house.

Called the Troll slayer, Itgran was a fierce warrior, with a great hatred for the Trolls and many fey creatures. He found some peace when he married Alenty, a lady of the house. When his son was born he taught him all about the spirit walk and how to reach the spirit world, but for some reason he always avoided going into it.

Since a young age Blethzuu show great affinity for the elements, and Seliun Germael, one of the best mechanics of the House Mitrellas accept him as one of this pupils.

Over the years Blethzuu become an orphan as her mother died of a mysterious disease, followed by his father, who was killed in a mission over the north wall when he served the house Kaylanden. 

Reinos de Arcadia: Los clanes de Asgard

By : LeonDelgado


El Reino de Asgard esta dividido en 16 territorios, de los cuales 15 de ellos están controlados por los 10 clanes sobrevivientes de los 13 clanes fundados por las Valkirias tras derrotar a Fenris. Cada clan tiene una filosofía que le diferencia en adición de un beneficio y defecto que marca un individuo del clan.

Un jugador nacido en Asgard debe de elegir un clan al que su personaje pertenece (sin importar la raza). El jugado puede elegir si adquiere o no los beneficios que el clan le otorga (si acepta el beneficio debe de aceptar obligatoriamente el defecto). Sin embargo algunos miembros del clan no son tan marcados por las tradiciones, por lo que aceptar el beneficio y defecto no es obligatorio.

A continuación puedes ver los clanes, con una pequeña información del clan y su Jarl actual (en el año 11245 DC).







El Reino de Asgard esta dividido en 16 territorios, de los cuales 15 de ellos están controlados por los 10 clanes sobrevivientes de los 13 clanes fundados por las Valkirias tras derrotar a Fenris. Cada clan tiene una filosofía que le diferencia en adición de un beneficio y defecto que marca un individuo del clan.

Un jugador nacido en Asgard debe de elegir un clan al que su personaje pertenece (sin importar la raza). El jugado puede elegir si adquiere o no los beneficios que el clan le otorga (si acepta el beneficio debe de aceptar obligatoriamente el defecto). Sin embargo algunos miembros del clan no son tan marcados por las tradiciones, por lo que aceptar el beneficio y defecto no es obligatorio.

A continuación puedes ver los clanes, con una pequeña información del clan y su Jarl actual (en el año 11245 Después del Caos, o como dicen en Asgard, Después del Racknarock).


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La informacion de Cada clan se ve en el siguiente formato

Jarl : Este es el supremo líder del clan, titulo similar a un Rey.
Clan Aliado: El clan en el que confían mas.
Clan enemistado: El clan con quien poseen una larga enemistad, una historia llena de conflictos y traiciones.
Clase favorecida por tu clan: Tu clan puede otorgarte una clase favorecida adicional a la de tu raza. Recuerda que la primera vez que tomes un nivel en cualquiera de tus clases favorecidas, esta se convierte en tu única clase favorecida.
Algunos clanes pueden dar acceso a nuevas clases, que no están en el manual básico de Arcadia.
Clase de Prestigio del Clan: Algunas clases de prestigio son exclusivas de estos clanes, para acceder a ellas debes de ser miembro del clan o al menos tener su favor (una alta reputación).
Territorios: Las tierras que el clan gobierna.
Beneficios: Tu clan te dará un entrenamiento que concede benéficos como bonificadores a habilidades o talentos únicos.
Desventajas: Cada clan tiene una falla, ya sea orgullo o crueldad, y lastimosamente vivir tanto con estas personas te ha otorgado esta característica, la cual entorpecerá tu vida en algún momento.
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Oso
Jarl : Halfdan
Clan Aliado: Linnorn
Clan enemistado: Mamut
Clase favorecida por tu clan: Druida
Clase de Prestigio del Clan: Bearseker (clase de prestigi, Deities & Demigods), Demon Slayer (Knigth of the Calice- Complete Warrior).
Territorios: los bosques de Hor (en disputa con el clan Mammut), las tierras de Haf y las llanuras de Skiringssal.
Los Oso es uno de los clanes mas afines a la naturaleza. Este poderoso clan es uno de los más antiguos de Asgard. Los miembros del clan Oso tienden a ser violentos y toscos, sin embargo son famosos por su lealtad y valor. Los osos tienen una misión jurada: proteger Asgard de los Demonios de Arkan. Ellos creen que el deber esta por encima de la vida misma y siempre están listos para la batalla.
Beneficios: Elije entre Religión, Detectar intenciones o Sanar, tienes +1 a esa habilidad y hace parte de tus Habilidades de Clase. Adicionalmente ganas la proeza Agarre mejorado.
Desventajas: Los miembros del clan oso son celebres por su crueldad y brutalidad en la batalla, cuando están a 30 pies de un enemigo que este muriendo o indefenso, siente el impulso de asegurar su muerte. Tienes una penalización de -2 a tus ataques contra enemigos si un adversario esta a 30 pies de ti y esta muriendo o indefenso.


