Alternate Materials: Wood

  • Oak, Ash, Pine, Elm, etc.: Standard woods from across the realms. There is little difference between the types, typically.
  • Yew: A rare, natural wood that is stronger than most, and ideal for crafting tools and weaponry.
  • Stoutwood: Special trees, tended by Elven forest-keepers, produce Stoutwood. It is stronger than even Yew, and sought after for bows and crossbows.
  • Grovewood: The wood of trees found in a Dryad's grove is naturally imbued with their subtle magics.
  • Heartwood: The wood from the heart of a treant has many properties useful in crafting.
  • Ironwood: This Fey wood is as hard and strong as iron, hence its name. Some cultures have even used it in crafting armor.
  • Deeproot: Found in deep pockets of the elemental plane of Earth, this pliable, ropy wood is naturally impervious to acid.
  • Iceshard Stalks: Iceshard Kelp grows in great stands on the elemental plane of Water. The stalks from the kelp can be used to craft an assortment of tools, weapons, and shields.
  • Corpruswood: Favored by necromancers and the undead, Corpruswood comes from the few dried out, lifeless husks that dot the Negative material plane. It is infused with the life-draining energy of that plane.
  • Shadowwood: From the echoes of normal trees on the plane of Shadow comes shadowwood, a light, strong material with numerous special properties.
  • Lifewood: In the outer planes grow the eternal Life Trees. Undying, their wood continues to live on, and through magical means can be fashioned into self-sustaining tools and goods.
Game Effects
Wood General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Oak, Ash, Elm, Pine, etc. None None None 0 5 10
Yew None +25% Range Bows/Crossbows None +2 6 12
Stoutwood 10% Lighter +50% Range Bows, +1 Dam Crossbows None +4 8 15
Grovewood None None +2 Saves (Resistance) +6 8 15
Heartwood None Bows/Crossbows: +1 Att (Inherent) Ammunition: +1 Dam +4 Saves (Resistance) vs. Death effects +8 8 15
Ironwood None Counts as Cold Iron for DR Can be used in place of any type of metallic armor; 50% lighter than equivalent metal armor +10 10 30
Deeproot Impervious to Acid None Can make Leather/Hide/Banded; Resist Acid 5 +12 8 40
Iceshard Stalks Impervious to Cold +1 Cold dam; x2 vs. Fire (and bypass DR) Shields: Resist Cold 10 +12 5 12
Corpruswood None +1 Negative energy damage Shields: Positive Energy Resist 10; Attackers in melee take 1 point of negative energy damage each round +15 5 15
Shadowwood 50% Lighter +50% Range, +1 Dam Shields: -2 Armor Check Penalty, Darkness 3/day CL 5; Armor: 1 category lighter, -4 Armor Check penalty, +2 Max Dex, -10% ASF (plate/banded/lamellar armors only) +20 5 10
Lifewood Heals 1 point/round Bows/Crossbows: +1 Att/Dam (Inherent) Ammunition: Entangle on the target (Reflex DC 20 to avoid, CL 10) Shields: bearer gets 1 free bash attack per round at highest BAB Armor (Leather/Hide/Banded/Plate/Lamellar): Wearer immune to Death effects +25 8 50

