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Humans

Index

 

  • Humans are born one of the weakest races on the Dragon World. A      zero level human is neither physically nor mentally impressive, relative      to the other races. However, humans have the potential to become some of      the most powerful creatures in the world because of:
    • The ability to gain experience: Only a few races can gain       experience. Elves, Dwarves, and Halflings are the closest to humans in       their ability to improve, but they are limited in how much they can       improve through experience. Dragons are another race that can gain       experience, but this is done through a rebirthing process. All other       races are limited to their initial race characteristics.
      • What is experience: Experience can be thought of as the ability        for an individual to evolve within his or her own lifetime. Evolution is        the improvement of a species to increase its chances of survivability. A        character with experience could almost be thought to be a different        species (this would certainly be true comparing a 36 level person to a        normal person – their very nature is different in construction).        Unfortunately, this experience cannot be passed on – only the normal        human blueprint is passed on to offspring.
      • Experience is gained by having experiences (a truism). But it is        more than this, Experience can be gained actively or passively.
        • The more life altering the experience         the greater the evolution.
        • Experience can be gained slowly by         learning, faster by practicing, but fastest by far by living.
        • The more impressionable the experience,         the more dangerous, and the more it changes or confirms a character,         the more evolution it will lead to.
        • Learning only leads to experience if it         is applicable to new situations, and if it leads to growth in all four         of the human facets – Spiritual, Mental, Physical, Emotional.
        • Thus a smith will become better at his         craft, but will not gain experience. A swordmaster may become an expert         with his weapon without gaining experience (killing someone may give         him experience, as may fighting for a cause). A magician may learn, do         spells, and create magic items without gaining experience.
    • The wide range of classes and specialisation: Other races are far       more homogenous – but humans have a very diverse nature, very few other       humanoid races have the full gambit of fighters, wizards, clerics and       thieves, as well as normal.

 

Index

Experience

Molecular analysis at the DNA level shows that as humans gain experience their very nature changes. There are four primary magic atoms that attach themselves to the human genetic structure; and these are (in layman’s terms) Fighter, Wizard, Cleric and Thief.

 

Levels are measured by the number of atoms attached to the DNA. Normal humans have no magic atoms, as the character gains experience an atom attaches itself to the genetic structure.

 

It is the attachment of magic atoms to the humans genetic structure that allow them to do things that are impossible for normal men. Each character class attracts a specific type of magic items.

 

Fighters

A fighter is someone whose evolution improves chances of survival by primarily increasing their physical prowess.

 

The additional magic atoms makes them stronger, faster, their skin thicker, gives greater fitness, resistance, improves awareness. Usually makes them bigger, better muscle definition and control.

 

Because these effects are related to magic, they are not necessarily seen in the physical representation of the fighter – a fighter may actually get thinner, skinnier, and yet become stronger as the magic does more of the work.

 

Index

Magic users

A magic user is someone whose evolution improves chances of survival by primarily increasing their ability to use magic.

 

The brain becomes much more powerful, faster, able to hold more, think further, but most importantly, control to a greater extent the release of magic atoms from the hypothalamus, thus leading to a primarily magical prowess.

 

The main effect is of course the ability to do more magic and to better store magic within themselves.

 

  • Wizards use occult magic      (secret or esoteric)
    • Occult: Involving mystical,       supernatural phenomenon or powers
      • Beyond ordinary human        understanding
  • Wizards are humans that wield      magic through the harnessing of the magic atoms. They achieve this through      the study and understanding of the behaviour of magic atoms, combined with      the development of the human faculties for production of magic.
    • The magic gland: (Wizards       believe [but they are not certain that…]) The pituitary gland is the       source of magic in humans. Certain hormones have very high numbers of       magic atoms in them. Effects of strengthening this gland are:
      • Physical effects: Brighter        eyes, lower body temperatures (wizards often feel the cold worse than        usual humans), taller, longer fingers. Males typically grow more facial        hair, and look older. Females go one of two directions – with the magic        either having a very positive effect on the looks (longer hair, legs,        smoother skin), or a very adverse one (bad hair, warts, bad teeth, and a        bent spine).
  • On low levels wizards are      useful because they know stuff about certain areas or creatures. This can      be very useful. Remember that Wizards are trained to remember and      understand stuff.
  • Wizards live in towers because      towers are magical – in the same way that a broomstick can fly, but a      spear cannot, and carpets work but large towels don’t.
  • Wizards take apprentices for 10      years, then the apprentice goes to the wall for five years. At the wall      the apprentice will learn to produce the hormones required for magic, as      well as to understand how to control and manipulate the release of magic.      He also learns the rules relating to the use of magic in Fistoria, and how      to read and write magic. They also learn how to use magic items.
    • Magic items are stores and       conductors of certain magic atoms. They require certain releases, and a       “push” from the wizard.
  • By tradition wizards use cubes      of light, and prisms of darkness.
    • Cubes act as a light-bulb.
    • Prisms: At the edge of the       sphere’s diameter, as you pass from outside to inside, you can feel       almost a skin (Such as water has). This prevents light coming in. The       film also surrounds any light sources within the area, and wraps around       any new light sources. Like a big black rubbish bag, and bags around any       light sources.

