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<div>=Xen's Fantasy Game System (XFGS)=<br />
<br />
This began life as a generic fantasy system, and to much extent it still is. It is predominantly focused on the world of Dellan, because that's the world in which it was initially played. That said, the system is generic enough that the setting can be separated from the system, and it can be applied to any setting your heart desires. <br />
<br />
Alpha 0.5<br />
<br />
=[[CharacterSheet | Character Sheet]]=<br />
<br />
Click Through here is a Character Sheet. <br />
NOTE: This character sheet is out of date as of Alpha Version 0.5 (23 Sept, 2018)<br />
<br />
=Introduction=<br />
<br />
This system is based on the existing Superhero Game, with a few additions for genre specificity. <br />
<br />
The driving factor behind the system is that the game designer dislikes systems that lock people into playing a Class. To survive in a brutal fantasy world, as would be needed in any world, a character needs to be an all-rounder. To have a trick or two that someone else might not know about. <br />
<br />
This system is designed to be simple, quick and versatile.<br />
<br />
This is the first major revision of the game, to attempt to simplify some mechanics in the earlier version that were perhaps a little too cumbersome.<br />
<br />
=The basics=<br />
<br />
This game is based on the highest number idea. In general (there are, of course, exceptions, but keep reading for these), you roll 1D20, and add the result to your score. That is then your final score. <br />
<br />
The score for a task is generally: Ability+Skill+D20= Score <br />
<br />
The score is then compared to the Challenge Rating, which is given to the players by the Games Master (That is, the person who is running the game for you). <br />
<br />
There are two special rolls that you need to be aware of. A roll of 20 is always a success, and called a critical success. A roll of 1 is always a failure and called a critical fail. <br />
<br />
Critical successes mean that you achieve whatever it is you’re trying to do. This doesn’t mean that what you’re about to do will go your way. If you are trying to kick open a door that is boobytrapped, and you roll a 20, you will definitely kick open the door. This does not warn you about the boobytrap, and does not, necessarily, stop it from going off. A critical success might also mean that you have found a way to do whatever task you were doing in a way that works better for you in general permanently. (see quirks)<br />
<br />
A Critical Fail means that something bad has happened to you, or your party members. Either you’ve managed to misfire and shoot yourself in the foot, not noticed useful material, or in some cases find that a task that you are trying to do you are physically incapable of doing (and may never be able to do ever (see quirks). <br />
<br />
In theory, every task can be tried. For those untrained in a task, the task might not be (rationally) likely to succeed, and might even have a Challenge Rating (CR) above what a person could roll. That does not mean that a person should not be allowed to try. There is always the chance of a natural 20, and even a non-succesful roll can be improved by the use of ''Luck''.<br />
<br />
=Challenge Rating=<br />
<br />
This is the number that a hero has to achieve in order to succeed at a task. <br />
<br />
The challenge rating for basic tasks is 17.<br />
<br />
This rating changes based on other factors that can make a task difficult. Low light can make a target difficult to see, and might raise the target rating by 2 or 3 for a small object, for a challenge rating of 20 (CR 20). <br />
<br />
=Under Duress=<br />
<br />
Heros are not generally required to make a roll if their skill is naturally over the Challenge Rating for a task. There are are some exceptions to this. A roll is always required when Under Duress. This is a time of stress for the hero, and there is a chance that they might make a mistake. In some instances, the difficulty of the simple task may be increased because of the duress. <br />
<br />
For example, a hero can unlock a simple door given time, the right equipment and peace without a roll. In this particular instance, however, the building is on fire, their life is in direct danger by the spreading flame. The Challenge Rating of the task has now moved from simple (17) to difficult(23). This is not the challenge rating of the lock, but a combined difficult of all the situational factors. This might get even more difficult if the hero doesn’t have the right equipment (+3 difficulty for this particular lock), and being actively shot at (+4). This makes the challenge rating 30. <br />
<br />
Being under duress can make even the simplest of tasks nigh-impossible. Only a real hero would even attempt them. <br />
<br />
=Luck=<br />
<br />
This game is designed so that the characters can be heroes. There are going to be times when a hero doesn’t manage to pass a roll, but really feels that they need to do. As such, each character has 5 free Luck points that they can use for these actions. These refill at the end of the story arc, the GM will tell you when. If these run out, because a hero has been particularly unlucky, or wanting to be particularly heroic, the character can then also use the Experience Points that they have built up on their sheet for the same thing. <br />
<br />
==Luck Example==<br />
<br />
A Luck point allows a hero to roll 1d6 to attempt to increase their score. Each time a point is spent, you get an automatic bonus 1, to represent the Character point you have spent, and you get to roll, and add 1d6 to your roll. <br />
<br />
Ability+Skills+1 (+1+1d6+1+1d6+ etc) +D20=Score<br />
<br />
You can keep rolling the 1d6 as often as you have character points or XP to spend. If you roll a 6, the dice ‘explodes’ (you are very lucky), and you get a free roll, adding this number, ignoring any 1’s to your total. However, if you roll a 1d6 on the dice, you lose ALL ACCUMULATED POINTS FROM THE DICE. This is not considered a Critical Fail. <br />
<br />
For example, a hero is trying to pick a particularly difficult lock. They have 9 in lockpick (Ability of 4 and skill in lockpick of 5). They roll a d20, and roll 5. This is very difficult lock, with a difficulty of 21. As they are in a battle, and desperately need to free the prisoners behind the locked door, the hero decides to press on. <br />
<br />
They spend a character point, and roll 1d6 for another 4, adding the 1 for the character point spent, they now have 19. Being so close, they decide to roll again. <br />
<br />
If they roll any number other than 1 on the d6, they will succeed this test. If they roll a 1, they will loose all that they have gained from the dice roll (in this case the 4), and only be left with the character point spent (which will 2. One for each dice). <br />
<br />
==Luck and Critical Fails==<br />
<br />
Luck cannot be used to improve, or make a critical fail not happen. For that, you must use ''Fate points''<br />
<br />
===Luck Stat===<br />
<br />
The Luck stat is a special stat that a hero can buy with XP, either when they create their character, or later during the game if their character has been particularly lucky. <br />
<br />
For each point that a character has in Luck, they gain an ''extra 5 luck points''<br />
<br />
<br />
=Insanity=<br />
(needs a better name!)<br />
<br />
Adventuring is likely to take a mental toll on a character. <br />
<br />
This stat reflects the amount of trauma that a person can undergo in adventuring. As such, not every character will react to situations in the same way - with a few game-mechanic exceptions. <br />
<br />
This scale runs all the way to 20. <br />
<br />
*1-2 : This suggests that the person has a few parts of themselves that is suffering trauma, but not likely to affect the character in anything but really-specific contexts. <br />
*2-4 : The character is beginning to have some behaviours that occasionally affect the game. This will be things like finding certain situations difficult to cope with. Generally at this level, people are learning to live with their mental health issues, and as such have found ways around it. <br />
*5-6 : This is the point where in modern society people would begin seeking counselling. Their behaviours impact them, rather than the game most of the time. For example, at this level a character might have an aversion to wool. In a medieval-based society, that makes clothing and other equipment difficult, as other forms of clothing is more expensive. The character can find a way around it, but it takes effort. <br />
*7-8 : It is at this point that characters beheviour is beginning to affect others. They perhaps find dark caves impossible to enter, or have spouts of OCD, or dissassociative behaviour. The character is still functioning, but it is the point at which someone should visit a doctor. <br />
*8-10 ; At this level a character will have good days and bad days. Medication, or other forms of help will be vital for a character to function on a regular basis, but even these will have days when they fail. <br />
*11-12 : A character will find that their mental health has deteriorated to the point that they cannot function in the world without help and intervention. They will need to be reminded to take their medication, and will need help in dealing with issues that most people will be able to take in their stride. It is possible that a character will have times of clarity, but these need to be translated through their particular mental health problems<br />
*12-14: A character at this level is finding it difficult to interact with the world in a way that makes sense. They have to translate everything through their issues, and will generally find that functioning is increasingly difficult. Understanding the world is incrediblly difficult, and danger may not appear as danger to them. Without constant help and supervision, it is very likely that this character would be unable to survive. <br />
*15+ : From this point onwards, a character is unable to ineract with the world in a meaningful way. Their mental-health problems are so great that they would need to be constantly restrained. <br />
* 20 : At this point, the character has totally broken from reality. This is akin to a character death, as the character cannot come back from this point. The best that they can hope for is to be places in an instution / temple, and be cared for until the end of their days.<br />
<br />
=Fate Points=<br />
<br />
Heroes are watched by Lady Fate. The granting of the first Fate Point by The Lady is what separates a hero from an ordinary person. Fate points are powerful, and rare. If you've ever wanted to know what is that makes a protagonist survive a fall that would have killed anyone else, this is the game mechanic that does that. <br />
<br />
Every hero begins the game with 1 fate point. <br />
<br />
Fate points are awarded at the whim of the Lady, though they are most often awarded for doing her bidding, and following the fate she has mapped out for you: Being the hero you are meant to be. <br />
<br />
Fate points are awarded for a hero being selfless, giving themselves to save others. For being a hero. This should be extraordinary acts of valour, and not just a hero using their healing ability to heal the wounded. <br />
<br />
==Using Fate Points==<br />
<br />
A Fate point is a powerful item. It gives a player access to fate itself, allowing them to rewrite fate as they see fit. This may not necessarily be in their favor. A fate point can be used for all manner of things. Perhaps a hero is in desperate need of a weapon, and while searching an abandoned cabin, they use a fate point to find one. The weapon they find, of course, will be at the discretion of Lady Fate (Or, in game terms, the GM). Abuse of the Fate point will may mean that Lady Fate will withdraw her favor, or worse, grant that hero a black mark. <br />
<br />
===Using Fate: A GM's Perspective===<br />
<br />
Fate points are meant to be there to aid the players in their time of need. They can even roll-back a disastrous critical fail. However, they cannot play with the fabric of reality itself (generally speaking). A player cannot use a fate point to find a specific item in a location where it would not normally be found. They cannot summon the Great Sword of Akash to their bedroom, for example. Players who annoy Lady Fate will gain a black mark.<br />
<br />
A Fate Point cannot be used to counter another Fate Point (that can only be done by a Chaos Point(see below). It can be used to re-direct an already-state Fate Point Action. The combined actions will always be positive for those involved.<br />
<br />
==A Black Mark of Fate==<br />
<br />
Lady Fate is not to be trifled with. Those who do will have her favour removed, and gain a black mark. Players with a black mark cannot use Fate Points unless they have more Fate Points than they have black marks. <br />
<br />
''Optional Rule'': For every black mark that a player has, it increases the number needed to roll a critical failure. <br />
<br />
A player with five Black Marks has managed to anger the Lady so that their fate holds only one thing: Death. The Lady will relentlessly, and without mercy hunt the player (and all who are with them) until they are dead. For the good of the party a hero with 5 black marks should leave the game.<br />
<br />
===Black Mark Example===<br />
<br />
If a player gains 1 black mark, they require 2 Fate points to be able to spent a fate point. The other fate point is untouchable while they have the black mark. <br />
<br />
While they have the black mark, on the roll of a 1 or 2 on the D20 they have Critically Failed. A character with 3 black marks would critically fail on a roll of 1,2 or 3, and so on. <br />
<br />
===Removing Black Marks===<br />
<br />
A Black Mark can be removed in a number of ways. <br />
<br />
* They can visit the Temple of Fate in Ithica, and pay a large sum of money to have it removed. NOTE: The Temple does not take kindly to repeat visitors. <br />
* They can request a fate quest. A Fate quest is a quest given by the lady that they must succeed at. Failure will mean another black mark. <br />
* They can follow their fate in an exemplary manner. The problem with this can be finding out what their fate actually ''is''.<br />
* Lady Fate can be capricious. She may remove it at her own whim.<br />
<br />
=Chaos Points(Optional Rule)=<br />
<br />
There must be balence.<br />
<br />
Lord Chaos does not like Lady Fate's ordered world, and instead would rather add a bit of excitement into the lives of people.<br />
<br />
Chaos Points are a measure of just how much chaos a character can bring. These rules should be used sparingly, and with caution.<br />
<br />
Chaos Points,unlike Fate Points, build up. They can only ever be spent once, but once spent,they are not erased, but rather placed in "Permanent Chaos Points". When a player reaches 3 permanent Chaos points, they cannot gain another. If they do gain another, they fall completely to Chaos, loosing their mind, and their soul, on the alter of Lord Chaos' Madness. <br />
<br />
They have no in-game affect until they are spent, and a player can only have one unspent Chaos Point at a time. <br />
<br />
==Using Chaos Points==<br />
<br />
Sometimes it seems that things are going a little too smoothly, or perhaps your are jelouse that Somone is too favoured by Lady Fate, or you have another agenda mind. Or perhaps there is no other way.<br />
<br />
Lord Chaos, unlike his benevolent counter part, can be summoned to a situation. What happens from there remains in the hands of Chaos. Sometimes he's helpful, sometimes he's not.<br />
<br />
==Using Chaos Points - Mechanics==<br />
<br />
The mood of Lord Chaos is as changeable as the wind, and he does not like being angered. He is far more capricious that Lady Fate, and childish demands will be met with childish outcomes. Do not temp Chaos; his sort attention span means his responses are often violent, deadly, and very terminal.<br />
<br />
Chaos Points can be used in one of two ways:<br />
<br />
* As a last ditch effort to save the day. Lord Chaos cannot be commanded, and will act as he sees fit. To work out how Lord Chaos will act, check the following table:<br />
<br />
** On a 20: Chaos acts in your favour, in a very very positive way.<br />
** On an event roll: Chaos will act in your favour.<br />
** On an odd roll: Chaos will act against you<br />
** On a 1: Chaos will act against you in a wholely unhelpful, likely negative way.<br />
<br />
* To counter a fate point. Chaos Points can be used to counter another player's use of a fate point. When used in this way, there is no need for a dice roll. This keeps the world unaltered, and the fate point is lost.<br />
<br />
==Gaining Chaos Points==<br />
<br />
Chaos Points are gained by being Chaotic, by going against Lady Fate's Plan. In very, very rare instances, Lord Chaos may give out these 'favours' just because. A Chaos Point in general is not gained by spending of a Chaos Point, but they may be gained like that in very rare cases. <br />
<br />
This may lead a player to be tempted to play as Chaotically as possible, to gain Lord Chaos' favour. This will indeed work, Lord Chaos will smile favourably on those who sow Chaos, and grant their character another Chaos Point. This will force the unspent Chaos Point into being a permanent Chaos Point.<br />
<br />
=The Parts of a Character=<br />
<br />
==Abilities==<br />
<br />
To know how well, or badly a character can achieve a thing, a hero needs statistics, or stats for short. Generally, these break down into 7 categories. During character creation, each score point in these abilities will need to be bought. <br />
<br />
===Strength===<br />
<br />
This is a measure of how physically strong a person is. This covers actions done with the body. <br />
<br />
===Agility===<br />
<br />
This covers how agile someone is. That is, how supple and nimble the whole body is. This the dodge skill (that is, how difficult you are to hit) is based off this stat. <br />
<br />
===Dexterity===<br />
<br />
This deals with fine manipulation of things. This is the skill used for picking pockets, or locks. <br />
<br />
===Intellect===<br />
<br />
This stat covers how intelligent your character is. This stat is the basis for any special knowledge a character has. This is the characters learned knowledge. <br />
<br />
===Awereness.===<br />
<br />
This stat covers how much the character is aware of things that are going around them. This stat is the basis for perception rolls, willpower, and general knowledge checks. It is also the skill that initiative is based on. <br />
<br />
===Presence===<br />
<br />
This covers a character’s force of personality. How charismatic they are, or even, how unnerving they are. It covers persuade and intimidation checks. <br />
<br />
==Ability Scale==<br />
<br />
Abilities need not have a positive range. A negative in an ability shows that that ability is disabled, or in some way missing. The negative score would mean removing that number from the total number rolled. <br />
<br />
Score Description<br />
* -5 Disabled in some way<br />
* -3 Young Child /Elderly<br />
* -1 Teenagers/Young Adults<br />
* 0 Average Human Adult<br />
* 1 Trained Human Adult<br />
* 2 Professionally trianed Human Adult (Weight Lifter/Accademic)<br />
* 3 Professionally trained. (eg. Professor, Personal trainer etc)<br />
* 4 In the top 20% of their chosen field<br />
* 5 Amongst the best in their field locally<br />
* 6 Amongst the best in their field nationally<br />
* 7 Expert<br />
* 8 Legend<br />
<br />
=Special Scores=<br />
<br />
==Health==<br />
<br />
This covers how healthy a body is. This stat is primarily used to see how much damage your body naturally takes, how long you can keep doing something, and how difficult it is to ward off poisons. This skill is responsible for working out which soak dice you roll when spending Character Points to soak damage.<br />
<br />
1 = d4<br />
2= d6<br />
3=d8<br />
4=d10<br />
5=d12<br />
6=d12+d4<br />
<br />
When a character has a health score of 6 or more, for each 5 more, add another dice. So a character with 7 in health is rolling a d12+d6, 8 is rolling a d12+d8. It is only a one on the largest dice (eg. d12) that counts for stopping the roll culmination. If a hero has 10 in health (and therefore has 2 d12’s), the hero must pick which dice is the ‘major’ dice before rolling. It may be helpful for the two dice to be of different colours. <br />
<br />
==Luck==<br />
<br />
Luck is a measure of how generally luck your character is, and controls how many luck points a character has before they need to start using their own XP. Every hero gets 5 Luck points for free. For each point in Luck that a hero has, they gain an additional 5 Luck points. <br />
<br />
For example, a character with a Luck score of 1 has 10 Luck points.<br />
<br />
=Passive Defences and Initiative=<br />
<br />
These scores are the passive defences that a body has. It takes into account the natural difficult it is to hit someone, or to poison someone and so on. <br />
<br />
In some cases, the character will have the ability to roll a d20, in others, these are the 'target' number for attacks. For example, a Magic Attack designed to drain someone's soul would have the difficulty number of 17 + Willpower Or Spiritual Defence, whichever is higher. <br />
<br />
In some cases, a person will be trying to overcome something. For example, they are in a cave where a magical affect is trying to make them sleep. A player can roll a d20 and add to it their Mental Defence. <br />
<br />
In some cases (such as during combat), a character is aware that they are going to be hit, and it may be more beneficial to use a skill or superpower, rather than these scores.<br />
<br />
'''NOTE''' You cannot add more than 20 in points spent. This includes points spent in Boost. <br />
<br />
'''NOTE''' The XP cost for points spent ''DOES NOT'' include points spent using Boost. <br />
<br />
<br />
<br />
==Physical Defence (aka. Dodge) ==<br />
<br />
This score is how quickly you can get out of the way of things that you weren't aware of. <br />
<br />
This score is based on Agility. Dodge is the score that will be used when someone is shooting at you from a distance. Initially, this will be based on your Agility score. During character creation (and when improving a character while spending XP) this score can be increased. <br />
<br />
When a character improves their agility score, their Dodge score also improves by the same amount. For example: a hero has an Agility score of 4, and a Dodge score of 6. They improve their Agility score to 5, because of this, their Dodge score becomes 7. <br />
<br />
<br />
Total= Boost + 2 x Agility + Awareness + Points spent<br />
<br />
==Mental Defence (aka Willpower) ==<br />
<br />
Mental Defence is based on Intelligence. <br />
<br />
It shows your mental stability, your will to keep going, your mental strength. It is used for the defence against mental attacks, and it is also used to wake a character up from unconsciousness, and to keep a character from dying.<br />
<br />
Total = Boost + Intellect*2 + Presence + Points Spent<br />
<br />
==Spiritual Defence==<br />
<br />
Spiritual Defence is based on Presence. <br />
<br />
This is the person's ability to defend their soul, to keep their spirits up. Some attacks will directly attack a person's spirit. For some attacks, Spiritual Defence and Willpower overlap, and a character can use whichever is higher. <br />
<br />
Total = Boost + Presence*2 + Primary Clerical Circle (level) + Points Spent<br />
<br />
==Magical Defence==<br />
<br />
Magical Defence is based on Intellect<br />
<br />
This is the persons ability to fend of magical attacks. This can be used instead of other (relevant) defences against magic if this is higher. Generally, this gives mages a better chance against other mages. <br />
<br />
Total = Boost + Intellect*2 + Control (level)+ Points Spent<br />
<br />
==Toughness==<br />
<br />
This score is based on Health. This score shows how resilient someone is to taking damage. This score is always removed from the amount of damage a character would receive when a character takes damage. <br />
<br />
Example: A hero has been hit in the face by a brick in a sock. It is a successful strike, and would do 10 points of damage. A hero has a toughness of 6, so the hero only takes 4 (10 minus the toughness of 6, which is 4) points of damage. <br />
<br />
This score is always used when taking damage. Any other abilities or skills that reduce damage are added to this score.<br />
<br />
Total = Boost + Health*2 + Strength + Points Spent<br />
<br />
==Initiative==<br />
<br />
It is based on Awareness. Initiative is used to work out who goes first in a fight. This can be affected by skills, and by super-powers. Unlike other skills, a base of 10 is not added to this. It can be improved by XP, and has no limit.<br />
<br />
Total = Boost + Awareness * 2 + Agility + Points Spent<br />
<br />
=Combat Defences=<br />
<br />
However hard the heroes try to negotiate with the bad guys, at some point they are likely to get into a fight. The combat system is designed to be quick, and easy, with the mechanics generally favouring the heroes (assuming they haven't just decided to 1v1 a Dragon. There's only one cure for such stupidity). <br />