Alternate Materials: Metals

  • Bronze: An alloy of copper and tin, this metal is still used in some areas for weapons and armor. Heavier and softer than iron or steel, it is easy to work with.
  • Iron: This common ferrous metal is frequently used in cheap arms, armor, tools, and construction. Heavier and more brittle than steel, it is also prone to rust and deterioration.
  • Cold Iron: Mined from only the deepest mines, cold iron is naturally magic absorptive, and is hard as steel.
  • Silver: Typically used for ornamental weapons, silver or silvered weapons are sometimes used to defeat certain creatures resistant to normal weaponry. Because silver is a malleable metal, it makes for poor weapons.
  • Steel: An alloy of iron and carbon, steel is much harder and much more resitant to corrosion than iron. This results in tools, arms, and armor that are more effective and lighter than bronze or iron equivalents. Steel has become the standard metal for most things in the Kingdom of Muriah.
  • Fine Steel: A high grade variant of steel, it is typically lighter and slightly stronger than standard steel. And more costly.
  • Meteoric Steel: A very rare steel fashioned from the body of fallen stars, meteoric steel weapons and armor is highly prized for their quality and effectiveness.
  • Mithral: A magical alloy of silver and steel, the creation of mithral (or mithril) is a closely guarded secret by the elven realms. It is a wonderfully light, strong metal prized for arms, armor, and magical items.
  • Adamantium: An extremely dense, dark metal, adamantium is found in the deepest veins, and is said to proliferate in areas with a particular affinity for the elemental plane of Earth. The dwarves of the realms are the masters of working with adamantium.
  • Dark Iron: Also known as Shadowsteel, this incredibly light metal is as black as night. Found only on the Plane of Shadow, it seems to suppress the light around it, or draw in the shadows closely to it.
  • Aquaviius: A greenish, coppery metal mined on the elemental plane of Water, also called Greensteel, it is extremely cold to the touch, and is impervious to corrosion or rust.
  • Auran Steel: An extremely crystalline metal from the elemental plane of Air, this amazingly light material is valuable in arms and armor.
  • Obsinium: Found near volcanoes and the elemental plane of Fire, Obsinium or Firesteel is always hot to the touch, and is a dark, smoky gray.
  • Astral Steel: Mined by the Githerzai and Githyanki on the Astral plane, Astral Steel is very rare, and very valuable. Incredibly light and impossibly hard, it is a key material needed for vorpal weapons.
  • Ultiminium: A near impossible alloy of adamantium and astral steel, it is a legendary material said to be nigh indestructible.
  • Godsteel: In the far corners of the Outer Planes, deep in the demesne of the most powerful Gods, this metal is fashioned from the will of the devout. Utterly indestructible, little is known of this epic metal.
Game Effects
Metal General Effect Weapon Effect Armor Effect Craft DC Mod Hardness Hit Points
Bronze +25% Heavier -1 Damage +2 Armor Check Penalty -2 8 15
Iron +10% Heavier None None -1 10 30
Cold Iron +2,000 Gold to Enchant Defeats some DR +1 Saves (Resist) vs. Spells +4 10 30
Silver None -1 Damage; Defeats some DR None Use Craft (Alchemy) 8 10
Steel None None None 0 10 30
Fine Steel 10% Lighter None None +2 10 30
Meteoric Steel 10% Lighter +1 Attack (Inherent) Resist Electricity 5, -1 Skill Check Penalty +4 12 30
Mithral (Mithril) 50% Lighter +1 Attack (Inherent) -3 Skill Check Penalty, -10% ASF, +2 Max Dex, 1 Category Lighter +8 15 30
Adamantium 25% Heavier +1 Damage, Bypass hardness up to 20; Defeats some DR DR: Light and Shields 1/-, Medium 2/-, Heavy 3/- +10 20 40
Dark Iron (Shadowsteel) 50% Lighter +1 Negative Energy Damage, +1 Attack (Inherent) +4 Hide (Inherent), -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +12 15 15
Aquaviius (Greensteel) 10% Lighter +1 Cold Damage, x2 Damage vs. Fire (and ignores DR) Resist Cold 5, Water Breathing while worn +12 18 35
Auran Steel 75% Lighter +2 Attack (Inherent), x2 vs. Earth (and ignores DR), double range on ammo/weapons Swift Fly CL 10 3/day +15 15 20
Obsinium (Firesteel) 10% Lighter, immune to fire +1 Fire damage, x2 vs. Water (and ignores DR) Resist Fire 20 +12 15 30
Astral Steel 50% Lighter Ghost Touch, +1 Attack (Inherent) Armor Bonus applied to Touch attacks, -10% ASF, +2 Max Dex, -4 Skill Check Penalty, 1 Category Lighter +15 15 20
Ultiminium 10% Lighter +2 Damage, Crit Multiplier +1, bypass hardness up to 25, considered Epic/Adamantium for DR DR: Light and Shields 2/-, Medium 4/-, Heavy 6/-, applies Armor bonus to Touch attacks +20 25 50
Godsteel Indestructible x2 Damage, +1 Crit Multiplier, Threat Range, bypass all hardness; Considered Epic/Adamantium/Silver for DR DR: Light and Shields 6/-, Medium 12/- Heavy 25/-, Resist All 10 +30 N/A N/A