 

Index

Clerics

A cleric is someone whose evolution improves chances of survival by primarily increasing their spiritual vitality.

 

The cleric becomes more spiritual – ie able to see the pattern of God (or balance, fate, love, whatever particular doctrine the cleric believes in) in the universe. This enables the cleric to have better understanding of the forces at play in each situation, is able to discern things more clearly, and also to have a physical effect on good and evil in the world. If powerful enough, love and hate can produce tangible effects – if looks could kill takes on a new meaning!

 

The Cleric can feel effects. He sometimes seems to have a sixth sense. Anticipating blows, ducking shots from behind, hitting vulnerable points or capitalising on weaknesses instinctively.

Despite not having more muscle, they seem to generate more power. Like Chi, from focus and concentration. Death punches. Sometimes seems like they are self healing – don’t seem to take as much damage as they should from blows.

 

The cleric gains power over life and death, good and evil, light and darkness, energy and entropy.

 

Thieves/Rangers/Assassins/Spies/Bards

A ‘thief’ is someone whose evolution improves chances of survival by primarily increasing their dexterity. Where a fighter is able to deal and take more damage, a thief is able to avoid damage.

 

He is like a cat, a spider and a snake.

 

They become more agile, quicker, more supple, more nimble. He is able to balance, leap, twist, spin, dodge, swing in gravity and body defying ways. He can run faster, jump further, turn quicker than ordinary people. It appears as if there are no obstacles to his movement, as he jumps over, swings around, slips through, vaults and slides. His mastery of his body enables him to Climb Walls, Move Silently and Hide in Shadows.

 

In addition, his hands become steadier, faster, and more nimble, enabling him to Open Locks, Remove Traps, Pick Pockets. Often they can play musical instruments, juggle, or do magic tricks. He is able to Backstab by hitting the exact spot – a perfect slice or stab.

 

He is also an expert at gathering information, and so picks up clues. He can Read foreign language, and learns to Cast Spells from Scrolls. This results in a a sense of intuition, a sixth sense. The hairs on the back of his neck stand up. He can ‘guess’, or ‘feel’ the answer. Hear Noise or Find Traps.

 

 

 

 

Normal humans

Index

Normal humans are humans that have not gained any real experience. Many soldiers, mercenaries, and traders are still considered “normal humans”. Humans only click over to level one once they have been in at least one life changing situation. Thus soldiers that have never fought in a pitched battle will not have really been changed enough to be called Level 1 humans.

 

0 Level Theives, Wizards, Clerics and Fighters all exist – they have the training or knowledge required, but not the actual situational practice to be an adventurer – experiences that are part of a typical job will not provide Experience – for example, a doctor treating a dying patient will not gain experience.

 

For a list of normal humans, see page 99 of D&D book.

 

Characters

Armourer – Hogan. Large guy, makes and sells all kinds of weapons. Nothing fancy or too amazing. Also fixes basic weapons.

 

Baker – Marion, big woman. Sour old cow who bakes good food. Bosses all and sundry around. Spends a lot of time standing outside her shop, snapping, and complaining about the people which pass by – “Hah, look at that hussy, all dressed up like a prostitute…”, or “… you know Toblerone (the government official), I hear he’s fallen out of favour at the moment”. Quite a gossip.

