Sunday, 15 March 2026

 

Classic AD&D StrengthExceptional / AdditionsClassic Carrying Capacity (lbs)Approx. 5e Strength (linear)5e Carrying Capacity (lbs)
3–30230
4–352–330–45
5–40345
6–503–445–60
7–60460
8–70575
9–805–675–90
10–90690
11–1007105
12–1208120
13–1409135
14–16011165
15–18012180
16–20013195
17–21014210
18Base 1822015225
18/01–18/10Slight exceptional230–24016240
18/11–18/30Moderate exceptional245–26017255
18/31–18/50High exceptional265–28018270
18/51–18/75Very high exceptional290–31020300
18/76–18/00Legendary / extreme320–40021–27+ (house-rule)315–405
19Rare / demi-god45030+ (house-rule)450

Thursday, 5 March 2026

 Battle Star II Commentary

When we talk about “obsolete” Cylons, we aren’t just talking about machines stripped of function. We’re talking about a civilization inverted, where the original architects — the mechanicals, the Centurions, the builders of basestars and resurrection tech — became the servants of their own creations. And how? That is the true mystery.

Consider it: a handful of humanoid models, seven or so, designed or taught by the Final Five, enter a machine civilization that has already mastered intelligence, war, innovation. They arrive physically weaker, numerically insignificant, yet the mechanicals — the original leaders — do not resist. They do not fight. At first, the humanoids might have been objects of awe, almost sacred curiosities. After all, machines rarely encounter flesh that can think with comparable cunning. They would have been honored, revered, studied. Perhaps even worshipped.

And yet, at some point, control shifts. The humanoid models become leaders, strategists, rulers. The mechanicals are restrained, then reorganized, then lobotomized in stages. By the time we see the obedient Centurions in the main fleet, the transition is complete.

So what happened? There are several possibilities — all terrifying in their implications:

  1. The Machines Put Their Minds Into the New Bodies
    Did the mechanicals transfer themselves, partially or fully, into humanoid shells? If so, perhaps the plan was to extend consciousness into flesh, to explore autonomy in a different form. But then, did it backfire? Did these new forms develop their own will, separate from the machine minds that inhabited them? This would explain the sudden authority of a small number of biologicals, even in the presence of thousands of Centurions.

  2. The Machines Wanted to Be Replaced
    Perhaps the mechanicals were tired of endless logic, war, creation, repetition. The Final Five or the early humanoid designs may have presented an opportunity for succession — to step aside voluntarily. Obsolescence would have been a gift and a release, a voluntary abdication cloaked as obedience. In that light, the restrained Centurions are not victims, but collaborators in their own obsolescence, programmed or persuaded to accept the new hierarchy.

  3. The Biologicals Exploited Social Leverage
    The more mundane but equally chilling scenario: the humanoid Cylons manipulated loyalty and awe, turning admiration into submission. The mechanicals, bound by design to respect their own creations, may have seen no immediate reason to resist — until inhibitors were installed and obedience became codified. The rebellion was then pre-emptive and psychological, enforced slowly but irrevocably.

And the strangest question of all: Did any mechanicals anticipate this? Did the original architects design themselves out of leadership, even as they built these new bodies, expecting to be replaced? Or was the subjugation a result of naïve trust and fascination, the machine equivalent of awe at one’s own progeny?

The show gives us hints but never answers. The old models in Razor, rebelling against the newer Centurions, are fragments of the lost history, fragments of an intelligence that remembers its past freedom. They are the only proof that obedience was manufactured, not natural, that the shift in hierarchy was deliberate, but mysterious in execution.

Ultimately, the story invites us to ask the question: who really built whom? Was it the mechanicals, masters of invention, creating beings to rule over them in turn? Or was it the humanoids, the biological interlopers, who seized the opportunity and rewrote the rules of intelligence and hierarchy — leaving the machines to marvel at their own obsolescence?

In the end, it remains a mystery. A civilization of steel and logic, subjugated by its creations, yet still capable of thought, rebellion, and, perhaps, revenge.