Capaal (Metropolis)

  • Classification: Metropolis
  • Population: 66,000
  • Wealth: Wealthy
  • Major Industry: Baths/Spas, Marble, Books
  • Specialty Goods: Salted Lakefin Perch, Mithril arms and armor, Magic
  • Populace Average Alignment: Neutral
  • Leader Alignment: Neutral
  • Government and Leadership: Feudal Monarchy, Count Liam Du'Ne'Sina
Demographics:
Human: 42% Half-Elf: 15% Elf: 24%
Dwarf: 2% Gnome: 7% Halfling: 8%
Half-Orc: <1% Other: 1%

History: Capaal is an ancient city. Some historians claim to trace its origins back to the Precursors, stating that one of the Dragon lords themselves ruled from a throne near the city. Numerous (now abandoned) dragon caves near the city give credence to these theories, though no definitive signs of their existence remains. The earliest known records of a settlement however lies in the annals of the Elven histories, which indicate a fishing village existed sometime around EH 100.

Situated next to the largest fresh water lake on the continent, Capaal quickly grew into a sizable elven community. When humans began settling the Dyninn, the elven lords at first forbid them from entering the city. They would instead go on to found Tourmaline, who would grow to rival Capaal for influence in the region. When non-elves were finally permitted to settle in Capaal, the transformation was rapid. Scholars and magicians flocked to Capaal, seeking access to the elven lore. Money poured into the city as well, and the city became a haven for luxury and power.

City Lore: Capaal consists of three main districts: the University district, the Old City, and Cliffside. The University district is given over almost entirely to mundane learning, arcane studies, and other such past times. It is almost a city unto itself, with its own set of walls and militia to keep the students from the distractions prevalent in the Old City. The University of Capaal was the first university founded in the realms, and is renowned for its status and quality of education. Several other smaller schools and colleges also operate in the University district. Crime is low, usually just being petty vandalism and such by youthful students.

The Old City is where the rich go to play and live, in extreme wealth and comfort. Crime is almost non-existent here, thanks to the well-heeled militia that protects the interests of the cities elite. Luxury spas, villas, and restaurants abound, as do high prices and exorbitant fees, in this district, which overlooks Lake Capaal from the city's prime real estate atop the lake cliffs.

Cliffside is where everyone else lives, namely those that service the Old City: the maids and servants, the spa attendants and restaurant cooks. It sits at the bottom of the lake cliffs, next to Lake Capaal and below the Old City. Crime is a problem, as it is densely crowded, and the residents are poor and ill treated. The militia have a low presence, usually only showing up for severe disturbances. Capaal seems to have a Cliffside revolt every few decades.

The weather in Capaal is mild, thanks to the lake effect. Spring is usually rainy, with a dry, hot summer with frequent thunderstorms. Autumn is warm and mild with a fair bit of rain, followed by a short cold season. The city sometimes receives one or two snowfalls in the winter, but many years none at all.

Cuisine in Capaal is based on the lake, with many dishes involving the local perch, trout, and bass species. Fresh vegetables, tubers, and fruits are available practically year round. Many excellent wineries are in the area.

Count Liam Du'Ne'Sina is the continents first half-elven Count, and has ruled the city peacefully and successfully for over two decades. The city houses each of the Arcane Guildtowers, and has a temple or shrine for all of the major, legal religions. The Axebashers and the Sword and Shield Association both have guild halls in the city. The Black Wolf Crew, a bloodthirsty gang of bandits-cum-thieves runs the black market in Capaal. They've switched mostly to prostitution and gambling, though have been known to get involved in extortion, burglary, and pretty much any other lucrative crime.