<br />
'''Note''' You cannot spent more than 10 in points spent for each of the below defences. <br />
<br />
==Melee Defence==<br />
<br />
This is how good a character is at defending themself in a close-combat fight. <br />
<br />
You only get the Weapons Skill bonus if you have that particular weapon equipped. <br />
During combat, you can only have either 'Melee' range weapons OR 'Ranged' weapons equipped (one or the other; you can swap freely between weapons during combat, but only on your turn). <br />
<br />
You cannot use Melee Defence to defend against ranged weapons.<br />
<br />
Total = Physical Defence + Weapons Skill + Points Spent<br />
<br />
==Ranged Defence==<br />
<br />
This is how good a character is at defending themslef from ranged attacks. <br />
<br />
You only get the Weapons Skill bonus if you have that particular weapon equipped. <br />
During combat, you can only have either 'Melee' range Weapons OR 'Ranged' Weapons equipped (on or the other; you can freely swap between weapons during combat, but only on your turn)<br />
<br />
You cannot use Ranged Defence to defend against a Melee Weapon. <br />
<br />
Total = Physical Defence + Ranged Weapon Skill + Points Spent.<br />
<br />
=Body Points=<br />
<br />
Body Points (BP) are an indicator of how much physical damage a hero can take. This is worked out by adding Health to the number 20, followed by the value of a D20. This value can be increased by XP at the creation of a hero. <br />
<br />
This amount is increased when the value of Health is increased. <br />
<br />
=Skills=<br />
<br />
Skills are abilities that the hero is trained in. They may have a mechanical skill from a day job, or they may have learned acrobatics while growing up in a circus. Each of these skills has a controlling Ability. For example, acrobatics is a skill that uses the full body, as such it comes under Agility. The scores are then both combined to give the score for the skill (as shown in the Basics section). <br />
<br />
Having a positive number in a skill means that a hero is trained in that skill. <br />
<br />
Skill are generally common-sense abilities, and no exhaustive list could ever be created. Skills follow the general idea that the higher score the better. <br />
<br />
<br />
Score Description<br />
* 1 Hobbyist. Something they do occasionally<br />
* 4 Professionally trained<br />
* 6 Able to teach professionally<br />
* 8 researcher in the subject<br />
* 10 best in the locality<br />
* 14 best nationally<br />
* 17 best globally<br />
<br />
<br />
Two skills with the same name are not necessarily equivalent. They should be shaped with quirks(see below), and with the way in which the character uses them. If a character concept revolves around trivia, then perhaps their skill check on knowledge for something that could be considered trivia will succeed at a lower Challenge Rating than someone who specialises in the area, but not in that particular field. This is meant to create interesting, and unusual characters from the way in which they are played.<br />
<br />
=Fighting Skills=<br />
<br />
Some skills will naturally be fighting skills. Brawling, or swordfighting, for example. Some skills might be more general, like Marksmanship. <br />
<br />
NOTE: Sometimes fighting skills are general. Such as Marksmanship. This gives the hero the ability to use many weapons (guns/crossbows etc) interchangeably. General skills cannot be added to damage done with a weapon. (eg. Melee does not add a damage bonus, whereas Sword use does. However, sword use can only be used for fighting with swords, and not bottles. see also Combat)<br />
<br />
There is not an exhaustive list of skill here, as they can be picked by the player, with consent of the GM. An example list to follow (eventually).<br />
<br />
=Circles of Power=<br />
<br />
Circles of Power are what make heroes exceptional people. Circles allow a character to roll extra dice based on the rating of that circle, and perhaps any relevant skill that is contained there in. These are skills that cannot be gained in any other way. <br />
<br />
A hero can have as many circles, and circle powers, as they like. Each circle governs an aspect, or an element of a character. When a character uses a circle, or a circle power, the ratings are added together to produce a Circle Rating. With this number, it is compared to the table table below to see how many dice a character rolls in addition to their usual skill checks (if any).<br />
<br />
For example, a Hero has the Strength Circle at 1. For every action they take that involves Strength, they would add their Strength score, plus any relevant skills, then roll a D20, plus 1d4 for their Strength Circle rating. <br />
<br />
==Circle Powers==<br />
<br />
Circle powers are skills that are connected with the circle in which they live. Circle powers are focused, rather than general. It makes them easier to learn, but removes the versitility. A Power can be focused on defence, attack, damage, and so on, but cannot be used for multiple aspects. The hero must chose at purchase of the power what aspect it is covering. <br />
<br />
It is always a good idea to give a descriptive name to the power, which describes how it will work. The words Attack/Defence/etc. can be part of the name, or appended to it, or (for asthetic reasons) simply marked with an A (for Attack) or a D (for Damage) and so on. <br />
<br />
The power of a Circle Power is produced by adding the rating of the Cirlce Power, to the controlling Circle. <br />
<br />
A hero cannot have a Circle Power, and not have already purchased the controlling circle. <br />
<br />
For example, A warrior hero would like to be stronger at hitting trolls with their sword. They would take the skill Great Swing Attack at 1, in their Strength Circle (also at 1). This makes their Circle Power Rating 2 when using this power. As such, they would add 1d6 to their roll when they are using this skill.<br />
<br />
==Circle Rating==<br />
<br />
* 1 = d4<br />
* 2 = d6<br />
* 3 = d8<br />
* 4 = d10<br />
* 5 = d12<br />
* 6 = d4+d12<br />
* 7 = d6+d12<br />
* 8 = d8+d12<br />
* 9 = d10+d12<br />
* 10 = d12+12<br />
* 11 = d12+d12+d4<br />
... <br />
<br />
And so on.<br />
<br />
==Magic==<br />
<br />
Magic is a force that comes from between realities. Mages pull this power, and manipulate it to their will. <br />
<br />
The first circle that any mage learns is the circle of Control. This is both a physical and mental discipline that trains the mage to remain focused while channelling the magic through them. This is important, as magic can be used as a channel for the [[ThingsFromBeyond | Things from Beyond ]] to enter into the world.<br />
<br />
This control circle must then be combined with an element, or aspect that the mage wishes to control. Aspects can be, for example, earth, fire, metal, air, water, rock, time, distance and so on. One circle is needed for each aspect. '''A Mage can only have as many circles as they have points in control'''. <br />
<br />
===Magic Limitations===<br />
<br />
* A Mage can only cast spells that they have the circles for. <br />
* Magic spells are instant - without the circle duration<br />
* Mystica is lost even if the spell fails. <br />
* A mage can only have as many circles as they have points in control<br />
<br />
===The basics of magic spell building===<br />
<br />
To build a spell, a Mage needs to have the relevant circles. <br />
<br />
For example, our Hero wants to throw a fireball. The Mage starts with Control (at 1) and Fire (at 1). The Mage can now throw a fireball within combat distance (15ft). <br />
If the Ogre is within that distance, the Mage adds up the circles, and compares it to the table. 2 means 1d6. As such, the mage would roll 1D20+1D6, and try to get over the targets ranged defences. When the fireball hits, it does 1d6 points of damage (as Control (1) and Fire (1) is 1d6). <br />
<br />
However, what if the target (a large Ogre), is 30ft away?. For this, the Mage needs to add Distance (at 1). The mage would also like the Ogre to burn for a while, so the Mage needs to add Time (at 1). In this situtation, the Mage adds Control (1), Fire(1), Distance(1), and Time(1) together. For this spell, a Mage is rolling 1d20 and 1d10 (looking at the chart, we can see that 4 is 1d10). When the fireball hits, it does 1d10 damage. <br />
<br />
A Mage can use as many circles for a spell as makes sense. <br />
<br />
In some instances, a Mage might not want to use the full power of a circle. Perhaps to conserve Mystica (See below), or to ensure the spell is not so powerful as to kill their target, perhaps they need them alive. A Mage never needs to use the full power of any circle. They must always, however, have at least 1 point of control in any spell. <br />
<br />
For each circle that a Mage adds, it drains Mystica (see below)<br />
<br />
Bardic Magic, Drudic Magic, and so on, all fall under this same idea. The only exception is Clerical Magic (see below).<br />
<br />
===Mystica===<br />
<br />
For each circle that a Mage adds to a spell, it drains Mystica. Mystica is a measure of the physical strain it takes to summon and manipualte magic, breaking the laws of nature and physics. Mystica, in this way, is the Mages' "Spell power". For every 1 they have in their control power, they gain 5 points of mystica. When a mage is out of mystica, that doesn't mean that they can't cast magic, but it means that the spell now takes a physical toll on the mages' body. For each spell cast after the Mystica has run out come out of the hero's body points. <br />
<br />
For example, When our hero threw that deadly fireball at the Ogre, they had used up their 5 mystica points (for having 1 in control). They chose to take the 4 points of damage that casting the spell did to them in order to save the party.<br />
<br />
====Mystica Damage====<br />
<br />
In extreme situations, it is possible to a mage to power a spell from their body. They can use their health-points to power a spell, literally burning away part of who they are to power the spell. This is called 'Mystica Damage'. It cannot be healed by clerical magic or potions, and can '''only''' be healed by resting and recovery of those points through the use of the health dice.<br />
<br />
This is a dangerous way of using mystica. If a mage takes half of their health-points in mystica damage they run several, terrible risks - not in the least losing themselves to the magical void. <br />
<br />
When a mage reaches half their health in mystica damage, they fall unconcious, and cannot regain consciousness until they have healed to above half of their health. For each day that they are unconcious, a mage must make a willpower roll. Failing this will power-roll will mean that they take they take 15 points of damage minus their control level, to a minimum of 5. <br />
<br />
For example, if our mage has a control of 4, and they fail their will-power roll, the will take 11 points of damage. <br />
<br />
If a mage takes their full health in mystica damage, they are dead. Their soul has been destroyed by being drawn into the magic void, and ripped into tiny shreds.<br />
<br />
===Magic and the Critical Fail===<br />
<br />
When a mage critically fails a spell, there is a chance that they have summoned a Thing from Beyond. This happens '''as well as''' any other negative affects from the spell. <br />
<br />
To discover if a mage has summoned a Thing, take the power of the spell, and add increase the critical fail value by the number of points in the spell, then remove the number in control For example, a our mage trying to hit the Ogre critically failed. They now need to find out if they have caught the attention of a Thing. They were using 4 circles to achieve this. <br />
<br />
NOTE: for this check, it is not the number of points in control that were used in the spell, but rather, the number of points in control that they have. <br />
<br />
They remove the total value of Control (4 - It must be at least 4, they have 4 circles), leaving 0. They add this to their critical fail value (in this instance, is 1, but may be higher if they have black marks of fate) for a total of 1 (This number can never be less than 1). They now roll a D20. If they roll less than, or equal too 1, a [[ThingFromBeyond | Thing]] appears. <br />
<br />
Example 2: They decide to set the Orc on fire. They decide to throw everything they have at including a specialisation in Fireball. They have 6 total in Fireball, and they have a control of 2. Here, they crit-fail, and now must make a roll to see if a [[ThingFromBeyond | Thing]] appears. Here, they take their control of 2, away from the number of dice they rolled, leaving 4. They now add their crit-fail number (1), for a total value of 5. If they roll less than 5 a [[ThingFromBeyond | Thing]] appears. <br />
<br />
<br />
===Clerical Magic===<br />
<br />
Clerical magic is slightly different from mage's magic. <br />
<br />
Their clerical power comes from a Deity, so there is no danger of summoning a Thing from Beyond. This means that they do not need a Control circle to cast magic, but they are limited to the circles that are granted by their chosen deity, and limited to when and how their magic will work based on their standing with their deity. <br />
<br />
Losing favour with one's deity, or taking an action that is directly in contradiction to their God's wishes may result in the removal of magic all together. <br />
<br />
Clerics still require Mystica to cast their spells. To work out how much Mystica a cleric has, use the prime circle of their chosen Deity. The prime circle in for clerics acts as the control circle does for mages. A Cleric cannot have more circles than they have points in their prime circle. <br />
<br />
For example, Clerics of Albeal, the Goddess of Law have the prime circle of Justice. Our Cleric of Albeal has 3 in this Circle, as such, they have a Mythica of (3x5)=15. <br />
<br />
The circles a cleric can select are based on the nature of the deity. The prime circles of the deity are listed under the deities description. Some deities have more than one affinity, which will aid the cleric in choosing circles that benefit their deity. The cleric does not need to choose circles from their deities description beyond the primary circle. <br />
<br />
The cleric cannot chose circles that are diametrically opposed to the deities prime nature. As such, a cleric of Mishna cannot choose any circle who's only use is to cause damage. The cleric could, however, choose fire, as it has uses in cleansing, heating, and cooking, but to use the fire to intentionally do damage would instantly loose the favour of Mishna. It is even possible to loose the favour of Mishna by accidentally loosing control of the fire magic. It should be noted that not deities do not necessarily allow all of their clerics to have the same circles. Their reasons are often ineffable. <br />
<br />
This gives the cleric more freedom in casting spells. They do not always need to use their primary circle in casting spells (in the way a mage would need to use control), providing the action they are seeking to take is broadly within the aims of the deity. <br />
<br />
For example, our cleric of Mishna wishes to provide water in order to aid their escape from a dungeon. They are the only ones trapped in it, and reason that by filling their small cell, they will be able to float up to the window and to freedom. As this will save the lives of themselves, and their party, it falls broadly within the aims of Mishna which is to preserve life. To cast this spell, the cleric could choose to rely solely on their water circle. <br />
<br />
====Cleritcal Crit Fail====<br />
<br />
When clerics critically fail their rolls, they do not summon a thing from beyond, as their magic comes from the divine. It is possible that this fail might incur the wrath of their deity, as such the Games Master may decide what happens. <br />
<br />
However, if there is no specific response from the deity, there is a chance that they have 'shorted' their magic, and taken magical damage from badly channeling divine energy. <br />
<br />
The Cleric rolls another D20, if they roll 1 then they take the total value of the spell as physical damage. <br />
<br />
For example, if they were using a spell with a Power Rating of 4, they would take 4 points of damage to their Body Points. This cannot be soaked.<br />
<br />
===Wild Magic===<br />
<br />
Wild Magic is a very, very, very bad idea. <br />
<br />
A very, very bad idea.<br />
<br />
Wild Magic is magic that is attempted by simply using a Power Circle, without a control circle. <br />
<br />
This means someone who doesn't have a control circle AT ALL, or a mage who chooses not to add a single point from a control circle. <br />
<br />
When casting Wild Magic, it does not take a points of Mystica, as there's no control, and therefore no strain. When casting wild magic, it is considered a critical fail on a roll of 11 or less. A critical fail '''will''' summon a [[ThingFromBeyond | Thing]], normally a more powerful Thing that would be expected. Perhaps even more than one. <br />
<br />
<br />
Wild Magic is a very, very, very bad idea.<br />
<br />
===Magic Difficult Chart===<br />
<br />
Magic allows a caster to try any spell that they can imagine. This doesn't mean that they are going to achieve it. Each Magic Circle increases the caster's ability to achieve their aim, and as such, lowers the difficult of the more difficult tasks.<br />
<br />
{| class="wikitable"<br />
| +Fire Magic<br />
|-<br />
! Circle Rating<br />
! Example<br />
! Notes<br />
|-<br />
| 1<br />
| Can create a small, finger-sized flame. About as warm as a match.<br />
|<br />
|-<br />
|-<br />
| 2<br />
| Can create a small, palm-sized flame. Warm enough to burn skin. <br />
|<br />
|-<br />
| 3<br />
| Can create a small, palm-sized flame, warm enough to cook with. <br />
|<br />
|-<br />
| 4<br />
| Can create a flame the size of a football. <br />
|<br />
|-<br />
| 5<br />
| Can create a flame about two feet, hot enough to to do severe burns. <br />
|<br />
|-<br />
| 6<br />
| Can create the flame about two feet in size,<br />
|<br />
|-<br />
| 7<br />
| Can create a flame about 4 feet in size, warm enough to begin char meat<br />
|<br />
|-<br />
| 8 <br />
| Can create a flame about 6 feet in size. <br />
|<br />
|-<br />
| 9 <br />
| Can create a flame about 10 foot in size. <br />
|<br />
|-<br />
| 10 <br />
| Can create a flame about 12 foot in diameter, <br />
|<br />
|-<br />
| 11<br />
| can create a flame about 14 foot in diameter, with temperatures reaching 140 degrees Celsius<br />
|<br />
|-<br />
| 12<br />
| Can create a flame about 16 foot in diameter, with temperatures reaching 160 degrees C<br />
|<br />
|-<br />
|}<br />
<br />
<br />
<br />
{| class="wikitable"<br />
| +Duration<br />
|-<br />
! Circle Rating<br />
! Example<br />
! Notes<br />
|-<br />
| 1<br />
| Increase the length of a spell by 10s of seconds<br />
|<br />
|-<br />
| 2<br />
| Increase the length of a spell by minuits<br />
|<br />
|-<br />
| 3<br />
| Increase the length of a spell by 10s of minuits<br />
|<br />
|-<br />
| 4<br />
| Increase the length of a spell by hours<br />
|<br />
|-<br />
| 5<br />
| Increase the length of a spell by 10s of hours<br />
|<br />
|-<br />
| 6<br />
| Increase the length of a spell by days<br />
|<br />
|-<br />
| 7<br />
| Increase the length of a spell by 10s of days<br />
|<br />
|-<br />
| 8<br />
| Increase the length of a spell by months<br />
|<br />
|-<br />
| 9<br />
| Increase the length of a spell by 5 months<br />
|<br />
|-<br />
| 10<br />
| Increase the length of a spell by years<br />
|<br />
|-<br />
| 11<br />
| Increase the length of a spell by 5s of years <br />
|<br />
|-<br />
| 12<br />
| Increase the length of a spell by decades<br />
|<br />
|-<br />
| 13<br />
| Increase the length of a spell by 3 decades<br />
|<br />
|-<br />
| 14<br />
| Increase the length of a spell by centuries<br />
|<br />
|-<br />
| 15<br />
| Increase the length of a spell by 10s of centuries<br />
|<br />
|-<br />
|}<br />
<br />
=====Notes on the Duration Chart=====<br />
<br />
Every spell cast without duration lasts only one round. <br />
<br />
<br />
====Magic Difficult Chart Explained====<br />
<br />
This chart is an example of what is achievable with different circle ratings, at the base difficulty of 17. <br />
<br />
'''NOTE:''' Control does not add to the difficult, as it must (for safety) always be used (The use of Control is what gives us a difficulty of 17 to start with).<br />
<br />
So, if a person has a circle rating in fire 4, and wishes to create a simple palm-sized fire, they would only need to roll 17. <br />
<br />
If, however, a person with a circle rating of 4 wanted to create a 16ft flame, things become a little different. To find the difficulty number, we take 4 away from 12, to give us 8. This we add to the usual magic activation number of 17, to give us our final difficult number of 25. <br />
<br />
The difficult for the creation of the spell increases with every level of complexity that a mage wishes to add to their spell.<br />
<br />
For every circle beyond the first that a mage wishes to add, the difficulty increases by one. For example, if the above mage wishes to create a palm sized flame, then they could do so at a difficult of 17. If they had the circle 'time', and wished the flame to stay alight in their palm for an hour, providing they have the relevant circle level in time, the difficulty would only become 18.<br />
<br />
===Dark Magic===<br />
<br />
Dark Magic is any magic that manipulates or desecrates life. This includes necromancy, as well as any spell that manipulates someone's emotions (love spells etc) to make someone go against their nature. <br />
<br />
There are many sources for Dark Magic. <br />
<br />
====The Magic Void ====<br />
<br />
The Magic Void, the place between, is the place from which most mages draw their magic. It is a wild place, inhabited by monstrous Things. The Magic Void, however, has limited uses. It can only operate in the 'natural sphere', it cannot be used to raise the dead, or bend things to unnatural ends. <br />
<br />
====Blood Magic====<br />
<br />
Living creatures all contain within themselves traces of magic; some more than others. These traces can be found in the fresh blood of the creatures. The fresher the blood, the more potent the magics. The use of this magic takes the mystica from the creature who's blood it is. <br />
<br />
This type of magic does not require a control circle, as it does not pull directly for the void. <br />
<br />
For example, if a Blood Mage uses magic to power a simple fire spell, and seeks to use 4 mythica, the creature who's blood is being used permanently looses 4 health points. <br />
<br />
====The Realm of Darkenna====<br />
<br />
The real of Darkenna is perhaps the most potent form of mystica of all the dark sources. Magic from here is granted by the Lords of Darkenna. All give with a price.<br />
<br />
===Using Dark Magic===<br />
<br />
Mages who use their magics to manipulate people are using Dark Magic. The source of the magic (from where they are drawing their power) will depend on the penalties that they get for doing such an action.<br />
<br />
====From the Magic Void====<br />
<br />
A mage who uses magic from the magic void leaves themselves open to it. Should a mage crit-fail using this magic, they gain a magic taint from the void. This increases their crit-fail value for all magic rolls by the amount of taint. <br />
<br />
====From Blood Magic====<br />
<br />
Blood magic requires the destruction of a creature's soul. It isn't, however, a complete destruction. Remanants of the creature, a twisted, torture remnant will attach itself to the mage. These voices constantly whisper at the mage, and for each creature that dies during the use of the magic, the user gains another soul. <br />
<br />
The Blood Mage must constantly be wary of their own sanity; For each soul that they have that is more than their willpower score, they gain both an insanity point, and a black mark of fate (for ending the fate of another in an unnatural way).<br />
<br />
====From the Lords of Darkenna====<br />
<br />
The Lords of Darkenna are always seeking to gain some foot-hold in the world. They will whisper to the mages who seek to use their magic for their own gain. A control Circle will keep the Lords and bay, but they will constantly offer gifts and deals in exchange for more power. The Lords will seek to gain control over the mage, and to eventually have them become their puppet.<br />
<br />
=Combat=<br />
<br />
Combat is likely in a hero game, as hero's attempt to overthrow the villains, and save the day. <br />
<br />
Combat is therefore designed to be quick and simple, to keep the action fluid and exciting. <br />
<br />
Combat happens in rounds. <br />
<br />
To decide who is going first, everyone rolls a D20, and adds their initiative to the result. <br />
<br />