 

Merchant – The Zwellerheim family. Work for Zwellerheim and Co.. Very rich. Whole family are traders. Have a whole company, hire mercenaries. Their main job is moving stuff, and warehousing it. Katherina is a very shick, smart young lady – possibly the most eligible young lady around. Volf, Katherina’s father, is a large imposing intimidating man, who always has a rapier at his side (+2).

 

Priest – Shabar the monk. No adventuring. Brown robes, hair bald in the middle. Spends his life in quiet Zen type meditation. Has a small holy ground, which out of town clerics use to find tranquillity. Resells healing potions, and holy water.

 

Government officials – Shoek’tar the Baron. Pompus ruler of the immediate region. Reasonably well off. Portly, but overall a really competent manager. Has a nice house (not a castle), with a number of staff. He’s from out of town (most managers are appointed from elsewhere – “a prophet in his own town”). He and his lovely wife (Loretta), throw good networking parties. They ride a two-horse carrige, with the Baron’s coat of arms emblazoned on the side.

 

Soldiers & Law enforcers

 

Jeweler

 

Lender banker

 

Index

 

Low levels (1-2) Nothing

Level 1: Green Slime, Ogre, Kobolds

Level 2: Werewolf, Hippogriffs, Shadows

Index

Description

The low level adventurer is little more than a person. They have no special abilities, no skills, and are only a little more powerful than the average human. Few at this level are more than amateurs. Little changes in their lives. At this stage they know neither fame, nor wealth. They are only learning how to adventure, who they are, what adventure awaits in the DragonWorld. Neither their bodies, nor their minds or personalities have started to really evolve to ensure that they live longer. They may notice small changes in themselves, even after just one or two adventures: Slightly larger muscles when they look in the mirror, a grey hair in the wizard, a closer communication with the Gods (a better quiet time), looking leaner and meaner. But only something that a character would notice.

 

These characters usually have little to really distinguish them in a crowd. They are just normal guys, who happen to have been in a scrape or two. By third level they are starting to be something different.

 

Many Fistorian’s wear armour, and carry weapons, especially on trade routes and border areas – so even wearing adventuring gear (unless it is in a place where that stuff is not worn), does not really distinguish the low level adventurer. A level 1-2 character dressed in armour, or wearing a cloak, just does not have the presence to really make this noticeable. The low level character will not draw shadows around him, will not have the necessary aura to look impressive in adventuring gear, and thus will not be noticed.

 

The adventurers knowledge little extends beyond his village, town or city. His knowledge of people is limited to those he already knows, and to those he meets specifically to go adventuring.

 

Many of these adventurers are mercenaries, soldiers, or boarder dwellers with one or two stories to tell. The person who gets sucked into adventure, and then retires falls into the low level category. Adventurers who do not push themselves also do not continue to gain experience. An adventurer who does the same dungeon again and again, suffers from diminishing marginal return in terms of experience.

 

Deeds are told around the pub, and are recorded on the minds of his friends, and around the places he has dwelled.

 

Non-adventurers may attain these levels by virtue of their jobs – a soldier, a leader, a priest, traders, sailors. Travelling will give experience to any who desire it.

 

Not really saving money yet. First adventures are buying stuff. Also getting back to town with cash go and spend. Clothes, New weapons, armour, drinks for friends.

 

Remember, a starting character starts with; Three sets of normal clothes, a pair of shoes, a belt, and a belt-pouch. No weapons, no armour, no adventuring gear. Each character starts with 105 Gp (3d6 x 10), which represent his life’s savings.

 

They are not really finding magic yet. They may find some cool stuff though – perhaps better armour, cool clothes. Typically they will find Fine/Specialist weapons. Fine weapons are weapons of particularly good quality. They are not magical, and cannot damage enchanted creatures, but they may have a plus on either attack or damage (Fine Dwarvish axe +1 attack, or Fine Elvish bow – improved range). Specialist weapons improve either attack or damage (or range) at the expense of the other (Orcish sword of Damage +1 damage, -1 attack). Low level characters might find +1 weapons – Dwarven swords, orcish axes, elvish arrows.