Landmarks/Places of Interest:

  • Dragon Caves - just outside the city are many large caves in the limestone hills purported to have been used by dragons in ages past. Souvenirs abound.
  • The Grand Spa - near the lakes edge, hot springs and thermal vents create a natural spa effect. The heady vapors are said to expand ones feelings of well-being and contentment. Only for those with a healthy collection of platinum coins.
  • The Elven Quarter - centered around the original fishing village, the architecture has not changed for centuries, giving visitors a glimpse into the ancient past.

The Fire Knights (Order of Solis)

  • Scale: 8
  • Capital: 8
  • Alignment: Lawful Good
  • Symbol: Morningstar backed by a Sun
  • Active Regions: Blood Coast, League of Cities, Free States of Estonia, Kingdom of Muriah

Background: The oldest military order in the realm, the Fire Knights established themselves sometime around EH 2200 as the Order of Solis, a militant band of soldiers devoted to protecting the temples and towns in which Solis had a following. It wouldn’t be until much later – in EK 120 – that the Order of Solis would become better known as the Fire Knights.

The Order of Solis has been in a slow decline since its golden years from ER2000-ER2500. It still has strong support in the Blood Coast region, and good support in the League and the Free Cities. The Order has been driven all but underground in the Holy Empire of Astalon.

The Fire Knights were once the premier defenders of the King of Muriah. Now they share duties with the Celestial Knights and the King’s own guard. They are closely allied with the Paladins of the Guiding Light (Paladins of Illias), and often form joint task forces to deal with dangerous contingents of undead.

Organization: The Fire Knights are organized into two main branches: The Wardens and the Sentinels. The Wardens are charged with static defenses: temples, shrines, towns, and villages. They are organized by location, with a command hierarchy expanding by region.

The Sentinels are charged with seeking out danger, and defeating evil, as well as protecting more mobile targets such as VIP’s or caravans. They are more loosely organized by task force and operational region. Manpower transfers between the two branches as needed.

Advancement in the Fire Knights is by a promotion system as judged by one’s superior, reviewed by his superior. Advancement in the higher ranks (Captain and above) is mostly political, though exceptional service is required. Advancement reviews are normally staged once a season (every 3 months).

    Goals:
  1. Protect the temples and worshippers of Solis from harm.
  2. Seek out and destroy evil, especially undead and those who thrive in darkness.
  3. Spread the worship of Solis thru deeds and actions.

Church of the Pure (Church of Astalus)

  • Scale: 10
  • Capital: 10
  • Alignment: Lawful Good
  • Symbol: A Diamond
  • Active Regions: All of Muriah, except the Great Untamed and the Orclands
  • Special: Must profess faith in Astalus, and only Astalus. May not worship other deities.

Background: The Church of the Pure was founded at the coming of the New Gods. As a political force, however, the Realignment of EK 931 established the idea that the worship of Astalus should come above all other deities. It also led directly to the founding of the Holy Republic of Astalon, to which the church has considerable ties.

Organization: The Church of the Pure has a rigid hierarchy, and reporting structure, consisting of three branches: The Word, the Arm, and the Mind. The Word comprises the lay priests: those members who go out and attempt to spread the word of Astalus, converting heretics, and performing missionary duties. The Arm are the militant branch, who actively seek out evil, and attempt to destroy it. The Mind are the higher order priests, who oversee the activities of the lower groups.

All members of the Church of the Pure have mandatory vestments, which are used for services and special holidays. The vestments consist of pure white robes with gold hem, and golden vestments, and a white phylactery. Members are also required to own a canon, laying out all the deeds of Astalus for his followers to try to emulate. The holy symbol of the church is a diamond. Higher ranking priests typically adorn themselves with more ornate, or ostentatious, jewelry centering on the diamond motif.

Advancement in the church is likewise structured, with immediate supervisors sending off word of the individuals deeds to a regional review board, who then decide if the individual merits a promotion. This review happens once a season (every three months). There are means for bypassing this system, if one feels that their superior is treating them unfairly, though this often calls down an inquisition from the Inquisitus Divinicus.

Goals: The goals of the Church of the Pure are simple: convert all living creatures to the worship of Astalus, destroy all evil in the world, and undermine the other faiths (so as to better accomplish the first).