In order, every hero takes a turn. A turn is defined as something that could be rationally done in 5 seconds. Each of these actions in theory happen at the same time, but for the sake of ease of play, they tend to happen one after another. A hero can choose to “hold their action” until after another hero has taken their turn. <br />
<br />
During the round. Any hero can speak to another hero when it’s not their turn. It is the role of the GM to make sure that this conversation is “in Character”, and not about knowing that character A has an X number in a skill Talking is considered a “free action”, that is, it doesn’t use up the hero’s action for that round. <br />
<br />
During combat, a hero may want to use an active defence, rather than a passive defence. The passive defence is the default values named above, the active values are an activated super-power. For example, a hero may have a high-tech sword. As this is counted as a superpower for the sake of the rules, with 7 (Agility (4) sword use(3)), this would be doubled to 14, which is better than their default parry 13. To use this, at the start of the combat, they may choose to activate the parry. This then because their parry value for the duration of the combat. <br />
<br />
If the hero critically fails at their activation they have made themselves easier to hit. Their score becomes the value of the super-power without being doubled. <br />
<br />
If the hero critically succeeds at their activation they have made themselves more difficult to hit, and the value of the super-power is tripled. <br />
<br />
==Combat Turn Order==<br />
<br />
===Decide Initiative===<br />
<br />
Anyone with an initiative power can choose to activate it. <br />
* Roll initiative + d20, the highest goes first. <br />
* If two players draw, the person with the highest initiative score goes first<br />
<br />
Each player may take a single action.<br />
* A single action may be anything that takes roughly 5 seconds:<br />
* Activating their superpowers for improved defences<br />
* Moving more than 5ft<br />
* Making an attack<br />
<br />
==Attacking==<br />
<br />
During their turn, a hero will likely want to attack a villain. <br />
<br />
To make an attack, a hero chooses the relevant fighting skill. <br />
<br />
If the skill is a physical weapon (sword or gun), they then use skills like sword fighting, or pistol use. These are then added to the controlling Ability, and added together. The difficult for the attack is the defender’s Parry (in the case of a sword) or Dodge in the case of a gun, and so on. <br />
If the skill is a super-power, they use the relevant super-power skill (dark bolt, mental attack). The difficulty is the target’s Dodge in the case of a ranged dark-bolt, or Will in the case of a mental attack, and so on. <br />
<br />
Example:<br />
<br />
Swordfighting (Agility(4)+Sword Skill(3)) + D20 (14) = 21<br />
<br />
==Causing Damage==<br />
<br />
If the attack succeeds, the hero makes a damage roll. <br />
<br />
For a physical weapon, damage is calculated by the following calculation:<br />
<br />
Weapon’s Skill +Weapons Damage + (D20) = Final score.<br />
<br />
Example: Swordfighting 7 (Sword Skill (3)+Agility (4)) + 10 (Weapons Damage (Strength +5) + (D20 (14) ) = 35. <br />
<br />
For ranged weapons:<br />
<br />
Weapon Specific Skill + Weapons Damage + D20<br />
<br />
eg:<br />
<br />
Weapon’s skill 7 (Bow (3)+ Dexterity(4)) + 10 (Arrow) + 14 (D20)= 31<br />
<br />
NOTE: When rounding damage, always round up. <br />
<br />
It is not possible to critically fail at doing damage. <br />
<br />
If the hero rolls a critical success in doing damage, then the damage total is doubled, if the hero wishes (there are times when a hero may not necessarily wish to do double the amount of damage, especially if that damage might kill a villain). <br />
<br />
In some cases, a hero may want to do extra damage with a relevant superpower. A good example of this is a hero with a sword, and super-strength. In this example, they may wish to activate (see above) their super-strength instead of using their default strength. If a hero did successfully activate their super-strength when using a sword (as in the above example), then their strength is replaced with their super-strength * 2. They are not added together. <br />
<br />
=Damage=<br />
<br />
When a hero is hit by a villain, they will take damage. <br />
<br />
The amount of damage is worked out like this (this is called a Soak Roll):<br />
<br />
Total Damage Dealt - (Toughness +(Armour)+Health Dice+D20) = Damage<br />
<br />
Example: Damage Dealt (27) - ( Toughness (13) + Health Dice (2)+ (D20 (5)) = 7 <br />
<br />
If a hero rolls a critical fail at this point, the hero takes damage, but has also done themselves a critical injury, such as breaking an arm, or twisting an ankle. These can give minuses to the hero from this point onwards. For example, breaking a left arm might give a -2 to agility, which will affect all rolls connected to it (including Dodge), thereby making them easier to hit. <br />
<br />
If a hero rolls a critical success, the hero takes no damage, no matter how much less than the full damage the soak roll is. <br />
<br />
<br />
==Soak==<br />
<br />
On some occasions, a hero might want to avoid taking damage. They can do this by choosing to roll their health dice (see health), and spending a Luck Point(LP) (or, if they are out of Luck Points, and XP). For each Luck Point they spend, they can roll their health dice and add the number to their soak score (above). If they roll a 1 on their health dice, then they loose all the Luck Points spent so far, and all the benefit achieved from them, and are reduced down to their basic soak score. <br />
<br />
==Unconsciousness==<br />
<br />
If a hero takes more damage than half their current Body Points, they fall unconscious. Any actions that require them to be concentrating stop. A hero remains unconscious until they roll a successful Will roll against Challenge Rating 25, or a suitable moment after the time of Duress has passed. A hero may not wish to become conscious, and can choose to remain unconscious and therefore not make the roll. <br />
<br />
Taking such a large amount of damage has a chance of causing permanent physical harm. On falling unconscious, a hero rolls their health dice. On the roll of a one, they have caused some physical harm. A broken arm, or leg, or perhaps something more fatal. <br />
<br />
<br />
===Body Damage Roll===<br />
<br />
To work out which part of the body has been affected, roll a d6 and compare it to the following table. <br />
<br />
* 1 right arm. <br />
* 2 left arm.<br />
* 3 right leg. <br />
* 4 left leg. <br />
* 5 Chest<br />
* 6 head. <br />
<br />
Damage to the head and chest areas may lead to bleeding and/or extended unconsciousness. <br />
<br />
==Dying and Death==<br />
<br />
As in all good stories, heros die. <br />
<br />
If a hero reaches negative Body Points in damage, they are considered to be Unconscious. <br />
<br />
While they are between 0 and -10, they are incapacitated. With a Will Defence roll (Challenge rating 17 + the amount of damage over 0 they have taken. For example, if they are on -3, the Challenge Rating would be 20) they may become semi-conscious. <br />
<br />
In this semi-conscious state, they may:<br />
<br />
* Crawl a small distance (3ft/round)<br />
* call for help<br />
* Use fate points<br />
* Use chaos points<br />
* They may, with Strain, take an action. (NOTE: if the player does not have any strain, then they will still take the damage to their body points, this would push them into dying). <br />
<br />
A Hero who is on 0 body points, is simply incapacitated. They do not get worse, and cannot get better without outside help. A Hero on 0 body points will take 1 point of non-soakable damage if they are not healed to at least 1 by midnight on the day in which they were taken to 0. This will push them into negative numbers.<br />
<br />
A Hero who is on negative points ( -1 to -10) will take a point of non-soakable damage every 5 rounds, this is a factor of them 'bleeding out', or taking similar damage, until they are healed above 0 (they must be healed to at least 1 to stop the affects of 'bleeding out' once they start). This affect continues until they have reached double their hit-points in negative damage. <br />
<br />
===Dying===<br />
<br />
If they have taken negative body points that is equal to or greater than -10, then they are considered to be dying. <br />
<br />
A hero who is dying must instantly make a Body Damage roll (above). This is an injury that they have sustained that cannot be healed without extensive rest and care. <br />
<br />
A hero does not instantly die. There is a chance that their team-mates might try to rescue them. The hero’s action immediately following them beginning to die a hero must make a Will roll against a Challenge Rating of 17. Every turn there after, the Challenge rating increases by one. So, the next turn, the Challenge Rating becomes 18. This continues until the Hero fails the roll. <br />
<br />
If at any point the hero fails the roll (and does not have enough luck points to succeed) the hero is also considered to be dead. <br />
<br />
If a hero critical fails any of these rolls, then the hero is dead. If the hero has a chance of resurrection, they must take a permanent disability/disfigurement of some kind, often do with the physical damage that they received on reaching -10. <br />
<br />
Not Used: Option Rule: A Hero has only 10 rounds in which they can be saved, so that if the challenge rating reaches 27, they are dead.<br />
<br />
=Example Weapon Damage Chart=<br />
<br />
{| class="wikitable"<br />
|-<br />
! Weapon Name<br />
! Damage<br />
! Notes<br />
|-<br />
| Rock<br />
| 1 + Strength<br />
|<br />
|-<br />
| Glass Bottle/Scalpel<br />
| 2 + Strength<br />
|<br />
|-<br />
| Knife<br />
| 1d4<br />
|<br />
|-<br />
| Generic Sword<br />
| 1d6<br />
|<br />
|-<br />
| Short Bow<br />
| 1d6<br />
|<br />
|-<br />
| Long Bow<br />
| 1d8<br />
|<br />
|-<br />
| Two Handed Sword<br />
| 1d12<br />
| Using such a hefty weapon will throw it's user off-balance. As such, the wielder suffers halving of any defensive stance they take. <br />
|-<br />
| Balanced Knife<br />
| 3<br />
|<br />
|- <br />
| Balanced Sword<br />
| 4<br />
| <br />
|-<br />
| Balanced Short Bow<br />
| 5<br />
| <br />
|-<br />
| Balanced Long Bow<br />
| 7<br />
|<br />
|-<br />
| Balanced Two Handed Sword<br />
| 10<br />
| NOTE: The defensive stance here is reduced by 1/3<br />
|}<br />
<br />
<br />
<br />
==A Note on the damage chart==<br />
<br />
These damages are examples. <br />
<br />
There will be swords which are better made, that are custom designed for the wielder. There will also be magical swords that will give a tiny boost, and so on.<br />
<br />
===Balanced Vs. Generic===<br />
<br />
Balanced weapons are weapons of high-quality and high-precision. This means that the wielder can be much more sure of how the weapon will swing, and how much damage it will do. As such, the balanced weapons do a constant amount of damage, rather than a dice roll. This gives a more consistent amount of damage.<br />
<br />
The Generic weapons all have flaws in them, either in their weighting, or in the metal of the blade, or so on. This means that the weapon doesn't always hit well. It can also mean, of course, that these flaws line up in favour of the wielder and might mean that it can do more damage than the balanced weapon. The difference is, of course, that it can equally do less damage.<br />
<br />
=Health and Healing=<br />
<br />
The world of Dellan is a dangerous place. It is likely that at some point the hero is going to get injured. <br />
<br />
Clerical Magic is the strongest form of healing in Dellan. To heal a cleric needs to the cast the magic (difficulty 17, plus any extra difficult based on the seriousness of the wounds). If it is successful, then the magic effect (whatever dice was used to cast the magic) becomes the amount of healing that a character received. <br />
<br />
Mages, because of their source of magic, are unable to learn healing magics. <br />
<br />
If a healer has no magic, then the amounts of healing is much reduced. A healer must make a successful intelligence(healing) (or similar) roll, the difficulty being the type and amount of damage done. If successful, the healer then does<br />
<br />
Healing Skill(total) + rolled circle skill = amount of healing. <br />
<br />
For example, if a hero has Intelligence 1, First Aid at 3, with an Intelligence Circle of 2, the amount of healing they would do is:<br />
<br />
4 + (1d6 roll) 3 = 7 points of healing. <br />
<br />
==Permanent Damage==<br />
<br />
It is possible to receive permanent damage in Dellan, even with a cleric on-hand to heal. Clerical magic will first work to protect life. As such, a bone that has not been set properly when the cleric heals them, will be healed badly set. <br />
<br />
This is generally only a problem during combat encounters where it is more important to heal the Dying Hero, than spend time trying to fix their broken body. In these cases, a Hero may receive permanent damage. <br />
<br />
Clerics can also not (generally speaking) heal damage to soft tissue that is done as the result of ageing, or something that could be considered 'self inflicted'. As soft tissue cannot be 'set' before magic is cast, it is possible that lung/heart/digestion damage done by some poisons that have caused death may leave the Hero permanently scarred. <br />
<br />
In a high-magic system, such as this, permanent may not be fully permanent. A character willing to have their arm broken, and healed under the care of Clerics of Mishna (or other, clerically-dedicated healers) for an extended period, and to spend the relevant of XP may be able to 'fix' the disadvantages of their permanent damage. Such healing will take as many months as the level of damage (for example, a -1 penalty to the right arm, would take 1 month of intensive care to fix, a -2 penalty would take two months, and so on). Much of this will depend on the nature of the injury. Clerics may be hesitant to preform healing at all on people who are considered reckless (and therefore likely to undo the work), or those who have required such acts of care repeatedly (NOTE: Clerics will be guided by their God, so going to another city to try at a different temple will generally receive the same result if the clerics follow the same God)<br />
<br />
<br />
==Non-Magical Healing limitations==<br />
<br />
Because healing is based on the natural rythms of the body, there are limits to often such rolls can be made. <br />
<br />
* A hero who is in danger of dying, that is, below 0, can have a healing roll made on them every round until they are successfully at 0 or above. <br />
* A hero who is above 0, but below half their total hit-points can have a healing attempt made once every hour. <br />
* A hero who is over half their total hit-points can have a healing attempt made once every day.<br />
<br />
==Potions and Poultices==<br />
<br />
These are forms of healing that have been crafted by those skilled in the art. The prices quoted here are a general guide. The prices will vary greatly over Dellan, based on the availability of the items.<br />
<br />
===Divine Potions===<br />
<br />
Some clerics of [[Mishna]] (and rarely, other religions) are able to make healing potions. These often have a short shelf-life (from a day to a month), and their healing value is set. They range from small (5pts of healing) up to major (40+pts of healing). These are very expensive, as the clerics who are capable of making them are rare. They are also not easy to get a hold of, as they are holy items clerics can be very jumpy about letting just anyone get a hold of them. Generally, they cost around 1 silver per point of healing, if a suitable cleric can be found to make them. <br />
<br />
===Alchemical Potions===<br />
<br />
Alchemical Potions work much the same way as normal(mundane) healing would, with the same limitations (above). The main difference is that these potions can have a variety of affects. Some of the more expensive potions can even reduce the amount of time between the application of potions. <br />
<br />
Alchemical potions are much cheaper than divine potions, but those with strong healing ability are rare. <br />
<br />
Potions generally cost around 5 copper a point. <br />
<br />
===Poultices===<br />
<br />
Poultices are folk remedies that are used to reduce the pain a wound. They are cheap, and have some small healing abilities, but they are more based on chance. Poultices are around a copper per level, though it is very rare to find someone able to make more than a level 4 poultice.<br />
<br />
* level 1 : 1d4<br />
* level 2: 1d6<br />
* level 3: 1d8<br />
* level 4: 1d10<br />
* level 5: 1d12<br />
* level 6: 1d20<br />
<br />
There are rumours that some people are able to create poultices of higher level than these (and for each level higher, the amounts loop around again. Level 7 is 1d20+1d4, Level 8 is 1d20+1d6, and so on). <br />
<br />
There are some poultices that are a different combination of dice. <br />
<br />
Poultices can only be applied once per day, as they speed up the natural healing of a wound.<br />
<br />
==Health==<br />
<br />
Physical damage is not the only problem in Dellan. There are diseases and poisoning as well. <br />
<br />
Diseases and Poisoning are more of a problem in Dellan, the usual forms of healing (above) only heals the damage done by them, not the cause. A cleric generally deals with these problems by ensuring the person is well-healed, and letting the natural defences of the body flush it out, though for some diseases this is very difficult to achieve. <br />
<br />
===Curing Diseases or Poisoning with Clerical Magic===<br />
<br />
It takes a dedicated cleric to cure either of these. It requires either a dedicated circle skill, or an incredibly difficult (35+) activation roll in order to attempt to get these out of the system. The difficulty will depend on the type and severity of the disease, and the familiarity of a cleric with this kind of healing. The difficulty can also be reduced if the cleric can correctly identify the problem.<br />
<br />
In most cases it can take hours of concentrated work for the spell to be effective.<br />
<br />
===Curing Diseases or Poisoning with mundane means===<br />
<br />
The biggest challenge is identifying the problem. A correctly-identified poison will allow a highly-trained healer (or alchemist etc) to create the right kind of medicine. <br />
<br />
====Curing Poisoning====<br />
<br />
With Poisoning, most methods of poison cure is to purge the poison from the body. Everything from inducing vomiting, to ensuring that the poison is forced out of every pore. This is not a pleasant experience, and and can, in some cases, cause a person to gain an insanity point. Purging is not a quick experience, and will require several successful fortitude rolls, with the benefits gained from the medicine in order to completely drive the poison out of a person's system. Poisons may still cause permanent damage while it is purged. <br />
<br />
Poison can be cured with an anti-poison. All poisons can be cured in this way, though the cure may still result in purging. Though not all anti-poisons can cure all poisons. The more powerful the poison, the more unique the anti-poisons, with the most powerful poisons of all requiring a unique anti-poison. <br />
<br />
=====Creating an Anti-Poison=====<br />
<br />
In an ideal situation, an anti-poison can be created by analysing a large specamine of the origina poison, with many tests made to see what reagents are succesful at nutralising that poision. Such time and care is often not available. <br />
<br />
In that case, samples of the victim's blood, or other bodily fluids can be used to make an anti-poison, but the results will be less effective, and may take longer to take affect. <br />
<br />
For example, a hero has been poisoned. If the correct anti-poison can be found, then the Hero will gain a +15 to their fortitude roll (needing 17 to succeed). They need to succeede 3 times in order to be free of the poison. For each failed roll, the poison will do them some damage (for example, 1d10 points of damage, which cannot be soaked as it is *inside* the hero). <br />
<br />
If correct anti-poison cannot be found, then a sample of blood is taken. The , healer will need to correctly identify the poison. The difficulty is based on how rare the poison is, and how difficult it is to detect. Some of the most powerful and deadly poisons can mimic diseases, and often get mis-diagonosed until it is too late. These would require a roll of 40+ to detect. Most simple poisons (generally made from poisonous frogs or snakes) require a simple roll of 17 to detect. <br />
<br />
To make the anti-poison, (assuming all ingredients can be gathered), the healer will need to make a difficult alchemy roll or similar. The result of that roll will determine how much help the hero gets to fight off this poison. Generally, this is the amount of skill the healer has in the relevant poition creation skill. <br />
<br />
For example:<br />
<br />
Intellect (1) + Alchemy (3) = 4 + Intellect Circle (2d6,which rolled 7) = 11. <br />
<br />
In this example the hero would gain 11 to their fortitude rolls. <br />
<br />
NOTE: At least 3 rolls must be made, even if the anti-poision is sucessfully more than the number a hero would need to roll to pass a fortitude roll. That is, for example, if a hero must roll 17 or more on their fortitude roll, and the anti-poison gives a +18, the hero must still roll 3 times. There is always the chance of a critical failure. <br />
<br />
====Curing Disease====<br />
<br />
The process to curing disease is much the same as finding the correct anti-poison.<br />
<br />
=Quirks=<br />
<br />
During the game, characters will find that they are passing more rolls than some, and failing more rolls than others. Perhaps a character simply can’t juggle swords when they are showing off. These kinds of random actions should be turned into Quirks. Quirks give permanent negatives and positives to actions. For example, a hero has (through random luck) just rolled 3 critical successes in a row to a task. That task could be made into a Quirk, and now gains a +2 to success to any future actions. <br />
<br />
It can also work the other way. A character has managed to critically fail a certain task repeatedly. That character is just not cut out to using that skill in that way, and it becomes a quirk. That character is now at a -2 to those tasks in future. <br />
<br />
When a character gains a negative quirk, those characters should increase their permanent Luck Points by one for each negative quirk they have. <br />
<br />
optional: For each positive quirk a character has, they should reduce their permanent character points by one. <br />
<br />
Quirks are designed to ensure that it is play-style, and skill usage that drive the character, rather than simple statistics.<br />
<br />
=Optional Rules=<br />
<br />
==Strain==<br />
<br />
Strain is a type physical ability that allows a character to put their body under unnatural strain to achieve remarkable, heroic actions. <br />
<br />
These actions can only be used once per round. In some rare cases, actions can be strung over two different rounds, in that case, the second action takes double the strain. <br />
<br />
Attribute-based Strain abilities require at least 1 in the attribute to use them. Generic strain abilities may be used regardless of attribute. <br />
<br />
The more powerful the action, the more strain that is consumed. The amount of strain consumed is equal to the level of the strain action. <br />
<br />
If a player is out of strain points, but decides to push their body further, they take 15 points of unsoakable damage to themselves to complete the action. This damage is like Mythica Damage, and is subject to the same healing rules. <br />
<br />
A character does not have to buy Strain Actions (below) in any order. They can purchase whichever level of strain action they can afford with their XP. <br />
<br />
A character can have no more than 5 strain points. (Note: This may change)<br />
<br />
Each point of strain costs 25XP (Note: This may change)<br />
<br />
Each strain action costs 15*level of the strain action<br />
<br />
===Gaining Strain===<br />
<br />
Strain can be regained by a character having a full rest. This means a good meal, a full night of comfortable rest, and a good breakfast. This requires a decent place to sleep (so not a cold forest floor), and a hearty amount of food - trail rations will NOT suffice!<br />
<br />
===Strain Actions===<br />
<br />
Like most things in this system, this is not a complete list of strain actions available. Strain, however, is based on physical ability. <br />
<br />
====Generic Strain Abilities====<br />
<br />
=====Level 1=====<br />
<br />
======Guaranteed Strike======<br />
<br />
Instead of rolling the dice, you may make an attack at 1/2 of your full attack value. <br />
<br />
For example: D20 + d8 +4 = 20 +8 +4 = 16<br />
<br />
======Guaranteed Damage======<br />
<br />
Instead of rolling the dice, you may make a damage roll at 1/2 of your full damage value. This does require having landing a successful strike on the target. <br />
<br />
For example: D20 + d8 +4 = 20 +8 +4 = 16<br />
<br />
=====Level 2=====<br />