 

Experiences

  • Watching your first death.
  • Making a life-changing big      decision.
  • Huge fear.
  • Having your life threatened.
  • Seeing new places, monsters.
  • Being hurt for the first time.
  • Killing something for the first      time.
  • Getting gold.
  • Having stories to tell.

 

Characters

Bolad the barman (L1).

“Boy have I seen some hot stuff in my time”. Having a bar on the boarderlands provides some fun. Seen some interesting characters in here. The King even came in here once.

 

Big beefy kinda guy – talks with a thick accent. Carries a heavy cross bow “from his pops, been handed down from when Fistorians first landed on the continent (Crossbow isn’t magical, but three of the bolts are)”.

 

This time young Jaman was kidnapped by a bugbear. Bolad and Fargan the Trapper, went and got him back. He doesn’t talk about it much. Very disturbing, still has nightmares about. Had to track this big hairy humanoid into the forests of Fistoria at night, trees that moved, ghosts, wolves howling. Big bad forests. Wind, but no rain, and clouds scrambling across the skies. Huge human, stronger than four men. Silent as a ghost. The bugbear stole a kid ‘cause it was wounded, we still only managed to chase it away. Brought Jaman (he works for the fletcher) back, one of the clerics (from the next village) healed him.

 

Has a lovely wife, Margret, who is very quiet, and cooks lovely food (not for the pub).

 

Fargan the trapper (L2)

Big guy, dressed in skins. Well muscled, though nothing special. Grizzled, unshaven. Quiet and introspective. Carries a short bow, a large knife, and a spear. Spends a lot of time in the forests, but knows his way round and does not get into too much trouble. Knows all the spots, the local creatures, and can tell you what is around. Knows the local legends and stories, but has not done any adventuring. He has a nice house in one of the suburbs inside the town.

 

A couple of the local farmers and their sons are level 1 fighters

 

Index

 

Low levels (±3-5) Immediate local

Level 3: Manticore, Salamander, Specter

 

 

All characters gets a new weapon proficiencies at level 3 (though they may not necessarily use them), and the fighter moves into new saving and attack rows at level 4. Wizards are suddenly able to do second level spells (Phantasmal Force, Invisibility, Continual light, ESP, Wizard Lock and Knock). Level 4 clerics can destroy undead and do second level spells. 4th level thieves can read any language (including codes, dead languages, and maps). By level 3 most characters can survive a sword blow. By now they can take on the average human and win easily.

 

Suddenly humans have evolved enough to be different. They start to stand out and make a name for themselves. By level three they start to have some cash, some hit points and some powers. The actual character determines how quickly fame and fortune come. The characters are starting to clock up some wealth, and have some stories to tell. They have a couple of defining characteristics (some scars).

 

They find their first magic items – generally items with plusses rather than real magical items. They also tend to have a couple of temporary magic items, mainly various types of potions – these start off with the most common potions such as healing potions, protection potions, communication potions (with animals and humanoids) and strength potions, and extend through to some of the more extraordinary potions such as polymorph and invisibility, ESP. These should be fairly common. The characters should be encouraged to use them rather than sit on them indefinintely. This is a stage of life.

 

Remember that generally they get potions and equipment from foes that they defeat. Therefore, to get a polymorph potion, they may well fight an orc that drinks it to turn into an ogre, or get magic arrows from being shot with them.

 

They also should be encouraged to buy the potions they want from traders or the witch. They could quickly glug a potion of strength before a barfight, swig a haste potion before a dungeon battle. The wizard could have a cool spell on a scroll, some sleeping dust. By level 5 they have more, better and more permanent magic items.

 

They also should find a number of permanent magic items, all of the same level – should the character keep the Elven sword of swiftness +1, or the Dwarven sword of might +1, or the Ancients Scimitar of power +1.

 

Now the adventurers are starting to gain recognition. They are bigger, faster, smarter and more aware than normal people. Little things start showing them to be a new breed. As yet it is nothing too dramatic.

 

The characters have to start travelling for adventure. Some characters may have horses. Remember that travelling costs major money – every day are paying for actual travel expenses, food, lodging. Stuff also gets stolen at this level. Going into a new town where you’re not known, perhaps somewhere bigger than you’re used to. If you get pissed things disappear. Also have to pay taxes on the road. For the first time they start spending nights out. Also travelling into the wilderness in order to get to the adventure. They have not met enough people to make a wider name for themselves. The characters will typically return to their home towns between adventuring.