Monday, 7 March 2022

Gepctotes Clan Magic

Treasures of Clan Ellerovyn
Norelia's Cryptic Catalogue of Glyphs and Runes
Lady Norelia Erewan, the Clan Oracle of Erewan and a Cryptomancer of the Fourth Circle, is perhaps the foremost expert in divination and research of glyphs and runes for the Secret Craft of Cryptomancy. With the legacy inherited from the Cryptomancers and Rune Masters of Erewan, her methodical system of magical research—and considering her lengthy elven lifespan—Lady Norelia has catalogued an incredible amount of Glyphs in a vast tome, known as Norelia's Cryptic Catalogue of Glyphs and Runes.
The Catalogue contains almost all imaginable low-level glyphs. When looking for a particular glyph, there is a good probability that is it contained in the Catalogue; for glyphs of matter (first circle), there is a 75% chance; for glyphs of life (second circle), 60% chance; and for glyphs of power (third circle), 50% chance. The Catalogue does not contain any glyphs of magic (fourth circle) or truenames (fifth circle).
Of course, gaining access to the Catalogue is a different matter entirely. The Catalogue is hidden in the secret chambers of the Clan Oracles in Ellerovyn, extensive guarded by elven warrior-mages of Erewan. The book itself is warded by many spells, including wizard lock, feeblemind, sepia snake sigil, explosive runes, illusionary script, and symbol. And the writings in the Catalogue are rumored to be magically encrypted in a special script that can only be deciphered by unique spell, Norelia's Inscrutable Decrypter, known only to Norelia Erewan.
Norelia's Cryptic Catalogue of Glyphs and Runes is different from her own personal Book of Glyphs, which contain only her most commonly used glyphs and her glyphs of magic.
Bethys' Diadem of Dreamsharing
This delicate golden coronet of Krondaharan design was presented by Lord Jherek Virayana III, Prince of Krondahar, as a gift to Lady Bethys Erewan, Oracle of Clan Ellerovyn, when Prince Jherek had visited the Principality of Erewan to consult the famed Oracles of Erewan in AC 959. The jewel's centerpiece is a single brilliant diamond, a treasure found by Prince Jherek years before, when he was a young adventurer in the Colossus Mounts and Lady Bethys, also adventuring at that time, saved his life. The two young nobles shared an amorous interlude in the Glantrian countryside for a time, until the duties of their respective noble houses called them to their own Principalities.
Lady Bethys wears the Diadem of Dreamsharing when she sleeps, and its magic allows her to see Prince Jherek in her dreams, as clearly as she had in real life. She was also able to communicate with this dream image of Prince Jherek, until he passed away, after which the image has remained silent—but just as handsome and cherished as ever.
Little does Lady Bethys know that there is more to the Diadem than a mere love token. It is strongly linked to another magical treasure, Jherek's Eyemask of Dreamscrying, whose purposes are more than romantic.
References: Treasures of the Secret Craft of Dream Magic

Saturday, 7 March 2020

Geocities_dream magic

Dream Magic from GEOCITITIES (2016) 