<br />
======Generic Again!======<br />
<br />
A character may take two full actions without penalty (other than taking the strain). For example, a character may attack twice, or a character may run twice the distance. With this generalised ability, they may use any two physical actions they wish<br />
<br />
=====Level 3=====<br />
<br />
======Strike======<br />
<br />
Instead of rolling the dice, you may make an attack at your full attack value. <br />
<br />
For example: D20 + d8 +4 = 20 +8 +4 = 32<br />
<br />
======Damage======<br />
<br />
Instead of rolling the dice, you may make a damage roll at full damage value. This does require having landing a successful strike on the target. <br />
<br />
For example: D20 + d8 +4 = 20 +8 +4 = 32<br />
<br />
====Strength- Strain Abilities====<br />
<br />
=====Level 1=====<br />
<br />
======Again!======<br />
<br />
A character may take two full strength-based (physical) actions without penalty (other than taking the strain). For example, a character may attack twice, or a character may run twice the distance (assuming their run skill is under strength - if a character's run skill is under Agility, then they may not run twice with this strain)<br />
<br />
======Strong======<br />
<br />
A character may double their strength *attribute* for one action. This DOES NOT include their circle score. <br />
<br />
=====Level 2=====<br />
<br />
======Stronger======<br />
<br />
A character may tipple their strength *attribute* for one action. This DOES NOT include their circle score. <br />
<br />
=====Level 3=====<br />
<br />
======Again, Again======<br />
<br />
A character may take three full strength based (physical) actions without penalty (other than taking the strain). For example, a character may attack twice, or a character may run twice the distance (assuming their run skill is under strength - if a character's run skill is under Agility, then they may not run twice with this strain.<br />
<br />
======Very Strong======<br />
<br />
A character may quadruple their strength *attribute* for one action. This DOES NOT include their circle score.<br />
<br />
=====Level 4=====<br />
<br />
=====Level 5=====<br />
<br />
======Vengeance======<br />
(Can also be taken under Health)<br />
<br />
A character cries vengeance upon an enemy in combat. They can continue fighting until that enemy is DEAD. They will continue taking damage, and will not fall unconcious. They can even be taken to more than -10 in damage. However, the moment their target escapes them, or dies, the adrenaline leaves their body and must take the combat damage affects. If they have been taken below -10, then they are dead. <br />
<br />
Note: They can be healed during combat.<br />
<br />
====Agility-Based Strain Abilities====<br />
<br />
=====Level 1=====<br />
<br />
======My Body As Shield======<br />
<br />
Within combat distance, a character may put themselves in the way of a blow. They take the full DAMAGE of the blow, instead of it's intended target. They take the damage, even if the initial attack would not have been enough to do damage to them. The act of putting themselves in the way of the blow means that they are hit, and must take the full damage.<br />
<br />
====Awareness Based Strain Abilities====<br />
<br />
=====Level 2=====<br />
<br />
======I saw that======<br />
<br />
A character is able to discern the smallest of movements, and as such will pass (with a simple pass) the next perception/awareness roll<br />
<br />
======Is this it?======<br />
<br />
A character is able to find a moderately-well hidden (DN of 18) item (trap door, hidden item, etc)<br />
<br />
====Knowledge-Based Strain Abilities====<br />
<br />
=====Level 1=====<br />
<br />
======I know that======<br />
<br />
A character may recall one useful fact about a topic. <br />
<br />
<br />
=====Level 3=====<br />
<br />
======Flash of Insight======<br />
<br />
A character is able to make a complicated plot-related connection. This allows them to consult with the GM with all the facts they have to hand, and to draw connections that they may not have quite grasped.<br />
<br />
====Presence-Based Strain Abilities====<br />
<br />
=====Level 3=====<br />
<br />
======How you doin'?======<br />
<br />
Despite the odds, the character is able to make ONE NPC (it DOES NOT work on player characters) to be flattered by your flirtations. This doesn't override their sense of duty, nor does it change whether or not they are attracted to the character.<br />
<br />
====Health-Based Strain Abilities====<br />
<br />
=====Level 1=====<br />
<br />
======It is only a scratch======<br />
<br />
If a character has been knocked unconscious, they may spend a point of strain to be conscious and able to fight the next round. They may remain concious for 5 rounds, or until the end of combat, which ever is sooner. They must then be unconcious for 5 rounds to recover.<br />
<br />
=====Level 3=====<br />
<br />
======It's just a flesh wound!======<br />
<br />
A character is able to remain conscious when they are at 0 Body Points for 5 rounds. They will be conscious, and so able to cast magic, and drink potions. They can even crawl short distances.<br />
<br />
=====Level 5=====<br />
<br />
======Vengeance======<br />
(Can also be taken under Strength)<br />
<br />
A character cries vengeance upon an enemy in combat. They can continue fighting until that enemy is DEAD. They will continue taking damage, and will not fall unconcious. They can even be taken to more than -10 in damage. However, the moment their target escapes them, or dies, the adrenaline leaves their body and must take the combat damage affects. If they have been taken below -10, then they are dead.<br />
<br />
=Animals=<br />
<br />
<br />
==Pets==<br />
<br />
Pets are domesticated animals. In theory, any animal can be domesticated, however the rarer and more magical the creature, the more difficult it is to do. It will take many succuessful animal handling (or similar) roles, over an extended period of time to tame a rare animal. In the case of magical animals, the difficult will be higher. <br />
<br />
Pets cost 5XP. <br />
<br />
For example:<br />
* +5 for magical creature<br />
* +5 for rare creature<br />
* +5 for an older creature. <br />
* +3 for a traditionally violent creature<br />
* .. .and so on. <br />
<br />
For each added complication, the difficulty, obviously increases. The most sucesful way of getting a pet it so find it young, and to be able to train and care for all it's needs for the first few weeks of it's life. <br />
<br />
Pets, however, are simply that. They are generally non-combat creatures, and cannot be used in useful ways to solve puzzles. They are easily distracted, but loyal.<br />
<br />
==Familiars==<br />
<br />
Familiars are likely the most common form of animal that players are going to want. This is the kind of animal that is able to solve puzzles, fight for, and with them, and have a modicum of independence.<br />
<br />
Familiars cost 15XP at generation, or 25XP bought later in the game. A Familiar must first be a successful pet. Either an already-domesticated animal, or one that has become a pet (see the section on Pet for more details). <br />
<br />
Familiars gain their own character sheet, and gain two advantages and one disadvantage. <br />
<br />
Their health is 1d20 /2 +10. A critical success explodes, but the result remains halved. <br />
<br />
Everything else on the character sheet can be bought as though it is a character, within reason. <br />
<br />
A Familiar bought at creation can have items bought at the same cost as any other character at creation, but comes from the same XP pool as the player purchasing the character. <br />
<br />
A Familiar bought later in the game can have the players XP spent on it at the same cost as any other character. <br />
<br />
It should be remembered that they are an animal, therefore, an animal with Intellect of 1, is more intelligent than the average animal of it's species, not a human.<br />
<br />
It should also be remembered that a Familiar isn't Psychic, and doesn't speak Ithican/Common. It can understand gestures and simple commands, but complicated instructions with many steps are likely to confuse the animal.<br />
<br />
=Soul Items=<br />
<br />
Soul Items are weapons that contain a person's soul. Sometimes this is intentional, and sometimes it is accidental. <br />
<br />
These items are very rare. <br />
<br />
Soul items can be found, or in rare cases a player can start with one. <br />
<br />
Soul Items themselves gain a character sheet, for the 'soul' inside them. The powers of the item function in the same way as magic does, with the same limitations.<br />
<br />
=Character Creation=<br />
<br />
At Character creation, a player has 85 points to build their character. The cost for each section are below:<br />
<br />
* 15 XP for Species pack<br />
* 15 XP for a New Circle<br />
* 5 XP per point in a Circle AFTER purchase<br />
* 7 XP for a circle skill<br />
* 3 XP for a point in a circle skill AFTER purchase<br />
* 5 XP for an Atrribute<br />
* 5 XP for a Special Stat<br />
* 3 XP for a Skill<br />
* 3 XP for a Defence Stat<br />
* 2 XP for a Skill Specialisation.<br />
* 15 Boost Points : Boost points can be used between the Passive Defence stats. Boost cannot be used to boost a stat by more than 5.<br />
<br />
=Advantage and disadvantages=<br />
<br />
=XP Earning=<br />
<br />
(Generally earn roughly 3-5 XP per session)<br />
<br />
=XP Spending=<br />
<br />
* New Circle: 25 xp<br />
* New Circle Skill: 10xp<br />
* New Skill : 7xp<br />
* New Skill Specialisation: 5xp<br />
* New Special Skill: 15xp<br />
<br />
* Next Circle Level: 10xp X the level you are going too. <br />
* Atributes: 10xp times the level they are going too. <br />
* Skills: 5 times the level they are going too.<br />
* Specialisation: 3 times the level they are going too<br />
* Defenses: 3 times the level they are going too (Magic Defence, Physical Defence, etc.)<br />
* Circle Skills: 5 times the level they are going too. <br />
* Special Skills : 10xp X the level you are going too.<br />
* Each point of strain costs 15XP (Note: This may change - so please not XP spent)<br />
* Each Strain Action costs 10*level (Note: this may chance - so please note XP spent)</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Dellan&diff=591Dellan2020-02-28T20:37:17Z<p>Goldbud: /* Creatures of Myth */</p>
<hr />
<div>The world of Dellan is a peaceful land. There is the occasional border dispute, Orcs and Trolls would attack each, but that was mostly in the way of racial diplomacy. It is, in general peaceful. There were areas that would occasionally succumb to the Darkness, a pervasive force from the Beyond that turned the hearts of people towards it's own purpose. The purpose of death and chaos. These small outbreaks were often stopped in their tracks the moment they became apparent. In this time of light, the Knights of Ithica, or perhaps, members of the Guild of Light, would soon ensure that peace was restored. <br />
<br />
Dellan is a haven of life surrounded by areas where death comes swiftly, be it in the fiery mountains, desert, or troll country. While predominantly peaceful, it was not always safe. The major cities had all come to an accord, and major war was kept at bay by the Knights of Ithica, based in the centre of Dellan in the citadel. While major incidents were avoided, life was still hard in Dellan. Country Folk lived outside of the protection of the Cities, and bandits, roaming orcs and trolls, and general opportunism made it difficult. The population of Dellan were always trying to carve a niche out for themselves, and often thought they could challenge the power of the Knights. People's greed often led to stupidity. <br />
<br />
=How to use this page=<br />
<br />
This page contains a brief summary of the locations, races, and other ideas in the land of Dellan. For a more information, please follow the links. <br />
<br />
=Setting=<br />
<br />
Dellan is a high-fantasy setting. A place of magic and mystery, where strange and fantastic creatures wander the forests and the plains. A place where heroes are forged in the fire of intrigued and battle. A place where death comes swiftly to the unwary. <br />
<br />
=[[System1 | System Details ]]=<br />
<br />
* [[System | System Mechanics, V 0.1]]<br />
* [[System1 | System Mechanics V 0.5]]<br />
<br />
=[[Map|Map]]=<br />
<br />
A map of Dellan can be found [[Map|here]]<br />
<br />
=Locations=<br />
<br />
==[[Ithica| Ithica]]==<br />
<br />
[[Ithica|Ithica]] is a large sprawling city centred around the Citadel of Illan. It is a prosperous city, and sees itself as the height of culture and order. It is a city that has grown out from it's small beginning, but it is still a fortified city. The walls to the city have never been breached, despite it's numerous gates. It is a city that focuses on civil programs, ensuring plenty of sewers and clean water for it's populace. A place in [[Ithica|Ithica]] is well sought out, despite what some might see as it's old-fashioned approach to policing, and moral order.<br />
<br />
==[[Elmar|The City State of Elmar]]==<br />
<br />
[[Elmar|Elmar]] is a city that sits on many cross-roads, and as such has become a powerful city of trade. It has never challenged [[Ithica|Ithica]] for supremacy, and seems content to simply make it's money on the back of the trade taxes. It's laws are simple, and that often breeds tension between the righteous knights, and the citizens of [[Elmar|Elmar]], who seem to believe it's their right to be able to make money anyway they seem fit.<br />
<br />
==[[Pridfall|The City State of Pridfall]]==<br />
<br />
[[Pridfall]] is a small-city state who's major focus has been on exploiting it's natural resources. The Mountains of Fire, the local forest and river make this a hive of industry. All manner of weird and wonderful items are made in [[Pridfall]], and if it isn't, it is the place to find someone to make it. It can be seen from miles around because of the constant black cloud that hangs over it as the industry belches out it's dark smoke.<br />
<br />
==[[Meishan|The City State of Meishan]]==<br />
<br />
[[Meishan]] is not, as the others, a true city state. It is a collection of smaller towns that have grown into one another, by their own definition. [[Meishan]] has many large grass areas, and houses are built a great distance between them. It is a city that is considered to be “at one with nature”, enough that an elf would not feel too uncomfortable within it's boundaries. <br />
[[Meishan]] does not have a single ruler, but rather it is ruled by a trinity of people, who rule for three years. These people are chosen from the elected council. Of those three, they share the duty of public engagements and meetings. It is only very rarely are the three of them to be seen attending functions together.<br />
<br />
==[[Bockland| Bockland]]==<br />
<br />
[[Bockland]] is named after Rufus Bock, a bandit and cut-throat. [[Bockland]] is a safe-haven for all those who's business could be considered “nefarious”.<br />
<br />
==[[Reesh|Democratic Land of Reesh]]==<br />
<br />
[[Reesh]] was a political experimenter. He believed that everyone should have the equal say in what it takes to govern. His idea was put into practice in a small city called Omelar. This revolutionary idea spread to the surrounding cities, towns and villages, and they began to band together for mutual support and governance.<br />
<br />
[[Category: Location | Location]]<br />
<br />
==[[Outlands| The Outlands]]== <br />
<br />
Fertile land with unstable governance<br />
<br />
The Outlanders are those who have chosen to brave the elements in search of a new life. The Outlands is rumoured to contain a large amount of Gold, Coal, Tin, and Iron, and all manner of other precious minerals. However, life is harsh in the unpredictable micro-climate, sitting as it does at the foot of the mountains, and near the Burning Sands of Reinhold<br />
<br />
==[[ConfederateBaronies | The Confederate Baronies - Chartered Landholders]]==<br />
<br />
If ever there was a land that was made of entirely minor nobility, this was it. The land is held under charter, and is often divided up between families and knights. The same land is then merged through marriage and treaties. Generally there is no single leader of the Confederate Baronies, often a delegation is sent to deal with individual incidents, or internal problems are dealt with in the simple process of negotiation, war, or marriage. <br />
<br />
<br />
==[[BurningSands | The Burning Sands of Reinhold]]==<br />
<br />
<br />
This large dessert has some of the highest temperatures on all of Dellan. It is a wasteland, from which many rumours come. Some say you can hear voices on the winds. The sands are said to be so hot that they can melt metal. Ancient stories tell of a city, or perhaps a person, with the name of Reinhold. Some say that the ruins can still be found in the centre of the dessert. Those that have gone in search of them often return mad, telling wild tales of cities of ghosts. Some do not return at all. The legend tells of a mage, a powerful woman who sought to bring the power of magic, magic that was wild and free in those days, to all people. She wrought a powerful magic that tore the fabric of magic into tatters, and destroyed the nation of Reinhold.<br />
<br />
=The World=<br />
<br />
==Royalty==<br />
<br />
While most countries are ruled by a form of royalty, the word “Royals”, and “Royalty” most often refers to the Kings and Queens of Ithica. <br />
<br />
==Cities==<br />
<br />
Cities are often large states. Sprawling urban settlements that have grown for miles. These sprawling collections of humanity are supported by magical and engineering feats.<br />
<br />
==Country Folk==<br />
<br />
These are folk too poor, or too unwilling to leave their small villages or dwelling places. They are hardy creatures, often forgotten in the political wheels. There are numerous small villages, mostly undocumented and forgotten, and live peacefully enough. It is these small places that are often the mainstay of the work for the Guild of Light. <br />
<br />
==The Between==<br />
<br />
The lands, unowned by any major lord, or part of any major holding, is referred to as “The Between”, because it is between places. This does not mean the land is empty, but it does imply a lack of appreciation for what is there.<br />
<br />
==The Law of Dellan==<br />
<br />
There is no universal law in Dellan, officially. However, the Knights of Ithica with their access to all cities mean that in practice the Law of Ithica is the law that is followed by most countries in Dellan. It is designed around principles of Justice, which applies to all people, regardless of rank or title. The legal system works based on physical evidence and eye-witnesses. Hear-say is generally not used, unless it is based on the word of, say, a Knight of Ithica, or a prince or other recognised person who's word is accepted as truthful. <br />
<br />
=History=<br />
<br />
==[[WildTimes| The Wild Times]]==<br />
<br />
The Wild Times is a shorthand for the time before the [[DarknessWar | darkness war]], and the rise of Ithica. It is a time of myth and legend, where creatures of great magic, and great evil walked abroad. Mistrust and suspicion were watch-words necessary for keeping people safe. It is from these times that the myths of dragons, vampires, and other creatures of the night come. <br />
<br />
==[[DarknessWar| The Darkness War]]==<br />
<br />
The Darkness War split the world into two factions. Led by the sorcerer Leofwynn, an army attempted to swarm the land and bring about a new era of subjugation and fear. It was the great hero Ithican Wolfsbane, and his small band of friends that turned the tide.<br />
<br />
Much of what is known about the [[DarknessWar | Darkness War]] is held in three letters, or missives, written by the previously-unknown member of Ithican's party, Uggthdraal the Tengai, who chose not to enter the great river to keep the group's dark secret.<br />
<br />
==[[ObsidianRevolt | The Obsidian Revolt ]]==<br />
<br />
Following their loss during the [[DarknessWar| the darkness war]], many of the greenskin fled to the hills. The laws of Ithica made the presence of greenskins, and all their accomplices in the land of Ithica illegal. Following the example set by the fledgling hero-state of Ithica, many other countries followed suit. This persecution of greenskins became acute, with raiding parties being paid to hunt them. It wasn't long before a resistance began to push back against these draconian laws, and the Obsidian Revolt took place. Raids took place on the fringes of societies, on places that were considered easy targets. Many of these places were still suffering a lack of fighting force following the [[DarknessWar | darkness war]], and so a new fighting force was needed to combat this menace. This fighting force grew out of the Ithican Royal Knights, and would eventually become known as the Knights of Ithica. They drove the greenskins into the hills. This new band of knight have ensured peace throughout the land ever since.<br />
<br />
=The Bad Guys=<br />
<br />
==[[Darkness|The Darkness]]==<br />
<br />
The Darkness is a physical substance, as well as a concept. It can be seen as a thick, mucus-like oil, often moving under it's own power. It corrupts people, and slowly turns their nature towards it's own evil ends. These ends are those of chaos and destruction. No-one knows why, or from where it comes. Sometimes those infected with the darkness can plan for years, some others simply descend into animalistic frenzy. It is rumoured that some can withstand it's affects, but rumours such as these can kill.<br />
<br />
The Darkness is so named both because of it's colour (a dark black), and because of it's aversion to fire. Light, in great intensity can have an affect. There is no known cure for those who have been corrupted by The Darkness. <br />
<br />
==[[ObsidianHorde | The Obsidian Horde]]==<br />
<br />
No-one knows where the Obsidian horde have come from. Some say it arose in opposition to the Knights of Ithica, some say that it is was created by Trolls out of vengeance. Some say that it is created by the [[Darkness]] itself. The Obsidian Horde dress in tatters of black, occasionally outfitted in purple. They are ruthless, merciless, and fear not for their own deaths. Their appearance is enough to empty villages, assuming they let them leave, and don't butcher them as they run.<br />
<br />
=Races=<br />
<br />
The list of races below are not an exhaustive list of races on Dellan. These are simply those that have been catalogued by the Ithican Botanist Council. In some cases, their records are incomplete, and suffer from the fact that the notes that arrive back at the IBC have often been through many hands, the original exploratory botanist having met a rather grisly end due to their curiosity. <br />
<br />
==Humans==<br />
<br />
Humans are the most prevalent of all species in Dellan. This is often because of their vicious nature, and their ability to survive in varying climates. <br />
<br />
==[[Enki | Enki]]==<br />
<br />
The Enki stand at around 4ft tall, and look like much smaller humans. Other than their size, there is very little that distinguishes them from their much taller cousins. Enki can be born to to humans, and two Enki may produce a human. Over the centuries, the Enki have gathered together in communities, and have claimed this name for themselves. <br />
<br />
==[[Elves|Elves]]==<br />
<br />
The [[Elves|elves]] of Dellan generally keep themselves to themselves, staying mostly in their Great Forrest, known colloquially (and slightly derogatorily) as “Elfland”. [[Elves]] are not, by nature, a curious people, and are generally content to hunt for food, gather berries, and generally occupy themselves by simple living. They have no interest in leaving their Great Forrest, and as such elves are rare beyond it. That, however, does not mean that they are unheard of. Occasionally and elf will wonder what is beyond their borders. Often, without so much as a goodbye, this wanderlust will grab them, and they will pack what little things they have, and head off into the Beyond (that is, the lands beyond the Forrest). It is not a coincidence that the elven word for “Beyond” is almost identical to the elven word for their afterlife. These wandering elves are thought by those in the Great Forrest to be one tree short of a forest, or touched by the Moon Goddess. Their reasoning is founded on the change that comes over [[Elves|elves]] after they have been wandering in the Beyond. They find the sedate life of the elves to be difficult to handle. Some return, but rarely stay long. [[Elves]] who wander find themselves caught between a longing to return to the forests, but knowing that such a return is no-longer truly possible. They become liminal creatures, stuck between two worlds, never really of one or the other. <br />
<br />
[[Elves]] have a natural distrust of things that are natural, considering it to, in some way, be “wrong”, though most [[Elves|elves]] cannot articulate why this is. They generally feel unsettled in cities. <br />
<br />
[[Elves]] are tall, and slender, often though of as “willowy”. They have sharp pointed faces with almond eyes, and pointed ears.<br />