 

Characters

Bane and Skank (FL3, FL4)

Two nasty mercenaries from around the town. Characters will meet them either in a bar, or on the streets, or as part of a caravan. They have been in so many fights, they cannot remember where they got the scars they so proudly wear. Both have a silver star for bravery from the Count.

 

They are bullies, older fighters who have been mercenaries, soldiers, and small time adventurers. They boast about the orcs they’ve fought, and will pick fights with anyone in the pub who disputes them. They don’t actually lie about fights, they really have killed an Ogre.

 

They are not noticeably bigger or faster than any normal large man. Both are well muscled, have long scraggy hair (brown and black respectively). Bane carries a two-handed sword (Skilled), a short sword – both on his left hip, and a long bow. Skank carries four hand axes (Skilled), one of which is magical (+1). His axes are quite renown – with special handles, heads and feathers. Each of them has a story. Both have chain armour, but wear leather when not actually campaigning. Neither has a horse.

 

Isandra the Witch (WL5)

Isandra, the Witch. Has a talent from her grandmother, who was also a witch. She is the typical local witch. She lives outside one of the nearby towns, in a rambling cottage (a few days travel away). She is a total babe, a blonde, with electric blue eyes, and tanned skin. She does fly on a broomstick (although it is not enchanted), and has a familiar cat. She dresses in thin, almost seethrough grey robes, and, while she is flirty, she is also damned tough. She has “detect evil” wards around her cottage, which sound a chime when evil creatures come within 60’.

 

Everyone in the area knows her. She is a store of knowledge of legends, animals and magic. She will Analyse objects for a fee. She is both liked and feared by the local villagers. She travels around the area as a wolf or owl sometimes, surprising people in the forest. She will adventure with the right people for the right stuff.

 

She makes potions (love and invisibility for the villagers, for a price), amulets, and continual light and darkness cubes. She has a magical wand of polymorph (every now and then does a really public display of turning someone into a toad or a pig – later she turns them back for a fee). She has a magical knife (+2), which she wears on a cord around her waist. She also has her own store of polymorph potions, healing potions, and invisibility potions. Will pay adventurers to go and get herbs and stuff for her.

 

Flint (TL4)

Flint is a thief from a nearby town. Has a lot of connections. Has lots of maps, knows of adventures. Passes himself off as a scribe. Has a little bookstore, with three entrances. One to the barber next door, one onto the alley behind, and the main entrance. Always people coming and going from the store. Have to know someone to get to know Flint. Can get any thief stuff from him. He is an excellent source of information, and provides clues to the larger political context. He also gives places to adventure.

 

Kurt Zwellerheim (FL3)

Tall, dark, handsome and aristocratic. Well known for his family, Kurt is now making a name for himself as a leader and politician, he’s very in with the local army leaders. His favourite weapons are a rapier  (+1 – from the dwarves), sabre (+1, +3 vs humanoids – a family heirloom), and short bow. Rides a beautiful horse. He is working as a merchant, along the border towns, and sees a lot of action. Has a strong following of bodyguards which travel with the caravan. He made his name in a fight against the orcs, which tried to ambush his caravan. With his sabre on his horse, he rallied the troops and led them in a strong victory.

 

Index

 

Medium levels (±6-9) Locally famous

By now the characters are dramatically different from normal humans. They stand out if they are not careful. Wizards eyes blaze with magic. Clerics have an aura of good (or evil). Thieves move with liquid grace, and are so alert it is noticeable (if they don’t hide it). Fighters are bigger, faster, harder than an ogre, and their weapons are an extension of their bodies. People generally don’t mess with characters this high level – unless they are pretty drunk, or stupid, or the character is not wearing anything to show off their prowess, few people will take them on. All characters at this level have a healthy glow and a permanent tan (or they are a pallid white, according to character), a number of scars, and a tough hard body.

 

Wizards can do spells of level 4 and 5 (on 9). A cleric gains access to levels 3 and 4, and are destroying undead up to Mummy. At level 6 and 9 new proficiencies are gained. Fighters gain Fighter Combat Options (Parry, Disarm and Smash) on level nine.