The Church also wishes to set itself up as the de facto government, as it has in the Holy Republic of Astalon, since it feels it is best at determining what is right for the people.

The Dwarven Clanlands (Knife Edge Mountains)

  • Capital: Dun Maddock
  • Government: Feudal King
  • General Alignment: Lawful Good
  • Population: ~825,000 (11/sq. mile)
  • Area: 75,000 square miles
  • % Cultivated: 6% (~4,600 sq. miles)
  • Cities:
    • Dun Maddock: The ancestral seat of the Clan-King resides in this stony citadel.
    • Dun Morgh: built into a dormant volcano, this dark city holds the ancestral Clan-tombs.
    • West Wailing: named for the spirits said to haunt the nearby fens, this is a human-dwarven city of traders and craftsmen.
  • Townships: Dun Spire, Dun Vold, Aridok, Spellingcrown

Climate: Situated amidst the Knife Edge mountains, the region is typically hot and dry, though higher elevations have ample snowfall, especially in the north. Wind is a major threat, and windstorms are common in the region.

Geography: The Knife Edge mountains make up the geography of the Clanlands. Tall peaks, deep gorges, and rocky ravines abound in this rugged terrain. Only a few well-used paths allow transit through the region, though numerous underground passages have been carved by the dwarves to aid trade and travel. The region is bordered to the north by the Tuluvian Jungle, to the west by the great Sandstorm desert, to the south by the King’s forest, and to the east by the Dyninn forest and the Black marsh.

History and Politics: Dwarven legend tells of dwarf tribes settling the tall peaks in isolated bands during the time of the precursors. It wasn’t until well after the Dragon Wars – in the year EH 517 – that these small tribes would come together in what would be the first Clanmeet of the dwarves. Facing threats from the growing human populations, as well as continued conflicts with giant-kin in the region, the clans vowed to elect a king to unite them. After several long months of serious political negotiations, the first Dwarven Clan-King was chosen: Clan-King Dunnerholden Mordinhammer. Within three decades, he would establish the dwarven kingdom as the predominant force in the region.

Content to maintain their mountain strongholds, the dwarves become isolationist and reclusive. Trade occurred intermittently with the rapidly growing human tribes and kingdoms; the dwarves would unwittingly provide the humans with the tools to ultimately threaten them, by trading away the secrets to metallurgy, ironsmithing, and eventually steel.

Skirmishes between the humans and dwarves, and the dwarves and the Arbolorian elves of the Dyninn, were common. They would come to a head during the Dawn of War, when Chief Huri XV would strike the Treaty of Neutrality, allowing the soon-to-be King to march his forces thru the passes of the Knife Edge mountains.

Many years later, in EK 111, an increasingly isolationist Clan-King would seek a trade-embargo on the Sinter Dynasty, that would lead to the fabled Battle of Ep Pass. The Sinternian forces would rule the day, but their steep losses would drive them to the bargaining table. The Treaty of the Clans was signed, allying the Clan’s with the Kingdom.

Clan-Kings are chosen at every fifth clanmeet, which occur once every five years. Typically a Clan-King rules for life, unless he or she proves particularly unpopular.

Laws: The dwarven Clan-laws are very strict, and considered almost sacred by the Clan dwarves. Crimes involving material goods, such as theft, larceny, or vandalism are punishable by imprisonment, hard labor, and/or fines. Violent crimes can lead to exile, imprisonment, or even (rarely) capital punishment.

The courts of the Clans are considered very fair, and are presided over by clerics of Midir. Not even the Clan-King himself is exempt from the Clan-laws.

Economy: The dwarves of the Clanlands are renowned for their weapons, armor, and metal goods, as well as jewelry and precious metal ornaments. Marble and stone are also common exports. The Clanlands tend to import foodstuffs – mostly grains, beef, and pork to supplement their diets of fungus, mutton, and mountain vegetables.

Military and Clout: Almost every member of the Clans can serve as able-bodied militia in times of need. The professional military contingent are considered some of the hardiest, most dangerous warriors in the kingdom, lacking only in numbers. The mountainous citadels are nigh impregnable.

Forest Combat: Round 8 Start