<br />
==[[Dwarves | Dwarves]]==<br />
<br />
[[Dwarves]] are very superstitious creatures, and rarely leave their mountain. This superstition stems from tales of the great Dwarven adventurer, Carreg Axewielder. He wandered the world, and experienced many things, he was attacked by walking trees, had the sky fall on his head, and fought great and terrible beasts. He found the entire experience to be enlightening, but found, on his return, that his story struck fear into the Dwarfs, who hid themselves in their mountains, refusing to come out in case the sky fell, or the trees attacked them.<br />
<br />
==[[Gnomes | Gnomes]]==<br />
<br />
[[Gnomes]], also called “halflings”, for being half the height of your average human. They are hordes. This leaves many people to believe that they are thieves, but the average [[Gnomes|gnome]] is law-abiding and hard-working, most having more than one job to allow them to acquire stuff. It doesn't matter, generally speaking, what the stuff is, so long as it's theirs, and they have earned it. They can be found throughout Dellan, and are, relative to elves and dwarves a more common sight. While [[Gnomes|gnomes]] are curious about what stuff might be in far-flung places, they are often to busy acquiring stuff where they are to go looking. Many people find [[Gnomes|gnomes]] difficult to tell apart, as seeing their faces is often difficult beneath the colourful scarves, goggles, or other items they are wearing.<br />
<br />
==[[Wat | The Wat]]==<br />
<br />
<br />
[[Wat|The Wat]] are a singularly unusual race. They are tall, and thin, their skin generally black, or brown. They move rather like a spider. They are a race that is found everywhere on Dellan, but they normally live unseen. They arrive out of nowhere, and spend their lives cleaning sewers, dealing with corpses, and other unsanitary odd jobs. As a species they can often be found in the cold and the dark parts, often in large caves under cities. The species finds subterfuge odd, and are biologically incapable of telling a lie. The interactions of other species are generally a mystery.<br />
<br />
==[[Tengai | Tengai]]==<br />
<br />
The [[Tengai]] are a generally bigger than average humanoid race, with skin that is wrinkled or creased. Some have the look of bark, or stone. They are credited as being the source of the myths of rock creatures, or moving trees, even as being the source of the myths of giants. [[Tengai]] are large, nomadic, gentle, peaceful people. Despite their large size, they have incredible manual dexterity, and delight in making small complex pieces, tiny carvings, intricate jewellery, and so on.<br />
<br />
==[[Dryad | Dryad]]==<br />
<br />
The Dryad are a collection of entities who have an affinity for a type of [[elements | element]]. Each one affects the [[dryad]]'s personality, and their abilities. [[Dryad|Dryads]] cannot be too far from their natural element, and were thought, until recently, to be tied to living in the area where they were made. Over the last few decades, however, [[dryad|dryads]] have found that they can wander further and further from their native element, and even explore the world.<br />
<br />
==[[Strygath | Strygath]]==<br />
<br />
The [[Strygath]] are humanoid lizards. They vary in look, size and shape based on the tribe that they come from. They are hunted, illegally, throughout Dellan because of the many myths that are connected with them. Various parts of their anatomy are used in potions and concoctions of various kinds from potions of strength to tinctures of virility. This has made the [[Strygath]] incredibly rare.<br />
<br />
=People=<br />
<br />
==Language==<br />
<br />
The Language of Dellan appears to come, predominantly, from a single shared language now lost in the [[WildTimes]]. Many of the languages, especially those that are kept in isolation, have kept more of these words than other, modern languages. <br />
<br />
Many scholars believe this language to be Old Ithican, but it is likely that Old Ithican is itself a derivative of the First Language (if one existed), that retained much of it's flavour and character. <br />
<br />
Languages of each of the races has it's own subtleties, some of these are a factor of their physical biology (certain letters or sounds being difficult to pronounce), and other a factor of the way in which they live. <br />
<br />
<br />
==Talesinger==<br />
<br />
Someone who keeps the oral history of Dellan. Despite the literacy level of the general populace, it is believed that the songs of history have a power and a life of their own. It is into the hands of the Talesingers that these stories are entrusted. <br />
<br />
==Priests of Machina==<br />
<br />
Priests of Machina are an unusual group. They dedicate their lives to finding ideas, and then building their soul-machines. These are machines where the Priests will live out the rest of their days, serving as whatever machine they finally decide to dwell in. Along the way they will build many smaller items of Machina, and infuse them with little pieces of themselves. Partly as experimentation, partly as learning, but also to answer the yearning in their souls do find that one vessel that they will become.<br />
<br />
=Religion=<br />
<br />
The world of Dellan is a world full of deities spirits, and entities. Each species has their own particular take on religion/philosophy. For some, gods are central to their existence, and others believe their own gods are dead. Whatever walk of life a person comes from, they all, in some way believe in the gods. <br />
<br />
Atheism in Dellan is generally a bad idea. Gods have a tendency to be petty, and a person wouldn't want to find themselves without the beneficial magics of healers, or the target of every lighting strike. Most people operate under a form of functional agnosticism. They pray to the local gods of harvest, winter and summer, the gods of fertility as the year turns. <br />
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==[[Eternals | The Eternal Ones ]]==<br />
<br />
[[Eternals | The Eternals]] are not gods, they simply are. [[Eternals|The Eternals]] are personified powers of the universe. <br />
<br />
===[[Fate | Lady Fate]] ===<br />
<br />
The least understood is the eternal known as [[Fate|Lady Fate]]. She is the personification of the idea that fate is a vital force in the universe. That people have fates. <br />
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===[[Death | Death ]]===<br />
<br />
[[Death]] has no agenda, except to claim the souls of those who have died, and lead them into the next life. [[Death]] will come to everyone. <br />
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===[[Chaos | Chaos]]===<br />
<br />
[[Chaos]] is the force of random events in the universe. It's both destructive and creative.<br />
<br />
<br />
===[[ Kairos | Kairos / Epoch /Time ]]===<br />
<br />
[[Kairos]] is the beat and flow of Dellan. Crudely thought of as 'time', but [[Kairos]] is the force of the right moment. The point at which knowledge will be revealed. [[Kairos]] is thought to appear throughout the ages of Dellan at important moments, offering advice to people just when they need it. Why [[Kairos]] should choose to do this is unknown. Their ways, like that of [[Fate|the Lady]], are complex.<br />
<br />
==[[DeitiesOfLight | Major Deities of Light ]]==<br />
<br />
Deities of light are not necessarily deities who would be considered morally good. They are, rather, deities that come from the more positive aspects of human experience. Deities may have a dark side, or even a negative expression of their faith. <br />
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===[[Artemis | Artemis, God of Travel]]===<br />
<br />
Artemis is the God of Travel. He is not necessarily the God of arriving in places. He much prefers to wander the highways and byways of Dellan, just to see what it looks like. While he prefers paths he's never walked before, he will also walk old paths to see something new, to see how the world is changed. <br />
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===[[Mishna | Mishna / Graeth - Goddess of Healing]]===<br />
<br />
[[Mishna]] is the goddess of healing and health. Her aim is only to heal, and to care for those who are sick. While [[Mishna]] has no offensive spells, she (and by extension, her clerics) are protected by the other gods. A well-known tale speaks of a man who mugged and murdered a cleric of [[Mishna]], and out of spite, every other god took turns in pouring misfortune upon him. When he begged to die, even [[Death]] turned away for his actions against [[Mishna]]. As a result of this tale, it takes a special kind of bandit to want to do serious harm to a cleric of [[Mishna]] (though it appears that knocking one unconscious and tying one up earns only a small amount of ire from the other gods, providing you are gentle with the cleric). <br />
<br />
[[Mishna]] herself is often depicted as a woman with long blonde hair and kindly features. She is thought to be absent-minded, except when it comes to the health of her patients.<br />
<br />
Her symbol is often that of a mouse, or a fish.<br />
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===[[Wisdom | Portia - Goddess of Wisdom]]===<br />
<br />
[[Wisdom | Portia ]] is the goddess of wisdom. Her aim is to seek out knowledge, and new ideas and experiences. [[Wisdom|Portia]] has an almost child-like curiosity about the world, and seeks to understand as much about it as possible. Her clerics, on the other hand, see wisdom as something that needs to be guarded and protected.<br />
<br />
Her animal is a butterfly<br />
<br />
===[[War | Lord of War - God of War]]===<br />
<br />
[[War | Lord of War]] is a deity whose only interest is war. Despite the peace brought about by the establishment of the Knights of Ithica, that has not meant the end to battle. Smaller cities and villages have used war, on a small scale to settle disputes. He is often depicted as a warrior with a metal helmet covering his face, wearing a breastplate, and holding aloft a sword. <br />
<br />
[[War|The Lord of War]]'s symbol is often a tiger, trapping something under his paw. Some people suggest that it is a mouse.<br />
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===[[Helios | Helios - God of the Sun]]===<br />
<br />
Helios is credited with being the first God of Dellan. Despite their historic age, Helios has not aged. Helios is most often depicted bald, with smooth skin. They are shown in rather plain clothing, often a pale yellow or white. Generally with a benevolent smile. Helios is attributed with all the positive aspects of warmth, light, and fire. They are the ones that send the fire that cleanses forests and allows regrowth. They are the one that bring the fire to cook, the light to see.<br />
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===[[Tenebris | Tenebris - God of the Moon]]===<br />
<br />
Tenebris is the sibling god of Helios, most often depicted as the Moon. Technically the God of the Dark, Tenebris is more often thought of as the deity of the Moon or the Night, to avoid confusion with the [[Darkness]]. To them falls the realm of the night, and they are seen as the guardian of sleep. <br />
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===[[Hurn | Hurn - The Hunters God ]]===<br />
<br />
When the first animal squealed in terror, when the first chase for food began, Hurn was there. He is a God of necessity, a God that is known to be fickle, and hard. You do not gain Hurn's favour lightly.<br />
<br />
==[[DarkGods | Major Dark Gods and Goddesses]]==<br />
<br />
Dark Gods in the world of Dellan are not, necessarily, evil. While they generally seek to fulfil their own ends and desires, the are simply outworkings of more base emotions of people. Many followers of the Dark Gods consider the moniker to be an insult, stressing that these are naturally-occurring parts of the lived experience. Each [[DarkGods | Dark God]] has a follower-path that could by many standards be considered 'good'. <br />
<br />
Despite this, followers and clerics of the [[DarkGods | Dark Gods]] are often treated with suspicion from the populace. Despite the benefits that the [[DarkGods | Dark Gods]] can bring, over-use of their powers can often lead to real mental trauma. Folk tales about those driven mad by their seemingly positive ability are abound. <br />
<br />
<br />
===[[Nagani | Nagani - Goddess of Pain and Suffering]]===<br />
<br />
[[Nagani]] is perhaps the most well-known of the dark gods, due to her association with the uses of pain for pleasure, expressed in some forms of sexual experience. Despite this, she is the goddess of those that experience pain and suffering as a result of injury, as well as those that experience it as a result of loss and death. It is Nagani who can be petitioned to remove such pain, both physical and mental.<br />
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===[[Bordan | Bordan - God of Lies and Deciet]]===<br />
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===[[Elith| Elith- Goddess of Possession]]===<br />
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===[[Umlar | Umlar - Deitiy of Destruction and Violence]]===<br />
<br />
==[[MinorGods | Minor Gods]]==<br />
<br />
Minor gods are a collection of gods who have taken smaller roles throughout Dellan. This can be everything from small caves, to strange rock outcrops. Occasionally, these gods manage to grow to become significant minor gods, based on the amount of belief channelled into them.<br />
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===[[Hope | Korbantu - The Hope of a Candle in the Darkness]]===<br />
<br />
[[Hope | Korbantu]] was a [[Troglodyte]] deity. They were the one that offered to them light when there was none, and it was worshipped as a sign that there was a way to avoid the evil monster that lurked at the heart of their small set of tunnels. It was believed that right worship of [[Hope | Korbantu]] would being saviours that would banish the darkness. It turns out they were right.<br />
<br />
==[[GodsOfNature | Gods of Nature ]]==<br />
<br />
The Gods of Nature simply are. Their power comes from the plants and animals that know of their seasons, and rely on them for their life and food. They are unusual in that they do not have typical 'creation' stories, but all stories about these gods begin as though they have always been. Some have sought to make them [[Eternals | Eternal Ones]], but unlike other Eternals they can be swayed by prayer, belief, and rituals of appeasement. It has been known for summer to last over-long when [[Canth]] has been annoyed with a people, or that [[Mordan]] to be particularly harsh when people have not given him his due. As such, they have their own category. Not quite the [[Eternals | Eternal Ones]] who live by their own rules and are rarely swayed by humans, and not quite Gods, who are intimately interested in people. <br />
<br />
<br />
===[[Mordan | Mordan, God of Winter]]===<br />
<br />
No-one likes winter. It is the time of stillness. Where the cold means only death. Mordan was always the selfish deity, wanting everything to be blanketed in their own still white. They care not that the cold brings death, or that animals shelter to be away from their touch. They like the world frozen and unmoving. <br />
<br />
The despise [[Shani]], for bringing her energy, and they loath [[Canth]] for their warmth. It is only Daleth that Mordan will deign to talk too, though Daleth is not a fan of Mordan, finding him arrogant and self-centred.<br />
<br />
===[[Shani | Shani, Goddess of Spring]]===<br />
<br />
[[Shani]] is the Goddess of Spring. She is the one who has the energy to break the grip of Mordan on the world. She awakens the plants, and fills the seeds with the energy to grow. She encourages Helios in their path to come a little closer to warm the world. Everyone likes Shani for the joy that she brings.<br />
<br />
===[[Canth | Canth - God of Summer]]===<br />
<br />
[[Canth]] is the hot-headed deity of summer. Canth is perhaps the most emotional of Gods, and the type of summer that places experience is thought to be directly affected by [[Canth]]'s mood. It is often considered best if Canth is indifferent towards a place, where you will then simply receive a pleasant summer. To gain too much of Canth's interest is to gain a blistering summer, or a changeable summer. As such, summer festivals are often held away from villages, often in places several days travel away. It is believed that if the summer festival upsets Canth, or brings on too much of ire, then it will be the location, not the people, that get the brunt of the resulting joy or wrath.<br />
<br />
===[[Daleth | Daleth - Goddess of Autumn]]===<br />
<br />
==[[Bestiary]]==<br />
<br />
Here you will find a list of the creatures encountered by the group during the game. Some of these creatures are new, some are thought to have gone extinct in the [[WildTimes | Wild Times]].<br />
<br />
===[[NewCreatures | New Creatures]]===<br />
<br />
These [[NewCreatures | new creatures]] are creatures for which there are no record, either from the wild times, or in myths or legends. <br />
<br />
===[[MythicCreatures | Creatures of Myth]]===<br />
<br />
These are [[MythicCreatures | creatures]] for whom the sources are myths, and legends. Thought to have been made extinct during the [[DarknessWar | darkness war]] or shortly thereafter, their return to Dellan is ominous.<br />
<br />
===[[OrdinaryCreatures | Creatures of Dellan]]===<br />
<br />
There are the [[OrdinaryCreatures | ordinary creatures]] of Dellan. The ones that are know about, but hardly encountered unless you are unlucky enough to live beyond the protection of the Knights of Ithica.<br />
<br />
=Copyright Notice =<br />
<br />
Dellan is a fantasy land created by Xen Bettinson for the use in a roleplay game. All materials here are copyright Xen Bettinson/Psi23.<br />
<br />
<br />
[[Category:Dellan]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Brisyld&diff=590Brisyld2020-02-28T20:35:45Z<p>Goldbud: </p>
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<div>Hailing from Caen Torr, a small village somewhere in the northern Outlands between The Great Forest and The Impassible Mountains, Brisyld served the Knights of Ithica until the fall of the citadel. Now her loyalties lie with the group and Prince Ryland.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=DellanProfiles&diff=589DellanProfiles2020-02-28T20:34:00Z<p>Goldbud: </p>
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<div>=Character Profiles=<br />
<br />
This is a page for player character and notable NPC profiles.<br />
<br />
===Active Player Characters===<br />
<br />
The unusual group of people who are legally obligated to protect Prince Rayland of Ithica.<br />
<br />
[[Brisyld| Brisyld Caering]]<br />
<br />
[[Diwerth| Diwerth]]<br />
<br />
[[Faisal| Faisal Moon]]<br />
<br />
[[Kaiden| Kaiden]]<br />
<br />
[[Leilani| Leilani Proudcrest]]<br />
<br />
[[Moonlight| The Sound of Moonlight Over the Crashing Waves]]<br />
<br />
[[Luna]]<br />
<br />
===Benched / Deceased Characters===<br />
<br />
Vstarl - Benched<br />
<br />
[[Zaleskar Cindermore| Zaleskar Cindermore]] - Benched - Last known whereabouts somewhere on the outskirts of Maliktavia with his dog Nasus.<br />
<br />
[[Revan| Revan Solidor]] - Benched - Last known whereabouts the twin cities of Genat Orvan with the kind candlemaker<br />
<br />
Rhaast - Dead<br />
<br />
83 - Benched<br />
<br />
Krabthaw - Benched<br />
<br />
Carp - Benched - last seen outside Genat after the battle with Maliktavia<br />
<br />
Esseker - Benched - last seen outside Genat after the battle with Maliktavia<br />
<br />
===Notable NPCs===<br />
<br />
'''Granny Smith''' - A mysterious old woman met by the gates of Market Town. 'Granny Smith' is not her actual name. She's waiting for Charlie.<br />
<br />
'''Lord Frogston''' - A friend to Ryland in his youth, Lord Frogston was left in charge of Castle Wolfsbane by Lord K'Ness after being possessed by a necromancer amulet (Dilathia's to be exact). After the party defeated the Lich and Frogston, and removed the amulet, he entered a somewhat vegetative mental state - no memories, no cognitive function.<br />
<br />
'''Lord K'Ness''' - Evil? Yes. Leofwynn risen again.<br />
<br />
'''Papa Domingo''' - Patriarch of the Domingo family caravan. It is good to be Papa Domingo.<br />
<br />
[[Ithica| Prince Rayland of Ithica]]<br />
<br />
'''Sergei''' - The party's packmule. Met an unfortunate demise in an exchange with Lady Fate. <br />
<br />
'''Lord Hydwyr''' - Right hand of the Queen of the Fae. Friendly, easily amused, looks a bit like a cat.<br />
<br />
'''Lord Gregor''' - Left hand of the Queen of the Fae. Mostly keeps quiet, carries a somewhat threatening aura, looks a bit like a crow.<br />
<br />
'''The Queen of the Fae''' - JUST DON'T MESS WITH HER. Very fashionable, carries two large axes.<br />
<br />
'''Torg''' - Leader of the race of Minotaurs. Loves a good fight.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Elves&diff=588Elves2020-02-28T20:30:20Z<p>Goldbud: </p>
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<div>The elves of Dellan generally keep themselves to themselves, staying mostly in their Great Forest, known colloquially (and slightly derogatorily) as “Elfland”. Elves are not, by nature, a curious people, and are generally content to hunt for food, gather berries, and generally occupy themselves by simple living. They have no interest in leaving their Great Forrest, and as such elves are rare beyond it. That, however, does not mean that they are unheard of. Occasionally and elf will wonder what is beyond their borders. Often, without so much as a goodbye, this wanderlust will grab them, and they will pack what little things they have, and head off into the Beyond (that is, the lands beyond the Forest). It is not a coincidence that the elven word for “Beyond” is almost identical to the elven word for their afterlife. These wandering elves are thought by those in the Great Forest to be one tree short of a forest, or touch by the Moon Goddess. Their reasoning is founded on the change that comes over elves after they have been wandering in the Beyond. They find the sedate life of the elves to be difficult to handle. Some return, but rarely stay long. Elves who wander find themselves caught between a longing to return to the forests, but knowing that such a return is no-longer truly possible. They become liminal creatures, stuck between two worlds, never really of one or the other. <br />
<br />
Elves have a natural distrust of things that are not natural, considering it to, in some way, be “wrong”, though most elves cannot articulate why this is. They generally feel unsettled in cities. <br />
<br />
The Elves claim to be creatures of balance, claiming that you can have too much of a good thing. To this end, Elves will intentionally take themselves off to be miserable in order to be able to properly appreciate the good things. They will sleep in wet clothes, stand in the rain, intentionally go without food. <br />
<br />
It should be noted, that the Elves would not consider 'leaving the forest' as a solution of 'too much of a good thing'. Leaving the forest is considered a madness (and secretly, too much discomfort, you can have too much of a bad thing!)<br />
<br />
==Description==<br />
<br />
Elves are tall, and slender, often though of as “willowy”. They have sharp pointed faces with almond eyes, and pointed ears. <br />
<br />
==Language==<br />
<br />
The Elves have developed amongst themselves their own language. Much of this language is connected with the nature in which they live. Their greeting, for example "Helio-Shenna" means, literally, 'Does the Sun Shine on you today?" It is from this that much of Dellan gets their word 'Hello', meaning, literally 'Helios Shines'. The words themselves are a hang-over from the [[FirstLanguage | First Language]], but their use and context can change their meaning. As a general rule of thumb, words about Helios are good, and words about the Rain are bad, but the Elves also have a concept that too much of a good thing is bad for you, which can confuse new learners or the language. <br />
<br />
==Religion==<br />
<br />
The Elves worship the major religions of Dellan, though often through their own subtle aspects. [[Tenberis]], for example, is thought of by the Elves as the Moon Goddess, a Goddess who brings beauty in her silver light. [[Helios]] is seen as her twin, that brings the golden light, and so on. <br />
<br />
At the heart of the Great Forest there are four trees, spaced equally apart in a perfect square. These trees are thought of as 'Sanctuary', and according to ancient custom, anyone who enters that square may not be forced to leave it, and has gained sanctuary. These trees are tended with care personally by the royalty of the Elves, and have become if not a religion for the Elves, then very definitely sacred. Elves, by common agreement, do not go near the trees, but rather marvel at them from afar.<br />
<br />
==History==<br />
<br />