Crines Doradas
Jarl : Romaro, el Bendito.
Clan Aliado: Trueno
Clan enemistado: Cuervo.
Clase favorecida por tu clan: Paladín.
Clase de Prestigio del Clan: Hoegyr (Cavalier – Complete Warrior)
Territorios: Llanuras de Ran y bosques de Tiu
Amos de los caballos, los crines doradas son los mejores jinetes de Asgard. Hábiles con la espada y el arco, los maestros de las llanuras de Nabila son capaces de viajar grandes distancias a lomos de sus monturas. El clan es famoso por su guardia montada, los Hoegyr.
Beneficios: Cabalgar hace parte de tus habilidades de Clase y tienes +1 a esta habilidad. Adicionalmente tienes +1 cualquier maniobra de combate o ataque que realices mientras estés en el lomo de un caballo.
Desventajas: Los Crines doradas tienden a ser distraídos, tienes -1 a Percepción y Buscar.
Los crines doradas son orgullosos, cuando alguien te amenaza, acusa o desafía tienes -2 a diplomacia y detectar intenciones que involucren a esa persona hasta que ella si disculpe.


Lobo
Jarl: Whalen, la mano negra.
Clan Aliado: Mamut y Tigre invernal.
Clan enemistado: Colmillo de Hierro.
Clase favorecida por tu clan: Explorador
Clase de Prestigio del Clan: Veirdriblak (Dark hunter -Complete Warrior), Freiveir (Darkwood Stalker- Complete Warrior/ Change Orc nemesis with Werewolf)
Territorios: Valle Got y las llanuras de Birka.
Los miembros del clan lobo son un clan misterioso y preclusivo. Los miembros de este clan son sigilosos y acostumbran a cubrir sus rostros con una mascara de plata la cual han forjado por ellos mismos (parte de su ritual de adultos).
Acostumbran a patrullar las llanuras frías del valle del hielo eterno, donde han logrado domesticar a los lobos terribles del valle y los usan como monturas para mantener la vigilia eterna en el martillo de Dagda, una reliquia de tiempos antiguos.
Beneficios: Tienes a los Hamhleypa (Hombres lobo) como enemigo predilecto (Ver habilidad de  Ranger), Si tomas niveles en una clase que te otorgue enemigo predilecto (hombre lobo) el bonus se incremente en +1. Adicionalmente tienes +1 a cabalgar y Tratar con animales siempre que sea con un lobo terrible.
Desventajas: Un Lobo de plata jamás debe de revelar su rostro, si una persona ve su rostro este debe de matar a esa persona, casarse con ella, cometer suicidio o abandonar el clan.