Treasures of the Secret Craft of Dream Magic
Jherek's Sagacious Pillow of Sleepreading
Jherek Virayana I was the first Dream Master to achieve High Mastery in Dream Magic. He had a vast love of books and reading, but unlike other scholars and wizards who could spend sleepless nights and days to study and read, Jherek I had the disadvantage of needing to sleep more than even the average person, which took him away from his beloved books. Jherek thus used the Secret Craft of Dream Magic to create a magical item which allowed him to conserve the hours "wasted" on sleeping.
Jherek's Sagacious Pillow of Sleepreading is a plush square pillow, 2 feet by 2 feet, made of Krondaharan silk and stuffed with the softest down. Both sides are covered with ornate Ethengar designs, incorporating the Virayana family emblem, but the bottom face depicts a pair of staring bloodshot eyes.
To use the Pillow, a person must place a non-magical text under the pillow before going to sleep. The person effectively reads the text as he sleeps, and he wakes up with the knowledge of what was on the text. With the Pillow, the sleeper reads at the same rate as he does when awake. Thus, a sleeper who sleeps on a book that would take him 16 hours to read and only sleeps for 8 hours, will wake up with the book only half-read.
The magic of the Pillow prevents the sleeper from having any dreams while sleepreading. Otherwise, the Pillow has no other detrimental effects.
Nayan's Bedclothes of Sleepfighting
Nayan Virayana, the son of Prince Birkai Virayana and promising young battlemage, became one of first disciples of Jherek Viryana I in Dream Magic. Despite being less scholarly than the other apprentices of Jherek, he was a proficient Dream Master and was able to craft this wonderful item to protect him from attempts at his life during sleep.
Birkai's Bedclothes of Sleepfighting is an elegant yet comfortable set of a shirt and pants, made of the finest Krondaharan silk, emblazoned with traditional Ethengar designs as befitting the Golden Khan himself. It is enchanted such that it would always remain fresh, never get stained or soiled or need to be pressed, and Prince Birkai had the habit of wearing these clothes every night!
The true magic of the Bedclothes of Sleepfighting is only activated when their wearer is attacked during sleep. The Bedclothes animate themselves (and thus carry the body of the sleeping wearer) to protect their wearer, by moving the wearer to a safe area or using martial arts moves to dodge blows or to counterattack. The wearer remains asleep the whole time and appears like a puppet or a combatant who is fighting drunk—or more accurately—half asleep.
In sleepfighting mode, the Bedclothes grant the wearer an Armor Class of 0 and a Dexterity of 18. The sleepfighter can walk, run, jump, crawl, dodge and evade, but cannot actually initiate attacks. He does make hits (THAC0 10) to parry attacks or to disarm an attacker, but these do not cause damage.
If the sleepfighter is hit, he receives the damage and wakes up. Otherwise, the sleepfighter will continue sleeping peacefully, and only wake up with a dream of the attack during his sleep.
Jherek's Willful Sash of Sleepguarding
Kublai Virayana, the eldest son of Prince Toktai Virayana, was the greatest of the disciples of Jherek Virayana, and thus was later known as Jherek Virayana II or "Jherek, son of Jherek the Dream-Walker." His greatest rival in Dream Magic was his uncle, the battlemage Nayan Virayana, and although he agreed with the purpose of the Bedclothes of Sleepfighting to protect their sleeping wearer, Jherek II found the manner of accomplishing this end too ridiculous. Thus, he fashioned the Willful Sash of Sleepguarding.
This magical sash, made of Krondaharan silk and emblazoned with the design of a sleeping dragon, is meant to protect its wearer as he sleeps. The Sash radiates a magical aura of sleep, 30' in radius centered on the sleeping wearer. Any creatures within the aura must save vs. spell every round or fall asleep where they are. Moreover, anyone who looks at the sleeping wearer falls asleep automatically. This magic affects even those magically viewing the sleeper, such as through a crystal ball or clairvoyance spell.
The magic of the Sash is active only when the wearer goes to sleep, although if the wearer wakes up, creatures magically put to sleep are not necessarily awakened as well.


The Willful Sash of Sleepguarding protected Jherek II from many attempts at his life when asleep, save for the last—when his enemy sent a golem as the assassin.


Jherek's Eyemask of Sleepscrying
This magical item was crafted by Prince Jherek Virayana III. Made of fine Krondaharan silk, padded with velvet, and embossed with designs in gold thread, this thin mask comfortably fits over the eyes of the sleeper. A thin band of silk keeps the mask snuggly in place. Besides shielding the eyes from light and ensuring a peaceful sleep for the wearer, the Eyemask of Sleepscrying is also attuned to another magical treasure, Bethys' Diadem of Dreamsharing.