 

They are also dressing better (this is a large part of higher level characters), and carrying more magic. They ride good horses and may have a squire. They are invited to local parties and gatherings, and are know to the local rulers. The general population in all the nearby towns and cities knows of the character – unless disguised he will be recognised in the towns near which he has adventured (not always by sight – but sometimes by reputation – “Look at him, he’s huge. With that Helm with the wings on it it could only be Barntadix”.

 

On level six or so, the characters start to find some really cool magic items – either with really high plusses (Sword +3, with electricity curling down it), or with special effects (Gauntlets of Ogre power). The items they carry are distinguishing and powerful to be really cool. The finding of these items should be a really exciting part of adventuring for the characters. Remember that Fistoria has been around for millennia, it has had a thousand civilisations – each with its own wizards and clerics and smiths and armourers.

 

The local rulers and towns will call upon the adventurers when creatures show up that the local army cannot deal with. Other adventurers in the area will seek them out, as will mercenary houses, gladiators within the local area. Local traders will give them a call to escort them further outside Fistoria. The characters are also being approached by members of the opposite sex, as they stand out from others of the species. Lower level monsters may prefer to steer clear, or bargain rather than fight.

 

The characters have to seek out other high level characters if they want to adventure with a party.

 

Now they are travelling all round the province for adventure. Their mounts become an important part of who they are. They travel with a lot of equipment, tents even, because they are travelling further. They are fighting from horses on a regular basis. They may even start to hire retainers to look after their stuff while they are away. Now they also have to hire passage on boats or to hire guides to travel from one end of the province to the other, or deep into uncharted territory.

 

Adventures

The characters are starting to take on adventures that make them heroes. Now they can fight pretty large stuff. Some adventures (Based on Major with TPL of 40) with an adventuring party include:

  • Lairs of;
    • Goblins,
    • Manticors,
    • Phantoms,
    • Shadows,
    • Wolves,
    • Wraiths.
  • Outside;
    • Small green dragon,
    • Bugbears,
    • Vampires
    • Giant ants.
  • By itself – Large green dragon.

 

By themselves, a level eight character could take on :

  • A lair of
    • Giant Rats,
    • Orche Jelly.
  • They can outside;
    • Travelling bands of Gnolls,
    • Small Land Carnivore       dinosaurs,
    • Gelatinous cubes,
    • Weresharks,
    • Skeletons,
    • Spider Crab.
  • Individually:
    • A large crocodile
    • Werewolf, wereshark
    • Minotaur
    • Scorpion
    • Spider, tarantella
    • Iron statue
    • Thoul

 

Characters

Lord Keradwin (FL7)

The lady in charge of the nearest local castle. She took on a giant scorpion one day that scrambled into town from in one of the wells. Short, stocky, with dark hair and eyes. She is a total babe when in evening gowns and stuff, but drives terror into the guys when she is in leadership mode. She has boots of leaping, and wears magical chain. Her preferred weapon is a light crossbow for which she collects magic bolts. She also uses a long chained mace.

 

Rodriguez (TL4)

The highwayman of the region. A typical rogue and scoundrel. The ladies love him, the lords hate him, kids pretend to be him. He wears an Orcish Cape of Cloaking, and rides a black stallion. He fights with a rapier and a parrying dagger, and also carrys a collection of throwing knives. He wears a face mask (which doesn’t conceal his face), and black everything with siver studs.

 

Landalor the good (CL8)

A powerful cleric of the Platinum Guard. Rides around in full armour, on a white charger. Uses a shield.

 

Index

 

High levels (±10-15) Provincial

Characters stop rolling for HP after level 9. Fighters get 2 additional HPs, from now on, while others get just one. Elves can progress no higher than 10th level, and dwarves stop at 12th level.

 

High level characters are truly a different species. They are generally bigger, stronger, faster. They have evolved into the body shape that best suits their lifestyle, so some characters have actually gotten smaller, some more non-descript (thief, quiet cleric). Those going for effect scream with power: Rich clothes, ease with which they carry weapons, easy wealth. By now characters no longer conform to human restrictions – they can be abnormally taller, wider, quicker.