In the [[WildTimes | Wild Times]] Elves were common amongst the people of Dellan. They were renowned as scholars, and as great priests and Mages. Their long life, and their soft dedication to their chosen way of life generally combined to produce powerful, yet humble masters. Elves lacked the drive of the Humans and the singular focus of the dwarves, yet were content to take years learning things that other races would learn in months. Their tendency towards perfection driving them to remove any hint of a flaw. <br />
<br />
Towards the end of the [[DarknessWar| Darkness War]], many of these ancient Elves vanished, and their brethren returned to the forest, just as the Dwarves returned to their mountains. <br />
<br />
These Forest Elves were content to live amongst the trees, growing the perfect tree, or tending the perfect garden. Elves have been known to watch a flowing river for hours, lost in it's beauty. <br />
<br />
The Elves themselves seem unbothered by this strange change, and the scholars of Elvenkind dismiss the stories of the [[WildTimes | Wild Times]] as being just stories, and pointing out that Elves have always left the forest, but they are not like the other elves, and are to be pitied. <br />
<br />
<br />
[[Category:Races]]<br />
[[Category:Race]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Darkness&diff=587Darkness2020-02-28T20:28:20Z<p>Goldbud: </p>
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<div>=The Darkness=<br />
<br />
The Darkness is a corrupting substance, mostly manifesting as thick black goo. It can corrupt both the living and the dead.<br />
<br />
==Description==<br />
<br />
The Darkness is a physical substance, as well as a concept. It can be seen as a thick, mucus-like oil, often moving under it's own power. It corrupts people, and slowly turns their nature towards it's own evil ends. These ends are those of chaos and destruction. No-one knows why, or from where it comes. Sometimes those infected with the darkness can plan for years, some others simply descend into animalistic frenzy. It is rumoured that some can withstand it's affects, but rumours such as these can kill.<br />
<br />
The Darkness is so named both because of it's colour (a dark black), and because of it's aversion to fire. Light, in great intensity can have an affect. There is no known cure for those who have been corrupted by The Darkness.<br />
<br />
==History==<br />
<br />
The Darkness is credited with being the corrupting substance that drove the [[Strygath]] to begin the 'Darkness War'. The substance vanished when the Darkness was driven back by the hero [[Ithican]]. <br />
<br />
Many assumed that Darkness was connected connected with the moon, but [[Tennebris]] strongly denies all associations with it. Despite this, and the general acceptance of the other Gods that it was nothing to do with [[Tennebris]], the followers and priests of [[Tennebris]] have dwindled. <br />
<br />
It was then not seen again until 1018, when it was encountered outside of a small town called [[Market]].</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=ObsidianRevolt&diff=586ObsidianRevolt2020-02-28T20:27:31Z<p>Goldbud: </p>
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<div>=The Obsidian Revolt=<br />
<br />
For most people, the Obsidian Revolt, and the Darkness War are one and the same events. Events this far back in history are often conflated. <br />
<br />
The Obsidian Revolt, however, happened some 500 years after the Darkness War had ended. The revolt was not just one of revolutionary violence, but one of political upheaval. At the heart, was the mistreatment of greenskins, Strygath, and other non-humanoid creatures. The wealth of Dellan was built on the trade, and murder of these creatures. They were used as slaves, and performed many menial jobs throughout Dellan.<br />
<br />
==Royal Knights==<br />
<br />
The [[RoyalGuard | Royal Guard]] at this time became stretched beyond their remit. This led to an innovative policy of finding people with unusual skills, and training them not necessarily in the art of fighting, but rather in the art of honour. These new knights became known as the [[RoyalKnights| Royal Knights]]. Their primary purpose was still the protection and preservation of the throne of Ithica, but rather than being trained, as the [[RoyalGuard| Royal Guards]] were to fight in a single unit for large-scale battles, the [[RoyalKnights | Royal Knights]] were taken from all walks of life, with a myriad of skills. In order to take the battle to an enemy that used skirmish tactics, it was necessary to create small groups of people, with a wide selection of skills to achieve seemingly impossible goals. Many saw them as hearkening back to the foundational stories of [[Ithica]], but their creation was driven by necessity, not idle romanticism. <br />
<br />
While still very much a single unit, with ties that bound one to another that grew from mutual respect, there were many individual Knights who distinguished themselves. These knights were often noted for their notoriety, rather than their direct military skill.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=ObsidianRevolt&diff=585ObsidianRevolt2020-02-28T20:26:11Z<p>Goldbud: </p>
<hr />
<div>=The Obsidian Revolt=<br />
<br />
For most people, the Obsidian Revolt, and the Darkness War are one and the same events. Events this far back in history are often conflated. <br />
<br />
The Obsidian Revolt, however, happened some 500 years after the Darkness War had ended. The revolt was not just one of revolutionary violence, but one of political upheaval. At the heart, was the mistreatment of greenskins, Strygath, and other non-humanoid creatures. The wealth of Dellan was built on the trade, and murder of these creatures. They were used as slaves, and performed many menial jobs throughout Dellan.<br />
<br />
==Royal Knights==<br />
<br />
The [[RoyalGuard | Royal Guard]] at this time became stretched beyond their remit. This led to an innovative policy of finding people with unusual skills, and training them not necessarily in the art of fighting, but rather in the art of honour. These new knights became known as the [[RoyalKnights| Royal Knights]]. Their primary purpose was still the protection and preservation of the throne of Ithica, but rather than being trained, as the [[RoyalGuard| Royal Guards]] were to fight in a single unit for large-scale battles, the [[RoyalGuard | Royal Guard]] were taken from all walks of life, with a myriad of skills. In order to take the battle to an enemy that used skirmish tactics, it was necessary to create small groups of people, with a wide selection of skills to achieve seemingly impossible goals. Many saw them as hearkening back to the foundational stories of [[Ithica]], but their creation was driven by necessity, not idle romanticism. <br />
<br />
While still very much a single unit, with ties that bound one to another that grew from mutual respect, there were many individual Knights who distinguished themselves. These knights were often noted for their notoriety, rather than their direct military skill.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=DarknessWar&diff=584DarknessWar2020-02-28T20:22:55Z<p>Goldbud: </p>
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<div>=The Darkness War=<br />
<br />
The Darkness War was a war that is the water-shed moment between the [[WildTimes| Wild Times]] and modern Dellan. Much of the war is forgotten, people told themselves that it was because the horrors of the war were too much to remember. <br />
<br />
It has recently come to light that this may not be the case. A small band of adventurers, tasked by Prince Ryland Wolfsbane have uncovered [[MissivesOfUggthdraal |letters, or missives]], by a previously unknown member of the group that fought alongside the great Ithican Wolfsbane. <br />
<br />
These [[MissivesOfUggthdraal | Missive of Uggthdraal]] are difficult to decipher, written as they are in broken common, and from the perspective of the Tengai.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=BurningSands&diff=583BurningSands2020-02-28T20:20:52Z<p>Goldbud: </p>
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<div><br />
This large desert has some of the highest temperatures on all of Dellan. It is a wasteland, from which many rumours come. Some say you can hear voices on the winds. The sands are said to be so hot that they can melt metal. Ancient stories tell of a city, or perhaps a person, with the name of Reinhold. Some say that the ruins can still be found in the centre of the desert. Those that have gone in search of them often return mad, telling wild tales of cities of ghosts. Some do not return at all. The legend tells of a mage, a powerful woman who sought to bring the power of magic, magic that was wild and free in those days, to all people. She wrought a powerful magic that tore the fabric of magic into tatters, and destroyed the nation of Reinhold.<br />
<br />
[[Category:Location]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=ConfederateBaronies&diff=582ConfederateBaronies2020-02-28T20:20:08Z<p>Goldbud: </p>
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<div>=Overview=<br />
<br />
If ever there was a land that was made of entirely minor nobility, this was it. The land is held under charter, and is often divided up between families and knights. The same land is then merged through marriage and treaties. Generally there is no single leader of the Confederate Baronies, often a delegation is sent to deal with individual incidents, or internal problems are dealt with in the simple process of negotiation, war, or marriage. <br />
<br />
The land is gifted to former Knights of Light by the City-State of [[Ithica]]. This has caused some small problems with the locals that stupidly thought that the land belonged to them.<br />
<br />
<br />
=History=<br />
<br />
The confederate baronies was formed when Ithica sought to reward some of the most notable of the [[RoyalKnights | royal knights]]. In the most traditional way of royalty, they claimed land around the most profitable trade route out along the Great River. The Great River was the primary link of Ithica, and the surrounding lands with the rest of [[Dellan]]. As many of the other routes out from Ithica were either treacherous, such as the routes through the [[Outlands]], or through the mountains of fire, a route that led through the Eastern Dessert to the [[MercianSea | Mercian sea]] made for the quickest and most prosperous route. <br />
<br />
The land around the Great River was parcelled out to the most experienced knights. This made it easier to protect, and the baronies became prosperous on the back of that trade. <br />
<br />
In order to build the quickly growing kingdom of [[Ithica]], the biggest trade began in stone, precious and semi-precious materials. This was quickly replaced with artisans, followed by slaves. Arguably, the largest part of the wealth of the baronies came from their reliance on slaves in the initial years. <br />
<br />
==The Obsidian Revolt==<br />
<br />
The [[ObsidianRevolt | Obsidian Revolt's]] affect in the baronies was incredibly disruptive. The large reliance on slaves, and their tendency to form peaceful protests, such as refusing to work ground many of the countries to a halt. As the laws of Ithica changed to effectively outlaw slavery, the baronies refused to listen to the authority of Ithica, and themselves attempted to secede from Ithica, claiming that the land belong to them. The newly-formed [[KnightsOfIthica | Knights of Ithica]] objected to this attempt to secede and began a systematic attack of the Baronies to protect the interests of Ithica. This, coupled with the continuing actions of the [[ObsidianRevolt | Obsidian revolt]] led to a state of war. It was eventually economic, rather than military pressure that forced the change. As Ithica and Elmar, under public pressure, began to refuse to trade with the confederate baronies. Initially, the baronies closed their borders, knowing that they had one of the most profitable routes out of the geographical bowl. What they were not counting on is the tenacity of the [[GuildOfLight | guild of light]] who were dispatched to establish routes through the Easter Dessert, and the [[Outlands]]. It took but a few short years before such routes were open, and logistic stopping places built along the route to ensure that those walking the desert could do so in safety. <br />
<br />
The route through the [[Outlands | outlands]] was less successful, predominantly due to the marshy terrain, and frequent floods. That said, there are still a number of good that travel this way, and good money can be earned by the experienced caravan owner. <br />
<br />
All of this served to force the baronies into re-opening their routes, and removing of their slaves. However, as the new routes had lower taxes, the damage was done.<br />
<br />
==The Slow Decline==<br />
<br />
Following the removal of it's major trade routes, and the loss of it's major source of income, the confederate baronies began turning against each other to gain a bigger part of the great river, and the money that it represented. Ithica still laid claim to the lands, and demanded it's tithe from them for their administration. The war between Ithica and the Baronies was never officially ended, and an uneasy truce was established, where the baronies would pay a smaller tithe, and Ithica would continue to lay claim to the lands. As they became less economically useful and the war was expensive to continue, [[Ithica]] ceased it's blockade, but continued to demand tithe. <br />
<br />
The baronies found it increasingly difficult to find a trade that would return it to the glory days. Many of them have ostentatious castles and defences that have become impossible to repair. Occasionally, someone will attempt a war of unification against the other barons, but such a move was often ended by brief alliances of barons to protect their interests. Over time, the barons gave themselves titles such as 'kings' and 'queens' though they have no legitimate claim to them. Such titles were frowned upon in [[Ithica]], and often led to political sanctions. This tended to lead to entrenchment of the position, and the barony/kingdom becoming impoverished. <br />
<br />
This decline is not unilateral amongst the baronies. Those that fell in line and paid their tithe found that Ithica would, in turn, support them. This was helped by the use of [[Wolfsbane]] as the place to send the youngest son of the Ithican line. Originally the most prosperous of the Baronies, it is the gateway into the baronies from the Fertile Strip through the [[EasternDessert | Eastern Dessert]].<br />
<br />
==The Baronies==<br />
<br />
Each of the baronies has it's own distinct flavour, heavily influenced by it's leader. Many of these are descendants of those that seized power during the [[ObsidianRevolt | Obsidian Revolt]], or in the years following when the attentions of [[Ithica]] were drawn elsewhere. <br />
<br />
Many of these Barons hold onto the traditional Baronial name of their predecessors, but those who are actual descendent are the exceptions rather than the rule.<br />
<br />
Despite their claims to being "Kingdoms" they are still, technically, vassal states of [[Ithica]], and those claiming to be independent are, by their actions, defacto at war with [[Ithica]]. This war has been a cold war for many decades, with the securing of the other routes out to the [[MercianSea | Mercian Sea]]. This means that many of the self-proclaimed Kingdoms are suffering further poverty from sanctions, heavy trade taxes, and a hostile trading environment beyond the Baronies. <br />
<br />
===The Twin Kingdoms of Genat-Orvan===<br />
<br />
The twin Kingdoms were originally founded by two mages sometime at the end of the [[WildTimes | Wild Times]]. They created between them a magical defence, and are credited with building several mechanical marvels to bring water to their kingdoms. The sites chosen had already been in use for centuries as temples of [[Helios]] (The Kingdom of Genat),and of the moon (The Kingdom of Orvan). It was not until centuries later that it was proposed that these twin kingdoms could be used as a gateway of protection for [[Ithica]] and to better regulate the flourishing trade along the Great River. <br />
<br />
It was perhaps the well-intentioned act of Ithica of granting each Kingdom to two knights that began the problem. The Knights were lovers, as history had recorded that Genat and Orvan were lovers, and it seemed appropriate that for their service this twin kingdom would be granted to them. However, as their children, and their children's children grew up in this kingdoms, they forgot the debt they owed to [[Ithica]], and as the familial ties between the related kin became watered down, when the [[ObsidianRevolt | Obsidian Revolt]] swept the land, they saw no reason to give up their slaves, and rebelled against Ithica, along with many of the other Baronies to keep a hold of the primary source of their wealth and comfortable life. <br />
<br />
It was during the [[ObsidianRevolt | Obsidian Revolt]] that the ties between now-distant kin were stretched to breaking point. History differs as to who attacked first, but what is known is that one Kingdom decided that during the confusion of the attack from [[Ithica]] this would be their chance to seize the other half of their Kingdom, and to rebuild a unified whole. This opened up a war on two fronts that was ruinous for both Kingdoms, with each blaming the other, and both blaming [[Ithica]] for their audacity. The two Kingdoms have remained at war ever since. <br />
<br />
====The Kingdom of Genviere====<br />
<br />
The Kingdom of Genviere has at it's heart one of the oldest known temples of [[Helios]]. The central glittering spire, and the buildings around it were designed to reflect the light of [[Helios]] making it a shining beacon of light. In it's initial use, the temple became the natural administrative building, and then later the natural home of the baron. During all of this the temple continued. It was not until the [[ObsidianRevolt | Obsidian Revolt]] that the priests of [[Helios]] were evicted. Seen to be a symbol of the [[RoyalKnights | Royal Knights]], and therefore a symbol of [[Ithica]]. Worried of angering the great [[Helios]] too much, they were allowed to retain what had been the temple of the novices as their own. <br />
<br />
In 1017, the Kingdom is ruled by Lady Genviere. She has very definite ideas about how Royalty should be, and is over-conscious about her lack of royal standing. As such, she plays the part of Queen, but more a Queen of children stories, rather than one that must deal with the important, but tedious, work of state. Lady Caroline Genviere, like many of her compatriots have a deep hatred for the Kingdom of Ordan, and seeks to end the war once and for all, with her as the victor. <br />
<br />
====The Kingdom of Ordan====<br />
<br />
At the heart of the Kingdom of Ordan is the Temple of the Skies, a temple to [[Tenebris]]. This great observatory forms the heart of the Kingdom, but rarely now does the great Telescope of Orvan look up to the heavens, but is fixed on the Kingdom of Genviere, seeking what knowledge that can bring. <br />
<br />
In 1017, the Kingdom of ruled by Baron VonOrlock. He presides over a crumbling kingdom, his predecessors having poured most of the wealth of the country into the machinery of war, and then let it rust. The Baron, despite his acerbic nature, and his tendency to anger genuinely cares for his Barony, and those closest to him suggest that his anger comes from frustration at the state of his kingdom. He, like his fellow countryfolk, place much of the blame on the Kingdom of Genviere, their constant refusal to enter into a treaty with [[Ithica]], has blocked their attempts to get the trade embargoes lifted. There is also some anger at [[Ithica]], who has constantly postponed the negotiations.<br />
<br />
===The Kingdom of Maliktavia===<br />
<br />
The Kigndom of Maliktavia is ruled by High Chancellor Malik, and is basically a military state. This is the kingdom that takes the entire middle stretch, and is the same size as the kingdom of Genat-Orvan. This kingdom is made up of a series of castles up either side of the valley, and one large, once-prosperous town along the Great River. This main town, Stockport, was the last major point inside the Confederate Baronies for trade, and for restocking on food before the final leg of the journey towards [[NewTown]], the last port on the Great River. The ease of access to Stockport, both along the great river, and along the once-well-appointed roads ensured it’s survival. Following the breakdown of trade, the port began to levy heavy taxes on anyone passing through in order to make money. It taxed it’s own citizens, under the auspices of paying the tithe to Ithican. The central castle of Stockport is lavish, and so are the areas around it. Only the very rich can afford to live in Stockport central. <br />
<br />
<br />
[[Category:Location]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Outlands&diff=581Outlands2020-02-28T20:15:33Z<p>Goldbud: </p>
<hr />
<div>The Outlands - Fertile land with unstable governance<br />
<br />
The Outlanders are those who have chosen to brave the elements in search of a new life. The Outlands is rumoured to contain a large amount of Gold, Coal, Tin, and Iron, and all manner of other precious minerals. However, life is harsh in the unpredictable micro-climate, sitting as it does at the foot of the mountains, and near the Burning Sands of Reinhold. Famines have frequently caused minor wars between lands over the less important resources like water and food. Since the War of Blood, which involved all of the outlands in all-out war, the region has been generally settled bar occasional border skirmishes. While each area has their own self-styled leadership, the area as a whole generally selects an obvious “first among equals”, who in this case is Baron Zenthar.<br />
<br />
==Baron Zenthar== <br />
First of The Outlands. <br />
<br />
Zenthar has high aims. Rising through the ranks of the baronies in the outlands, he is currently “Cheif Baron”, a title that is meant to imply first among equals, though Zenthar is not a man who believes in the idea of having anyone who's anywhere near equal to him. He is ruthless, and feared by most in the Outlands. However, his power does not extend much beyond it.<br />
<br />
[[Category:Place]]<br />
[[Category:Location]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Reesh&diff=580Reesh2020-02-28T20:14:57Z<p>Goldbud: </p>
<hr />
<div>Democratic Land of Reesh – Small Cities together for protection<br />
<br />
Reesh was a political experimenter. He believed that everyone should have the equal say in what it takes to govern. His idea was put into practice in a small city called Omelar. This revolutionary idea spread to the surrounding cities, towns and villages, and they began to band together for mutual support and governance. The land is divided into several regions, each with a regional governor. Each governor rules their land along with a council. Each Govener also sits on the Reesh Council, which is headed by the Democratic Leader of Reesh, a position currently held by Minister Collen. The Reesh Council also has on it several local representatives, also elected. Each region can implement it's own laws, as necessary, but cannot exceed the mandate and rules of the Reesh Council.<br />
<br />
==Minister Collen==<br />
<br />
A sharp political operator. Current elected leader of Reesh.<br />
<br />
[[Category:Location]]<br />
[[Category:Place]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Bockland&diff=579Bockland2020-02-28T20:14:11Z<p>Goldbud: </p>
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<div>Bockland – Criminal Haven.<br />
<br />
Bockland is named after Rufus Bock, a bandit and cut-throat. Bockland is a safe-haven for all those who's business could be considered “nefarious”. It is unusual in that it does not have a treatise with the Knights of Ithica, and has resisted all attempts to make one. This thorn in the side of the Knights of Ithica does not mean that the Knights will not follow a quarry into it. Though the laws of Bockland do not count the death of a Knight as murder. There is a permanent blockade around the city, but that has not seemed to hinder it's progress. The Knights have, on occasion, attempted to take the city by force, but have often been driven back by difficulties in the supply chains. The Royalty have never secured an agreement for a full war against Bockland, and while it does have enough Knights to do the job, Ithica is not interested in rocking it's political boat.<br />
<br />
==Lord Bock==<br />
<br />
Lord Bock, or, known varyingly as “Pirate Black”, “Jack the Knife”, “Molly Murder”, and a whole host of other aliases which are suspected, and likely a few more that are unknown, is the ruler of Bockland, as much as anyone can rule a collection of thieves, murders, convicts, and fugitives from the Law of Ithica. He is untrustworthy, but holds the respect of many of the underworld of Dellan, and can generally be counted on to be service his own interests.<br />
<br />
[[Category:Location]]<br />
[[Category:Place]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Pridfall&diff=578Pridfall2020-02-28T20:13:02Z<p>Goldbud: </p>
<hr />
<div>=The City State of Pridfall=<br />
<br />