Tigre invernal (Winter Tiger)
Jarl: Faas, la garra de hielo.  
Clan Aliado: Lobo.
Clan enemistado: Linnorn.
Clase favorecida por tu clan: Guerreros Psionicos, Psion.
Clase de Prestigio del Clan: Elocater.
Territorios: El valle de Upplat
Los Tigres invernales son respetados y temidos en todo Asgard. Bendecidos con extraños poderes y magias que muy pocos comprenden. Por lo general son recibidos con recelo por los demás clanes, los miembros del clan poseen una gran gracia, son calmados y calculadores.
Beneficios: Elije entre Psionics, Concentración o Acrobacias, tienes +1 a esa habilidad y hace parte de tus Habilidades de Clase. Adicionalmente si eres un humano nacido dentro de este clan tienes +1 PP.
Desventajas: Los Tigre invernal nunca logran confiar plenamente en la gente de otros clanes, - 1 a la defensa cuando combates a 5 ft de un aliado que no sea de tu clan.

Cuervos negros
Jarl: Kadem, el señor de los susurros.
Clan Aliado: Oso.
Clan enemistado: Crines Doradas
Clase favorecida por tu clan: Pícaro.
Clase de Prestigio del Clan: Mordvig (Asesino), Dralokai (Arcane Trickster), Andlifol (Master of Masks- Complete Scoundrel).
Territorios: Las tierras de Jem
Los miembros del Clan cuervo son los manipuladores de Asgard, maestros de los secretos y las mentiras. Todo miembro del clan se arrancan el ojo izquierdo en una ceremonia ritual, lo cual en lugar de ser una desventaja les da extrañas habilidades sobrenaturales. Maestros del sigilo y los venenos, los cuervo son temidos y respetados en Asgard.
Beneficios: Ganas Blindsight (25-ft radius). Adicionalmente elije entre engañar y sigilo, tienes +1 en esa habilidad y hace parte de tus Habilidades de Clase.
Desventajas: Nadie confía plenamente en los cuervos, y es mutuo. Cuando combates adyacente con un aliado (sea de tu clan o no) o recibes la acción "ayudar a otro" tu y dichos aliados tienen -1 a la Defensa.

Mamut
Jarl: Maiara, la que todo lo ve.
Clan Aliado: Lobo
Clan enemistado: Oso
Clase favorecida por tu clan: Barbaro.
Clase de Prestigio del Clan: Brumridary (Mammut raider – Pathfinder: paths of Prestige)
Territorios: Las llanuras heladas de Nid, la tundra de Har y luchan constantemente con el clan oso por los bosques de Hor.
Resistentes y furiosos, los miembros del clan mamut tienden a formar tribus nómadas que viajan por las estepas heladas del norte de Asgard. Especializados en enfrentar criaturas colosales estos poderosos guerreros son respetados por los Asgardianos. Son los defensores del norte y luchan constantemente contra los caminantes sombríos.
Beneficios: Elije entre Supervivencia o Cabalgar, tienes +1 a ese skill y hace parte de tus Habilidades de Clase. Adicionalmente tienes +1 a la fortaleza para resistir cualquier ataque de frió o para chequeos de exposición al frió.
Desventajas: Los miembros del Clan Mamut no son buenos negociadores, tienes -1 a Diplomacia.

Linnorn
Jarl: Tane, el iluminado.
Clan Aliado: ojos de fuego
Clan enemistado: Tigre Invernal
Clase favorecida por tu clan: Psion, Magos y Señores de los Nombres (Truenamer).
Clase de Prestigio del Clan: Bregomal (Time Mage), Bregorond (Arcane Shield).
Territorios del clan: Los bosques de Lapland
Los miembros del Clan Linnorn tienden a ser carismáticos y lideres natos. Poseedores de una gran sabiduría este clan es uno de los pocos que tiene un gran número de magos y escribas. Los miembros de este clan tienden a ser preclusivos, devotos a explorar los secretos del mundo. Tienden a guardar su nombre verdadero en acertijos y solo miembros revelan su verdadero nombre a otro miembro del clan.
Beneficios: Como un Linnorn sabes inspirar lo mejor de los demás. Como una acción Standard puedes decir palabras de coraje que dan +1 bonus de Moral a un aliado a 30 pies de ti que pueda verte y escucharte. Este aliado puede usar el +1 en cualquier cheque de su elección antes del comienzo de tu próximo turno. No puedes darte este bonus a ti mismo o a un aliado que lo haya recibido en las ultimas 24 horas.
Desventajas: Los Linnorn son testarudos. Siempre que seas testigo de una acción o escuches un argumento que contradiga tu alineamiento, debes de intentar de corregir o detener dicha acción o argumento. Si no lo haces o fallas en el intento (a discreción del GM), quedas estremecido (Shaken) por una hora.