 

They are now finding really awesome magic items, and carry an array of lesser items too. Each character will have one or two Special items, a couple of cool permanent items, and a number of temporary items at any time.

 

The magic items they are finding at this stage have their own names.

 

They are now appointed to official positions of power if they remain around for any length of time. They are involved in higher issues of state. There should be politics, and appointments for them. They should be buying land and maintaining estates.

 

The adventures they go on need to have a sort of provincial feel. They are no longer just involved in their own lives. They protect the country, hear things about wars and whole tribes. They are also adventuring further and futher from home.

 

At this stage their adventures are really building into quests. A whole lot of adventures strung together for quite a large purpose. The story of the adventure become more and more important. The plots become more complex, they are no longer just finding monsters to kill for gold.

 

They are travelling far afield, and are gone for long periods of time. They charter ships to go where they want, they travel the breadth and length of Fistoria, and far into the unknown at each point.

 

This is the earliest point that a fighter could be a Grand Master in a weapon.

 

Adventures

The characters are starting to take on adventures that make them local legends. Now they can fight pretty large stuff. Some adventures (Based on Major with TPL of 60 (5 Level 12 guys) with an adventuring party include:

 

  • A lair of:
    • Bugbears
    • Centaurs
    • Large white dragons
    • Small green dragons
    • Frost Giants
    • Gnomes
    • Hellhounds
    • Lava ooze
    • Spirit, Odic
    • Neandrathals
  • Outside
  • By itself
    • Huge green dragon
    • Haunt, ghost
    • Sphinx
    • Spirit

A twelfth level character could take on by himself:

  • On its own
    • A Cecilia
    • A medium herbivore dinosaur
    • Displacer beast
    • A stone giant
    • A bone golem
    • A hellhound
    • A hydra
    • Lava ooze
    • Wearbear
    • Manticore
    • Plasm
    • Spectral hound
    • Troll
    • Wyvryn
  • A lair of:
    • Normal crocodiles
    • Giant crabs
    • Bone, obdidian, mud golems
    • Spider
    • Crystal statue

 

Characters

 

 

Index

 

Very high level (±16-21) National

 

On level 21 a Wizard can do his first 9th level spell.

 

International (±22-26)

Known throughout their home country, and in other countries they have visited, these heroes fight for the King on epic quests.

A 25 level Cleric can destroy any undead except a litch, and can do 42 spells each day.

A 25 level Wizard can do 48 spells a day, including wishes and shapechanges.

At level 23 a Fighter gets his 11th Weapon Mastery, and at 24 he can attack 3 times per round.

 

 

Characters

Krangor

The Cleanser

Index

 

 

 

World (±27-31)

Index

At any time, in the known world, there are some adventurers so powerful, doing such amazing things, on such a regular basis, that they are known throughout the world. At this level these are no longer humans, there are gods.

 

By look alone, one could tell that this was no simple human being. They are huge, shining examples of what the epitomy of human perfection could be. Societies could not be condemned for worshipping them as gods, and they leave in the wake of their passing stories to be passed down through the generations.

 

To get to this level, characters need real drive and ambition. No petty adventure, no minor ideals. This involves a lifetime of evolution, constantly growing and challenging onself. Usually, the mortal affairs have long since ceased to be of interest: Adventurers are looking to save species, continents. Even the affairs of Kings are beneath them.

 

A naked 31st level fighter is a walking army – armed with his usual artefacts and magic, he represents fate itself.

A Grand Master in 2 weapons, or an Expert in 3 weapons.

 

Ages (±32-)

In the times of greatest need, some adventurers become so powerful that they are able to combat the very forces of nature, the Gods and fate itself. These are the adventurers of ages, and their tales are passed down through the generations.

 

In most periods of the world, none of these adventurers exist, except in the tales of the bards.

 

Is it that dire circumstances pull the champions of that age to a new level; or is it that these champions are born to fulfil a destiny; possible it has just been a classic case of everyone arrives in the nick of time – why? – because if you didn’t arrive in the nick of time you would not have known!

 

These are the adventurers which battle Gods. Typically, they are part of a party of great adventurers. Even the battles of species, and worlds start to become beneath such adventurers – they are born to play out the battles between good and evil, between the personifications of love and hate.

 

 

Posted July 12, 2013 by dalevice

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