Pridfall is a small-city state who's major focus has been on exploiting it's natural resources. The Mountains of Fire, the local forest and river make this a hive of industry. All manner of weird and wonderful items are made in Pridfall, and if it isn't, it is the place to find someone to make it. It can be seen from miles around because of the constant black cloud that hangs over it as the industry belches out it's dark smoke.<br />
<br />
==Overseer Rogan==<br />
<br />
Pridefall, based as it is on industry, has chosen to elevate to the role of leadership the one with the most business acumen. Overseerer Rogan is such a lady. Her devastating business acumen, and her quick grasp of changing tides of business has made Pridfall more wealthy than it's size would suggest.<br />
<br />
[[Category:Location]]<br />
[[Category:Place]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Ithica&diff=577Ithica2020-02-28T20:12:27Z<p>Goldbud: </p>
<hr />
<div>Ithica - The de-facto city of culture and power in Dellan.<br />
<br />
Ithica is a large sprawling city centred around the Citadel of Illan. It is a prosperous city, and sees itself as the height of culture and order. It is a city that has grown out from it's small beginning, but it is still a fortified city. The walls to the city have never been breached, despite it's numerous gates. It is a city that focuses on civil programs, ensuring plenty of sewers and clean water for it's populace. A place in Ithica is well sought out, despite what some might see as it's old-fashioned approach to policing, and moral order. <br />
<br />
=[[KnightsOfIthica | Knights of Ithica]]=<br />
<br />
The honourable, law-abiding peace-keepers of Dellan. <br />
<br />
The Knights were originally formed to protect the city of Ithica during the troll wars, but that was several centuries ago, and many consider the war myth. The Knights are bound to their code, and would rather die than betray it, or the city of Ithica. They have found a role for themselves in this time of relative peace as “peace-keepers”, thief takers of the lands of Dellan. Negotiated treaties allowed the Knights free access into every city, with no door being locked to them. Any Knight refused entry is legally allowed to force their entry, when in search of their prey. <br />
The Knights are staunchly Lawfully Good. They are unbribable, and they are unwavering in their duty to ensure that the peace of Dellan continues.<br />
<br />
<br />
May your arm always be ready, <br /><br />
May you always fight with the sun,<br /><br />
May you battle with honour, <br /><br />
Until the war is won. <br /><br />
<br />
-- Traditional Knights of Ithica poem for the dead.<br />
<br />
=Citadel of Illan=<br />
<br />
The impenetrable fortress, containing the Royal residence, and city administration.<br />
<br />
The citadel was, reputedly, the reason for the roll war. It's design affronted the Troll Gods, or so they said. It's smooth spirals and layered wall made the tower near impenetrable, and it had never fallen. It has become the centre for administration for Ithica, and for most of Dellan. It is the home of the Ithican Royalty, and is a source of pride. <br />
The Citadel also contains all of the administration and legal offices for Ithica. <br />
<br />
=Citadel of Solace=<br />
<br />
This is the headquarters of the Knights of Solace. It is their major barracks, as well as their training ground. It is a place that is thought of as home by the Knights of Ithica. <br />
<br />
=Royalty=<br />
<br />
Ithica has always been led by single leader, since it's foundation by Ithican Woflsbane. The royal family adopted the honorific last name 'of Ithica' in the year 200. <br />
<br />
==The Current Royal Family==<br />
<br />
===Prince Ryland Ithica===<br />
<br />
Youngest Prince of Ithica<br />
<br />
The youngest son of the King of Ithica. He is known for being a bit weak, with an over-obsession with women, fine wine, and find food. As the youngest son, however, not many people care. <br />
<br />
===Prince Mordan Ithica===<br />
<br />
Heir to the throne of Ithica. <br />
<br />
Mordan is the next in line to the throne, and ensures that he lives up to the name of Ithica. He is genial, friendly, and makes an effort to be fair and wise. He surrounds himself with those who's opinions he finds wise, and does not let his rank over-influence those he considers friends. <br />
<br />
===King Julias Ithica=== <br />
<br />
King of Ithica.<br />
<br />
The current King of Ithica. He has been ageing well, and has withdrawn somewhat from duties following the death of his wife, Queen Verity. He was fair and loved by the people, and while he is slowly handing over power to Prince Mordan, the countries know they are in safe hands.<br />
<br />
=History=<br />
<br />
Ithica was founded on the place that the last dragon fell, signalling the end of the [[DarknessWar | Darkness War]]. Ithican Wolfsbane, along with their companions Dilathia, the Mage, Rumbark the fighter, and Yornasita, the scout are credited with finding the weapon that turned the tide of the Darkness War. The precise nature of that weapon is lost to the annals of history, though many believe that it is the fabled sword of Ithican Wolfsbane, which was translated back to the ancestral home of Wolfsbane at the far end of what is now the [[ConfederateBaronies | Confederate Baronies]] in the year 300 with great ceremony. It was taken along with the remains of the Heroes of Light, as the came to be known. <br />
<br />
<br />
<br />
<br />
[[Category:Location]]<br />
[[Category:Place]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Elmar&diff=576Elmar2020-02-28T20:11:01Z<p>Goldbud: </p>
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<div>Elmar – A cosmoplitan city seeking harmony through understanding. <br />
<br />
Elmar is a city that sits on many cross-roads, and as such has become a powerful city of trade. It has never challenged Ithica for supremacy, and seems content to simply make it's money on the back of the taxes. It's laws are simple, and that often breeds tension between the righteous knights, and the citizens of Elmar, who seem to believe it's their right to be able to make money anyway they seem fit. <br />
<br />
=Guild of Light=<br />
<br />
The Guild of Light are a rag-tag group of people seeking to protect the world, for a price. <br />
<br />
The Guild of Light is a bit of a misnomer. They are so named because they were formed primarily to bring “Light To The Darkness”, though they are also available for hire for many other tasks. They were the group that was called in for everything from guarding caravans, to facing off against trolls, magical creatures, and other difficulties. The members are respected, if not liked. The Guild of Light make their home in the Guild Quarter of Elmar. <br />
<br />
=Queen Regina Sindar – Queen of Elmar=<br />
<br />
The current Queen of Elmar. She is a shrewd operator, and is respected, feared, and loved all in equal measure. Her ruthless approach to politics has ensured more freedoms for Elmar than many would have expected. She has started several building projects, many of which are draining the public coffers, but are providing work for his people.<br />
<br />
=Prince Eliot Sindar. - Prince of Elmar=<br />
<br />
The Prince of Elmar. Often to be seen at his mothers side. His dark eyes have been much profiled in pictures. It is rumoured that he is seeking a bride, but most of what is known about Prince Eliot is rumour. He likes it that way.<br />
<br />
[[Category:Location]]<br />
[[Category:Place]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Luna&diff=575Luna2020-02-28T20:08:46Z<p>Goldbud: </p>
<hr />
<div>Luna is an Enki who is on an arduous journey to find her mother. Coincidentally, this journey sometimes crosses paths with the group and she often travels for a time with them and lends her expertise as an alchemist, until her path leads elsewhere.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Dellan&diff=574Dellan2020-02-28T20:05:58Z<p>Goldbud: </p>
<hr />
<div>The world of Dellan is a peaceful land. There is the occasional border dispute, Orcs and Trolls would attack each, but that was mostly in the way of racial diplomacy. It is, in general peaceful. There were areas that would occasionally succumb to the Darkness, a pervasive force from the Beyond that turned the hearts of people towards it's own purpose. The purpose of death and chaos. These small outbreaks were often stopped in their tracks the moment they became apparent. In this time of light, the Knights of Ithica, or perhaps, members of the Guild of Light, would soon ensure that peace was restored. <br />
<br />
Dellan is a haven of life surrounded by areas where death comes swiftly, be it in the fiery mountains, desert, or troll country. While predominantly peaceful, it was not always safe. The major cities had all come to an accord, and major war was kept at bay by the Knights of Ithica, based in the centre of Dellan in the citadel. While major incidents were avoided, life was still hard in Dellan. Country Folk lived outside of the protection of the Cities, and bandits, roaming orcs and trolls, and general opportunism made it difficult. The population of Dellan were always trying to carve a niche out for themselves, and often thought they could challenge the power of the Knights. People's greed often led to stupidity. <br />
<br />
=How to use this page=<br />
<br />
This page contains a brief summary of the locations, races, and other ideas in the land of Dellan. For a more information, please follow the links. <br />
<br />
=Setting=<br />
<br />
Dellan is a high-fantasy setting. A place of magic and mystery, where strange and fantastic creatures wander the forests and the plains. A place where heroes are forged in the fire of intrigued and battle. A place where death comes swiftly to the unwary. <br />
<br />
=[[System1 | System Details ]]=<br />
<br />
* [[System | System Mechanics, V 0.1]]<br />
* [[System1 | System Mechanics V 0.5]]<br />
<br />
=[[Map|Map]]=<br />
<br />
A map of Dellan can be found [[Map|here]]<br />
<br />
=Locations=<br />
<br />
==[[Ithica| Ithica]]==<br />
<br />
[[Ithica|Ithica]] is a large sprawling city centred around the Citadel of Illan. It is a prosperous city, and sees itself as the height of culture and order. It is a city that has grown out from it's small beginning, but it is still a fortified city. The walls to the city have never been breached, despite it's numerous gates. It is a city that focuses on civil programs, ensuring plenty of sewers and clean water for it's populace. A place in [[Ithica|Ithica]] is well sought out, despite what some might see as it's old-fashioned approach to policing, and moral order.<br />
<br />
==[[Elmar|The City State of Elmar]]==<br />
<br />
[[Elmar|Elmar]] is a city that sits on many cross-roads, and as such has become a powerful city of trade. It has never challenged [[Ithica|Ithica]] for supremacy, and seems content to simply make it's money on the back of the trade taxes. It's laws are simple, and that often breeds tension between the righteous knights, and the citizens of [[Elmar|Elmar]], who seem to believe it's their right to be able to make money anyway they seem fit.<br />
<br />
==[[Pridfall|The City State of Pridfall]]==<br />
<br />
[[Pridfall]] is a small-city state who's major focus has been on exploiting it's natural resources. The Mountains of Fire, the local forest and river make this a hive of industry. All manner of weird and wonderful items are made in [[Pridfall]], and if it isn't, it is the place to find someone to make it. It can be seen from miles around because of the constant black cloud that hangs over it as the industry belches out it's dark smoke.<br />
<br />
==[[Meishan|The City State of Meishan]]==<br />
<br />
[[Meishan]] is not, as the others, a true city state. It is a collection of smaller towns that have grown into one another, by their own definition. [[Meishan]] has many large grass areas, and houses are built a great distance between them. It is a city that is considered to be “at one with nature”, enough that an elf would not feel too uncomfortable within it's boundaries. <br />
[[Meishan]] does not have a single ruler, but rather it is ruled by a trinity of people, who rule for three years. These people are chosen from the elected council. Of those three, they share the duty of public engagements and meetings. It is only very rarely are the three of them to be seen attending functions together.<br />
<br />
==[[Bockland| Bockland]]==<br />
<br />
[[Bockland]] is named after Rufus Bock, a bandit and cut-throat. [[Bockland]] is a safe-haven for all those who's business could be considered “nefarious”.<br />
<br />
==[[Reesh|Democratic Land of Reesh]]==<br />
<br />
[[Reesh]] was a political experimenter. He believed that everyone should have the equal say in what it takes to govern. His idea was put into practice in a small city called Omelar. This revolutionary idea spread to the surrounding cities, towns and villages, and they began to band together for mutual support and governance.<br />
<br />
[[Category: Location | Location]]<br />
<br />
==[[Outlands| The Outlands]]== <br />
<br />
Fertile land with unstable governance<br />
<br />
The Outlanders are those who have chosen to brave the elements in search of a new life. The Outlands is rumoured to contain a large amount of Gold, Coal, Tin, and Iron, and all manner of other precious minerals. However, life is harsh in the unpredictable micro-climate, sitting as it does at the foot of the mountains, and near the Burning Sands of Reinhold<br />
<br />
==[[ConfederateBaronies | The Confederate Baronies - Chartered Landholders]]==<br />
<br />
If ever there was a land that was made of entirely minor nobility, this was it. The land is held under charter, and is often divided up between families and knights. The same land is then merged through marriage and treaties. Generally there is no single leader of the Confederate Baronies, often a delegation is sent to deal with individual incidents, or internal problems are dealt with in the simple process of negotiation, war, or marriage. <br />
<br />
<br />
==[[BurningSands | The Burning Sands of Reinhold]]==<br />
<br />
<br />
This large dessert has some of the highest temperatures on all of Dellan. It is a wasteland, from which many rumours come. Some say you can hear voices on the winds. The sands are said to be so hot that they can melt metal. Ancient stories tell of a city, or perhaps a person, with the name of Reinhold. Some say that the ruins can still be found in the centre of the dessert. Those that have gone in search of them often return mad, telling wild tales of cities of ghosts. Some do not return at all. The legend tells of a mage, a powerful woman who sought to bring the power of magic, magic that was wild and free in those days, to all people. She wrought a powerful magic that tore the fabric of magic into tatters, and destroyed the nation of Reinhold.<br />
<br />
=The World=<br />
<br />
==Royalty==<br />
<br />
While most countries are ruled by a form of royalty, the word “Royals”, and “Royalty” most often refers to the Kings and Queens of Ithica. <br />
<br />
==Cities==<br />
<br />
Cities are often large states. Sprawling urban settlements that have grown for miles. These sprawling collections of humanity are supported by magical and engineering feats.<br />
<br />
==Country Folk==<br />
<br />
These are folk too poor, or too unwilling to leave their small villages or dwelling places. They are hardy creatures, often forgotten in the political wheels. There are numerous small villages, mostly undocumented and forgotten, and live peacefully enough. It is these small places that are often the mainstay of the work for the Guild of Light. <br />
<br />
==The Between==<br />
<br />
The lands, unowned by any major lord, or part of any major holding, is referred to as “The Between”, because it is between places. This does not mean the land is empty, but it does imply a lack of appreciation for what is there.<br />
<br />
==The Law of Dellan==<br />
<br />
There is no universal law in Dellan, officially. However, the Knights of Ithica with their access to all cities mean that in practice the Law of Ithica is the law that is followed by most countries in Dellan. It is designed around principles of Justice, which applies to all people, regardless of rank or title. The legal system works based on physical evidence and eye-witnesses. Hear-say is generally not used, unless it is based on the word of, say, a Knight of Ithica, or a prince or other recognised person who's word is accepted as truthful. <br />
<br />
=History=<br />
<br />
==[[WildTimes| The Wild Times]]==<br />
<br />
The Wild Times is a shorthand for the time before the [[DarknessWar | darkness war]], and the rise of Ithica. It is a time of myth and legend, where creatures of great magic, and great evil walked abroad. Mistrust and suspicion were watch-words necessary for keeping people safe. It is from these times that the myths of dragons, vampires, and other creatures of the night come. <br />
<br />
==[[DarknessWar| The Darkness War]]==<br />
<br />
The Darkness War split the world into two factions. Led by the sorcerer Leofwynn, an army attempted to swarm the land and bring about a new era of subjugation and fear. It was the great hero Ithican Wolfsbane, and his small band of friends that turned the tide.<br />
<br />
Much of what is known about the [[DarknessWar | Darkness War]] is held in three letters, or missives, written by the previously-unknown member of Ithican's party, Uggthdraal the Tengai, who chose not to enter the great river to keep the group's dark secret.<br />
<br />
==[[ObsidianRevolt | The Obsidian Revolt ]]==<br />
<br />
Following their loss during the [[DarknessWar| the darkness war]], many of the greenskin fled to the hills. The laws of Ithica made the presence of greenskins, and all their accomplices in the land of Ithica illegal. Following the example set by the fledgling hero-state of Ithica, many other countries followed suit. This persecution of greenskins became acute, with raiding parties being paid to hunt them. It wasn't long before a resistance began to push back against these draconian laws, and the Obsidian Revolt took place. Raids took place on the fringes of societies, on places that were considered easy targets. Many of these places were still suffering a lack of fighting force following the [[DarknessWar | darkness war]], and so a new fighting force was needed to combat this menace. This fighting force grew out of the Ithican Royal Knights, and would eventually become known as the Knights of Ithica. They drove the greenskins into the hills. This new band of knight have ensured peace throughout the land ever since.<br />
<br />
=The Bad Guys=<br />
<br />
==[[Darkness|The Darkness]]==<br />
<br />
The Darkness is a physical substance, as well as a concept. It can be seen as a thick, mucus-like oil, often moving under it's own power. It corrupts people, and slowly turns their nature towards it's own evil ends. These ends are those of chaos and destruction. No-one knows why, or from where it comes. Sometimes those infected with the darkness can plan for years, some others simply descend into animalistic frenzy. It is rumoured that some can withstand it's affects, but rumours such as these can kill.<br />
<br />
The Darkness is so named both because of it's colour (a dark black), and because of it's aversion to fire. Light, in great intensity can have an affect. There is no known cure for those who have been corrupted by The Darkness. <br />
<br />
==[[ObsidianHorde | The Obsidian Horde]]==<br />
<br />
No-one knows where the Obsidian horde have come from. Some say it arose in opposition to the Knights of Ithica, some say that it is was created by Trolls out of vengeance. Some say that it is created by the [[Darkness]] itself. The Obsidian Horde dress in tatters of black, occasionally outfitted in purple. They are ruthless, merciless, and fear not for their own deaths. Their appearance is enough to empty villages, assuming they let them leave, and don't butcher them as they run.<br />
<br />
=Races=<br />
<br />
The list of races below are not an exhaustive list of races on Dellan. These are simply those that have been catalogued by the Ithican Botanist Council. In some cases, their records are incomplete, and suffer from the fact that the notes that arrive back at the IBC have often been through many hands, the original exploratory botanist having met a rather grisly end due to their curiosity. <br />
<br />
==Humans==<br />
<br />
Humans are the most prevalent of all species in Dellan. This is often because of their vicious nature, and their ability to survive in varying climates. <br />
<br />
==[[Enki | Enki]]==<br />
<br />
The Enki stand at around 4ft tall, and look like much smaller humans. Other than their size, there is very little that distinguishes them from their much taller cousins. Enki can be born to to humans, and two Enki may produce a human. Over the centuries, the Enki have gathered together in communities, and have claimed this name for themselves. <br />
<br />
==[[Elves|Elves]]==<br />
<br />
The [[Elves|elves]] of Dellan generally keep themselves to themselves, staying mostly in their Great Forrest, known colloquially (and slightly derogatorily) as “Elfland”. [[Elves]] are not, by nature, a curious people, and are generally content to hunt for food, gather berries, and generally occupy themselves by simple living. They have no interest in leaving their Great Forrest, and as such elves are rare beyond it. That, however, does not mean that they are unheard of. Occasionally and elf will wonder what is beyond their borders. Often, without so much as a goodbye, this wanderlust will grab them, and they will pack what little things they have, and head off into the Beyond (that is, the lands beyond the Forrest). It is not a coincidence that the elven word for “Beyond” is almost identical to the elven word for their afterlife. These wandering elves are thought by those in the Great Forrest to be one tree short of a forest, or touched by the Moon Goddess. Their reasoning is founded on the change that comes over [[Elves|elves]] after they have been wandering in the Beyond. They find the sedate life of the elves to be difficult to handle. Some return, but rarely stay long. [[Elves]] who wander find themselves caught between a longing to return to the forests, but knowing that such a return is no-longer truly possible. They become liminal creatures, stuck between two worlds, never really of one or the other. <br />
<br />
[[Elves]] have a natural distrust of things that are natural, considering it to, in some way, be “wrong”, though most [[Elves|elves]] cannot articulate why this is. They generally feel unsettled in cities. <br />
<br />
[[Elves]] are tall, and slender, often though of as “willowy”. They have sharp pointed faces with almond eyes, and pointed ears.<br />
<br />
==[[Dwarves | Dwarves]]==<br />
<br />
[[Dwarves]] are very superstitious creatures, and rarely leave their mountain. This superstition stems from tales of the great Dwarven adventurer, Carreg Axewielder. He wandered the world, and experienced many things, he was attacked by walking trees, had the sky fall on his head, and fought great and terrible beasts. He found the entire experience to be enlightening, but found, on his return, that his story struck fear into the Dwarfs, who hid themselves in their mountains, refusing to come out in case the sky fell, or the trees attacked them.<br />
<br />
==[[Gnomes | Gnomes]]==<br />
<br />
[[Gnomes]], also called “halflings”, for being half the height of your average human. They are hordes. This leaves many people to believe that they are thieves, but the average [[Gnomes|gnome]] is law-abiding and hard-working, most having more than one job to allow them to acquire stuff. It doesn't matter, generally speaking, what the stuff is, so long as it's theirs, and they have earned it. They can be found throughout Dellan, and are, relative to elves and dwarves a more common sight. While [[Gnomes|gnomes]] are curious about what stuff might be in far-flung places, they are often to busy acquiring stuff where they are to go looking. Many people find [[Gnomes|gnomes]] difficult to tell apart, as seeing their faces is often difficult beneath the colourful scarves, goggles, or other items they are wearing.<br />
<br />
==[[Wat | The Wat]]==<br />
<br />
<br />
[[Wat|The Wat]] are a singularly unusual race. They are tall, and thin, their skin generally black, or brown. They move rather like a spider. They are a race that is found everywhere on Dellan, but they normally live unseen. They arrive out of nowhere, and spend their lives cleaning sewers, dealing with corpses, and other unsanitary odd jobs. As a species they can often be found in the cold and the dark parts, often in large caves under cities. The species finds subterfuge odd, and are biologically incapable of telling a lie. The interactions of other species are generally a mystery.<br />
<br />
==[[Tengai | Tengai]]==<br />
<br />