Ojos de fuego
Jarl: Obasi, la espada de fuego.
Clan Aliado: Linnorn
Clan enemistado: Trueno.
Clase favorecida por tu clan: Portadores (Wilder) y Hechiceros.
Clase de Prestigio del Clan: Bregova (Arcane Sword).
Territorios del clan: Los bosques y valles de Kvenland
Los ojos de fuego poseen una característica poco común en los humanos: sus ojos brillan en la oscuridad. Este es un clan donde es común la magia. Cuando un ojo de fuego tiene talentos mágicos (o psionicos) y los usa sus ojos despiden una luz similar al fuego.
Todos los miembros del clan que son aceptados reciben la bendición del Jarl, la cual les permite beber de una urna mágica la cual es custodiada por la hermandad de las hijas de Bada Yaga. Quien bebe de esta sangre se convierte en parte del clan, sin embargo si una persona bebe sin la bendición del Jarl muere de forma horrible (como narra la saga de Omora).
Beneficios: Como un Ojos de fuego sabes leer a los demás y manipular con las palabras. Elije entre Detectar intenciones, Engañar o Diplomacia, tienes +1 a esa habilidad y hace parte de tus Habilidades de Clase. Adicionalmente tu nivel de lanzador de conjuros o manifestador se incrementa en +1 (humanos femeninos nacidos en el clan suman +2 en vez de +1).
Desventajas: Siempre que lances un conjuro o manifiestes un poder tus ojos lanzan luz como si llamas emergieran de ellos, la gente tiende a asustarse contigo. Tienes -1 a diplomacia cuando tratas con personas que no lancen conjuros o manifiesten poderes.

Trueno
Jarl: Pascoe, la roca.
Clan Aliado: Crines Doradas, Valkyrias
Clan enemistado: ojos de Fuego.
Clase favorecida por tu clan: Brumdiforull (Mecanico), solo miembros de este clan o aliados cercanos pueden tomar esta clase.
Clase de Prestigio del Clan: Bregobrundi (Arcane Mechanic).
Territorios del Clan: el valle de Bjarmaland
El clan trueno es uno de los clanes mas pequeños de Asgard, sin embargo este clan tiene la ventaja y desventaja que esta en la boca del Hellheim. Gracias a esto el clan comercia mucho con Enanos, los cuales les han enseñado a algunos miembros del clan los secretos del polvo arcano y la mecánica.
Los miembros del clan tienden a ser alegres y extrovertidos, les gusta comerciar y viajar por barco a otros pueblos para cambiar artesanías y productos.
Beneficios: Como un miembro del clan trueno sabes ser carismático. Ganas +1 cuando usas la habilidad engañar o diplomacia en un personaje que es (o podría estar) sexualmente atraído por ti, y la dificultad de cualquier conjuro que dependa del lenguaje que lances en un personaje que cumpla este criterio aumenta en +1.
Desventajas: como muchos otros miembros de tu clan, tiendes a ser ingenuo. Tienes -2 a la defensa durante un turno sorpresa, contra armas improvisadas y -1 contra maniobras de combate.