The [[Tengai]] are a generally bigger than average humanoid race, with skin that is wrinkled or creased. Some have the look of bark, or stone. They are credited as being the source of the myths of rock creatures, or moving trees, even as being the source of the myths of giants. [[Tengai]] are large, nomadic, gentle, peaceful people. Despite their large size, they have incredible manual dexterity, and delight in making small complex pieces, tiny carvings, intricate jewellery, and so on.<br />
<br />
==[[Dryad | Dryad]]==<br />
<br />
The Dryad are a collection of entities who have an affinity for a type of [[elements | element]]. Each one affects the [[dryad]]'s personality, and their abilities. [[Dryad|Dryads]] cannot be too far from their natural element, and were thought, until recently, to be tied to living in the area where they were made. Over the last few decades, however, [[dryad|dryads]] have found that they can wander further and further from their native element, and even explore the world.<br />
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==[[Strygath | Strygath]]==<br />
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The [[Strygath]] are humanoid lizards. They vary in look, size and shape based on the tribe that they come from. They are hunted, illegally, throughout Dellan because of the many myths that are connected with them. Various parts of their anatomy are used in potions and concoctions of various kinds from potions of strength to tinctures of virility. This has made the [[Strygath]] incredibly rare.<br />
<br />
=People=<br />
<br />
==Language==<br />
<br />
The Language of Dellan appears to come, predominantly, from a single shared language now lost in the [[WildTimes]]. Many of the languages, especially those that are kept in isolation, have kept more of these words than other, modern languages. <br />
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Many scholars believe this language to be Old Ithican, but it is likely that Old Ithican is itself a derivative of the First Language (if one existed), that retained much of it's flavour and character. <br />
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Languages of each of the races has it's own subtleties, some of these are a factor of their physical biology (certain letters or sounds being difficult to pronounce), and other a factor of the way in which they live. <br />
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<br />
==Talesinger==<br />
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Someone who keeps the oral history of Dellan. Despite the literacy level of the general populace, it is believed that the songs of history have a power and a life of their own. It is into the hands of the Talesingers that these stories are entrusted. <br />
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==Priests of Machina==<br />
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Priests of Machina are an unusual group. They dedicate their lives to finding ideas, and then building their soul-machines. These are machines where the Priests will live out the rest of their days, serving as whatever machine they finally decide to dwell in. Along the way they will build many smaller items of Machina, and infuse them with little pieces of themselves. Partly as experimentation, partly as learning, but also to answer the yearning in their souls do find that one vessel that they will become.<br />
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=Religion=<br />
<br />
The world of Dellan is a world full of deities spirits, and entities. Each species has their own particular take on religion/philosophy. For some, gods are central to their existence, and others believe their own gods are dead. Whatever walk of life a person comes from, they all, in some way believe in the gods. <br />
<br />
Atheism in Dellan is generally a bad idea. Gods have a tendency to be petty, and a person wouldn't want to find themselves without the beneficial magics of healers, or the target of every lighting strike. Most people operate under a form of functional agnosticism. They pray to the local gods of harvest, winter and summer, the gods of fertility as the year turns. <br />
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==[[Eternals | The Eternal Ones ]]==<br />
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[[Eternals | The Eternals]] are not gods, they simply are. [[Eternals|The Eternals]] are personified powers of the universe. <br />
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===[[Fate | Lady Fate]] ===<br />
<br />
The least understood is the eternal known as [[Fate|Lady Fate]]. She is the personification of the idea that fate is a vital force in the universe. That people have fates. <br />
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===[[Death | Death ]]===<br />
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[[Death]] has no agenda, except to claim the souls of those who have died, and lead them into the next life. [[Death]] will come to everyone. <br />
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===[[Chaos | Chaos]]===<br />
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[[Chaos]] is the force of random events in the universe. It's both destructive and creative.<br />
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===[[ Kairos | Kairos / Epoch /Time ]]===<br />
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[[Kairos]] is the beat and flow of Dellan. Crudely thought of as 'time', but [[Kairos]] is the force of the right moment. The point at which knowledge will be revealed. [[Kairos]] is thought to appear throughout the ages of Dellan at important moments, offering advice to people just when they need it. Why [[Kairos]] should choose to do this is unknown. Their ways, like that of [[Fate|the Lady]], are complex.<br />
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==[[DeitiesOfLight | Major Deities of Light ]]==<br />
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Deities of light are not necessarily deities who would be considered morally good. They are, rather, deities that come from the more positive aspects of human experience. Deities may have a dark side, or even a negative expression of their faith. <br />
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===[[Artemis | Artemis, God of Travel]]===<br />
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Artemis is the God of Travel. He is not necessarily the God of arriving in places. He much prefers to wander the highways and byways of Dellan, just to see what it looks like. While he prefers paths he's never walked before, he will also walk old paths to see something new, to see how the world is changed. <br />
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===[[Mishna | Mishna / Graeth - Goddess of Healing]]===<br />
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[[Mishna]] is the goddess of healing and health. Her aim is only to heal, and to care for those who are sick. While [[Mishna]] has no offensive spells, she (and by extension, her clerics) are protected by the other gods. A well-known tale speaks of a man who mugged and murdered a cleric of [[Mishna]], and out of spite, every other god took turns in pouring misfortune upon him. When he begged to die, even [[Death]] turned away for his actions against [[Mishna]]. As a result of this tale, it takes a special kind of bandit to want to do serious harm to a cleric of [[Mishna]] (though it appears that knocking one unconscious and tying one up earns only a small amount of ire from the other gods, providing you are gentle with the cleric). <br />
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[[Mishna]] herself is often depicted as a woman with long blonde hair and kindly features. She is thought to be absent-minded, except when it comes to the health of her patients.<br />
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Her symbol is often that of a mouse, or a fish.<br />
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===[[Wisdom | Portia - Goddess of Wisdom]]===<br />
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[[Wisdom | Portia ]] is the goddess of wisdom. Her aim is to seek out knowledge, and new ideas and experiences. [[Wisdom|Portia]] has an almost child-like curiosity about the world, and seeks to understand as much about it as possible. Her clerics, on the other hand, see wisdom as something that needs to be guarded and protected.<br />
<br />
Her animal is a butterfly<br />
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===[[War | Lord of War - God of War]]===<br />
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[[War | Lord of War]] is a deity whose only interest is war. Despite the peace brought about by the establishment of the Knights of Ithica, that has not meant the end to battle. Smaller cities and villages have used war, on a small scale to settle disputes. He is often depicted as a warrior with a metal helmet covering his face, wearing a breastplate, and holding aloft a sword. <br />
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[[War|The Lord of War]]'s symbol is often a tiger, trapping something under his paw. Some people suggest that it is a mouse.<br />
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===[[Helios | Helios - God of the Sun]]===<br />
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Helios is credited with being the first God of Dellan. Despite their historic age, Helios has not aged. Helios is most often depicted bald, with smooth skin. They are shown in rather plain clothing, often a pale yellow or white. Generally with a benevolent smile. Helios is attributed with all the positive aspects of warmth, light, and fire. They are the ones that send the fire that cleanses forests and allows regrowth. They are the one that bring the fire to cook, the light to see.<br />
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===[[Tenebris | Tenebris - God of the Moon]]===<br />
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Tenebris is the sibling god of Helios, most often depicted as the Moon. Technically the God of the Dark, Tenebris is more often thought of as the deity of the Moon or the Night, to avoid confusion with the [[Darkness]]. To them falls the realm of the night, and they are seen as the guardian of sleep. <br />
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===[[Hurn | Hurn - The Hunters God ]]===<br />
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When the first animal squealed in terror, when the first chase for food began, Hurn was there. He is a God of necessity, a God that is known to be fickle, and hard. You do not gain Hurn's favour lightly.<br />
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==[[DarkGods | Major Dark Gods and Goddesses]]==<br />
<br />
Dark Gods in the world of Dellan are not, necessarily, evil. While they generally seek to fulfil their own ends and desires, the are simply outworkings of more base emotions of people. Many followers of the Dark Gods consider the moniker to be an insult, stressing that these are naturally-occurring parts of the lived experience. Each [[DarkGods | Dark God]] has a follower-path that could by many standards be considered 'good'. <br />
<br />
Despite this, followers and clerics of the [[DarkGods | Dark Gods]] are often treated with suspicion from the populace. Despite the benefits that the [[DarkGods | Dark Gods]] can bring, over-use of their powers can often lead to real mental trauma. Folk tales about those driven mad by their seemingly positive ability are abound. <br />
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===[[Nagani | Nagani - Goddess of Pain and Suffering]]===<br />
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[[Nagani]] is perhaps the most well-known of the dark gods, due to her association with the uses of pain for pleasure, expressed in some forms of sexual experience. Despite this, she is the goddess of those that experience pain and suffering as a result of injury, as well as those that experience it as a result of loss and death. It is Nagani who can be petitioned to remove such pain, both physical and mental.<br />
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===[[Bordan | Bordan - God of Lies and Deciet]]===<br />
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===[[Elith| Elith- Goddess of Possession]]===<br />
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===[[Umlar | Umlar - Deitiy of Destruction and Violence]]===<br />
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==[[MinorGods | Minor Gods]]==<br />
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Minor gods are a collection of gods who have taken smaller roles throughout Dellan. This can be everything from small caves, to strange rock outcrops. Occasionally, these gods manage to grow to become significant minor gods, based on the amount of belief channelled into them.<br />
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===[[Hope | Korbantu - The Hope of a Candle in the Darkness]]===<br />
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[[Hope | Korbantu]] was a [[Troglodyte]] deity. They were the one that offered to them light when there was none, and it was worshipped as a sign that there was a way to avoid the evil monster that lurked at the heart of their small set of tunnels. It was believed that right worship of [[Hope | Korbantu]] would being saviours that would banish the darkness. It turns out they were right.<br />
<br />
==[[GodsOfNature | Gods of Nature ]]==<br />
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The Gods of Nature simply are. Their power comes from the plants and animals that know of their seasons, and rely on them for their life and food. They are unusual in that they do not have typical 'creation' stories, but all stories about these gods begin as though they have always been. Some have sought to make them [[Eternals | Eternal Ones]], but unlike other Eternals they can be swayed by prayer, belief, and rituals of appeasement. It has been known for summer to last over-long when [[Canth]] has been annoyed with a people, or that [[Mordan]] to be particularly harsh when people have not given him his due. As such, they have their own category. Not quite the [[Eternals | Eternal Ones]] who live by their own rules and are rarely swayed by humans, and not quite Gods, who are intimately interested in people. <br />
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<br />
===[[Mordan | Mordan, God of Winter]]===<br />
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No-one likes winter. It is the time of stillness. Where the cold means only death. Mordan was always the selfish deity, wanting everything to be blanketed in their own still white. They care not that the cold brings death, or that animals shelter to be away from their touch. They like the world frozen and unmoving. <br />
<br />
The despise [[Shani]], for bringing her energy, and they loath [[Canth]] for their warmth. It is only Daleth that Mordan will deign to talk too, though Daleth is not a fan of Mordan, finding him arrogant and self-centred.<br />
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===[[Shani | Shani, Goddess of Spring]]===<br />
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[[Shani]] is the Goddess of Spring. She is the one who has the energy to break the grip of Mordan on the world. She awakens the plants, and fills the seeds with the energy to grow. She encourages Helios in their path to come a little closer to warm the world. Everyone likes Shani for the joy that she brings.<br />
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===[[Canth | Canth - God of Summer]]===<br />
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[[Canth]] is the hot-headed deity of summer. Canth is perhaps the most emotional of Gods, and the type of summer that places experience is thought to be directly affected by [[Canth]]'s mood. It is often considered best if Canth is indifferent towards a place, where you will then simply receive a pleasant summer. To gain too much of Canth's interest is to gain a blistering summer, or a changeable summer. As such, summer festivals are often held away from villages, often in places several days travel away. It is believed that if the summer festival upsets Canth, or brings on too much of ire, then it will be the location, not the people, that get the brunt of the resulting joy or wrath.<br />
<br />
===[[Daleth | Daleth - Goddess of Autumn]]===<br />
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==[[Bestiary]]==<br />
<br />
Here you will find a list of the creatures encountered by the group during the game. Some of these creatures are new, some are thought to have gone extinct in the [[WildTimes | Wild Times]].<br />
<br />
===[[NewCreatures | New Creatures]]===<br />
<br />
These [[NewCreatures | new creatures]] are creatures for which there are no record, either from the wild times, or in myths or legends. <br />
<br />
===[[MythicCreatures | Creatures of Myth]]===<br />
<br />
These are [[MythicCreatures | creatures]] for whom the sources are myths, and ledgends. Thought to have been made extinct during the [[DarknessWar | darkness war]] or shortly thereafter, their return to Dellan is ominous. <br />
<br />
===[[OrdinaryCreatures | Creatures of Dellan]]===<br />
<br />
There are the [[OrdinaryCreatures | ordinary creatures]] of Dellan. The ones that are know about, but hardly encountered unless you are unlucky enough to live beyond the protection of the Knights of Ithica.<br />
<br />
=Copyright Notice =<br />
<br />
Dellan is a fantasy land created by Xen Bettinson for the use in a roleplay game. All materials here are copyright Xen Bettinson/Psi23.<br />
<br />
<br />
[[Category:Dellan]]</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Diwerth&diff=573Diwerth2020-02-28T19:50:38Z<p>Goldbud: Created page with "A gnome. A very bubbly, but hard to keep track of gnome. She is often distracted by something interesting like a shiny rock or lovely twig and is lost for several months at..."</p>
<hr />
<div>A gnome. A very bubbly, but hard to keep track of gnome. <br />
<br />
She is often distracted by something interesting like a shiny rock or lovely twig and is lost for several months at a time.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Luna&diff=572Luna2020-02-28T19:49:04Z<p>Goldbud: Created page with "Luna is an Enkee who is on an arduous journey to find her mother. Coincidentally, this journey sometimes crosses paths with the group and she often travels for a time with the..."</p>
<hr />
<div>Luna is an Enkee who is on an arduous journey to find her mother. Coincidentally, this journey sometimes crosses paths with the group and she often travels for a time with them and lends her expertise as an alchemist, until her path leads elsewhere.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Moonlight&diff=571Moonlight2020-02-28T19:45:37Z<p>Goldbud: </p>
<hr />
<div>A Cleric of Mishna. A kind-hearted but firm-willed water dryad, who vowed to follow Mishna's path when she came to live on the mainland. <br />
<br />
Moonlight's name is unpronounceable by human tongue, so is roughly translated as "The Sound of Moonlight Over The Crashing Waves", Or "Moonlight" for short.<br />
<br />
She does not want to be the Royal Healer.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Moonlight&diff=570Moonlight2020-02-28T19:44:54Z<p>Goldbud: Created page with "A Cleric of Mishna. A kind-hearted but firm-willed water dryad, who vowed to follow Mishna's path when she came to live on the mainland. Moonlight's name is unpronounceable..."</p>
<hr />
<div>A Cleric of Mishna. A kind-hearted but firm-willed water dryad, who vowed to follow Mishna's path when she came to live on the mainland. <br />
<br />
Moonlight's name is unpronounceable by human tongue, so is roughly translated as "The Sound of Moonlight Over The Crashing Waves", Or "Moonlight" for short.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Kaiden&diff=569Kaiden2020-02-28T19:40:50Z<p>Goldbud: Created page with "A Cleric of Portia, Kaiden is often pensive and quiet, keeping most thoughts to himself, until the others need to know. They don't need to know just yet. Gave an amazing pres..."</p>
<hr />
<div>A Cleric of Portia, Kaiden is often pensive and quiet, keeping most thoughts to himself, until the others need to know. They don't need to know just yet.<br />
<br />
Gave an amazing presentation with rousing success to his peers on the Forgotten language he discovered under the catacombs of Genat Orvan, but unfortunately can't remember any of it.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Faisal&diff=568Faisal2020-02-28T19:37:34Z<p>Goldbud: Created page with "An elf of unknown age, Faisal grew bored in The Great Forest and left to seek more exciting pastures abroad. He had a music shop in Ithica until the Fall, through which the pa..."</p>
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<div>An elf of unknown age, Faisal grew bored in The Great Forest and left to seek more exciting pastures abroad. He had a music shop in Ithica until the Fall, through which the party escaped the city.<br />
<br />
He often performs great tales and songs for the group and civilians - much to the delight and annoyance of some</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=Brisyld&diff=567Brisyld2020-02-28T19:34:56Z<p>Goldbud: Created page with "Hailing from Caen Torr, a small village in the north somewhere between The Great Forest and The Impassible Mountains, Brisyld served the Knights of Ithica until the fall of th..."</p>
<hr />
<div>Hailing from Caen Torr, a small village in the north somewhere between The Great Forest and The Impassible Mountains, Brisyld served the Knights of Ithica until the fall of the citadel. Now her loyalties lie with the group and Prince Ryland.</div>Goldbudhttp://dcwiki.jara23.co.uk/index.php?title=DellanProfiles&diff=566DellanProfiles2020-02-28T19:30:50Z<p>Goldbud: </p>
<hr />
<div>=Character Profiles=<br />
<br />
This is a page for player character and notable NPC profiles.<br />
<br />
===Active Player Characters===<br />
<br />
The unusual group of people who are legally obligated to protect Prince Rayland of Ithica.<br />
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[[Brisyld| Brisyld Caering]]<br />
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[[Diwerth| Diwerth]]<br />
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[[Faisal| Faisal Moon]]<br />
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[[Kaiden| Kaiden]]<br />
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[[Leilani| Leilani Proudcrest]]<br />
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[[Moonlight| The Sound of Moonlight Over the Crashing Waves]]<br />
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[[Luna]]<br />
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===Benched / Deceased Characters===<br />
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Vstarl - Benched<br />
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[[Zaleskar Cindermore| Zaleskar Cindermore]] - Benched - Last known whereabouts somewhere on the outskirts of Maliktavia with his dog Nasus.<br />
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[[Revan| Revan Solidor]] - Benched - Last known whereabouts the twin cities of Genat Orvan with the kind candlemaker<br />
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Rhaast - Dead<br />
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83 - Benched<br />
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Krabthaw - Benched<br />
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Carp - Benched - last seen outside Genat after the battle with Maliktavia<br />
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Esseker - Benched - last seen outside Genat after the battle with Maliktavia<br />
<br />
===Notable NPCs===<br />
<br />
'''Granny Smith''' - A mysterious old woman met by the gates of Market Town. 'Granny Smith' is not her actual name. She's waiting for Charlie.<br />
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'''Lord Frogston''' - A friend to Ryland in his youth, Lord Frogston was left in charge of Castle Wolfsbane by Lord K'Ness after being possessed by a necromancer amulet (Dilathia's to be exact). After the party defeated the Lich and Frogston, and removed the amulet, he entered a somewhat vegetative mental state - no memories, no cognitive function.<br />
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'''Lord K'Ness''' - Evil? Yes. Leofwyn risen again.<br />
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'''Papa Domingo''' - Patriarch of the Domingo family caravan. It is good to be Papa Domingo.<br />
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[[Ithica| Prince Rayland of Ithica]]<br />
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'''Sergei''' - The party's packmule. Met an unfortunate demise in an exchange with Lady Fate. <br />
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'''Lord Hydwyr''' - Right hand of the Queen of the Fae. Friendly, easily amused, looks a bit like a cat.<br />
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'''Lord Gregor''' - Left hand of the Queen of the Fae. Mostly keeps quiet, carries a somewhat threatening aura, looks a bit like a crow.<br />
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'''The Queen of the Fae''' - JUST DON'T MESS WITH HER. Very fashionable, carries two large axes.<br />
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'''Torg''' - Leader of the race of Minotaurs. Loves a good fight.</div>Goldbud