Colmillos de hierro
Jarl : Svard ofir  “el inquebrantable”
Clan Aliado: Ojos de Fuego, Linnorn.
Clan enemistado: Lobo
Clase favorecida por tu clan: Draeriss (Cavalier-Pathfinder advance players guide)
Clase de Prestigio del Clan: Drengriss (Knigth Protector).
Territorios del clan: los bosques de Oerne
Los colmillo de hierro poseen una fuerza de voluntad inquebrantable, conocidos por ser capaces de domar los feroces jabalíes terribles del bosque Perennes son bien conocidos por todo Asgard por su conexión con los dioses y sus habilidades con el hacha de batalla.
Beneficios: Como muchos de los colmillos de hierro eres duro de matar. Siempre te estabilizas de forma automática cuando tus puntos de vida están por debajo de 0, adicionalmente tienes +1 a cabalgar y Tratar con animales siempre que sea con un Jabalí terrible
Desventajas: La maldición de la codicia esta presente en el clan. Tienes -2 de penalización en voluntad contra efectos de encantamiento y compulsión si la criatura que crea el efecto promete poder y riquezas. También tienes -1 en Diplomacia y detectar intenciones cuando te prometen lo mismo.

Enanos
Jarl : Alfohaer manopiedra
Clan Aliado: Todos.
Clan enemistado: -
Territorios del clan: Fortalezas en el Hellhaim.
Los Clanes enanos forman un gran grupo que los habitantes de Asgard llaman los Clanes Enanos. Estos clanes son reconocidos como miembros de los Clanes aunque existen de forma independiente en las enormes cavernas que existen bajo Asgard, llamadas colectivamente como el Hellhaim.
El Hellhaim es un lugar hostil, lleno de criaturas que aborrecen la luz del día, sin embargo los Enanos han logrado crear fortalezas subterráneas en estas cavernas donde explotan vastas minas de gemas y otros metales que luego comercian con los Clanes de la superficie.
En Asgard es común encontrar clanes de Asgrim y Daegars que existen en estas fortalezas subterráneas, mientras que los Trias forman pequeñas fortalezas o pueblos en las superficie sirviendo de punto de comercio entre los clanes enanos y los demás clanes de Asgard. Por lo general se encuentra una ciudad Enana o fortaleza en cada uno de los territorios de los Clanes asgardianos, siendo este lugar un punto de comercio y refugio en caso de adversidad.
Beneficios: -
Desventajas:-

Elfos Invernales
Jarl : Anarzee Urileth
Clan Aliado: Todos.
Clan enemistado: -
Territorios del clan: Las tundras heladas del norte de Asgard.
Los Clanes Elficos forman un gran grupo que los habitantes de Asgard llaman los elfos invernales. Portadores todos de Anillos rúnicos especialmente marcados al igual que un tatuaje en su hombro derecho de la runa de Variel (la líder elficá que guió la rebelión contra el imperio de Tassilion) estos elfos son considerados miembros de los clanes y aceptados por todos en Asgard.
Los Elfos invernales están compuestos principalmente de Elfos Derkan, Silmar, en raras ocasiones Avalar y elfos Silvary. Sus comunidades están escondidas con poderosos conjuros de ilusión en las inhóspitas tundras del norte, donde ningún miembro del clan ha regresado desde la caída de Tassilion.
Beneficios: -
Desventajas:-

Valkirias
Jarl : Alais la valiente.
Clan Aliado: Todos.
Clan enemistado: -
Territorios del clan: La fortaleza de Helvorn
Las valkirias forman un clan especial dentro de la sociedad Asgardiana. Los miembros de este clan estan compuestos de valientes doncellas guerreras de toda raza y origen, la mayoria han crecido dentro de la fortaleza de Helvorn donde han sido instruidas en diferentes caminos y habilidades que les permitiera convertirse en Valkiries, las legendarias guardianes de Asgard.
Una Valkiria es un miembro de la Orden de las Valkirias que ha completado su entrenamiento. Como una Valkiria y miembro completa de la Orden, estas reciben usualmente tareas o misiones del Consejo de las Valkirias o de la Jarl del Clan, esforzándose para encontrar la paz y el mantenimiento de los clanes de Asgard.
Beneficios: -

Desventajas:-

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