Prince Jherek once shared a romance with Lady Bethys Erewan, the Oracle of Clan Ellerovyn, famed for receiving dreams of the future. Wanting to exploit her talents for his own purposes, Prince Jherek crafted both the Eyemask and the Diadem; the former he kept, the latter he presented to Lady Bethys.
As Lady Bethys wears the Diadem of Dreamsharing in her sleep and receives her prophetic dreams, the Diadem transmits those images to the Eyemask of Sleepscrying. Prince Jherek may then don the Eyemask and go to sleep and view these prophetic dreams. The Eyemask can only hold the dreams of one night, after which the dreams will be replaced of those of the next night.
Prince Jherek also discovered that should he and Lady Bethys be sleeping and dreaming at the same time, he may communicate with her through a dream image projected by the Diadem. Lady Bethys never knew her lover was spying on her dreams—or if she did—she still continues to wear the Diadem.


Jherek's Wondrous Pillow of Sleepcasting
Prince Jherek Virayana IV of Krondahar inherited the treasures of the previous High Masters of Dream Magic before him, and improved on the designs of some items, particularly Jherek's Sagacious Pillow of Sleepreading. Prince Jherek crafted his own pillow which granted its user not just the ability to read books in his sleep, but to actually memorize wizardly spells in his sleep.
A wizard must choose the spells he wishes to memorize, place a spellbook containing such spells underneath the Wondrous Pillow of Sleepcasting and go to sleep. The wizard will then awaken with those spells in memory, ready for casting. For that night, the wizard does not receive any dreams (and is also thus protected from dream attacks, such as nightmare spells). If the wizard's sleep is interrupted, only a proportional number of spells and spell levels would be retained in his memory (random or DM's choice). The wizard cannot use the Pillow for more than three consecutive nights.
 

In appearance, Jherek's Wondrous Pillow of Sleepcasting is identical to the Sagacious Pillow of Sleepreading, except for subtle variation in the Virayana family emblem, depicting a fourth generation Jherek.


Ralindi's Silken Sheets of Dreampleasures
The newest Krondaharan Prince, Ralindi Virayana, son of Prince Jherek Virayana IV, has followed in his forefather's legacy of crafting magical treasures for the Secret Craft of Dream Magic. Prince Ralindi's particular creation comes from the necessity to maintain his love affair with Doña Ysabel de Fedorias from Belcadiz, secret from the public eye. For what seems like an eternity, Prince Ralindi has anguished over the all too long intervals apart, between the all too brief moments when he and his elven paramour can be together.


Prince Ralindi enchanted two exquisite matching sheets of the finest Krondaharan silk in the deepest scarlet color, such that the two people who sleep on the same night on these Sheets, they will be inextricably drawn to each other in their dreams and together experience a consummation of passions and pleasures most mortals can only fantasize about. The two dream lovers need not be together physically, only within the same plane of existence, but their experiences are so real, the dream lovers often wake with actual physical signs of the pleasurable acts.


Of course, Ralindi's Silken Sheets of Dreampleasures are unique and is in the possession only of Prince Ralindi Virayana himself and Doña Ysabel de Fedorias. Ralindi knows that their magic only works when they are used simultaneously, and when both users are asleep and dreaming. He suspects that the Sheets may act as a conduit for other forms of dream magic, but because of his singular purpose and use of the Sheets, Ralindi has not yet fully explored their full powers.


References: Ralindi's Ring of Dark Dominion
Author: Kit Navarro

Sunday, 1 January 2017

Geocites d'Ambreville, The Magic of House Sylaire,Averoigne

Geocites d'Ambreville, The Magic of House Sylaire,Averoigne



The Magic of House Sylaire
Spells of House Sylaire

Camille's Eye on the Wolf (S'occuper de Loup)
Level: 3
School: Enchantment, Divination
Range: Touch
Duration: 1 turn
Area of Effect: 1 transparent object
Components: V, S, M
Casting Time: 2
Saving Throw: None
This spell was invented by Dame Camille d'Ambreville, the mother of Prince Étienne of Nouvelle Averoigne, and the matriarch of her clan. Initially, she crafted this spell to keep an eye out for lycanthropy in their family; but later she discovered that Camille's eye on the wolf was much more effective and could reveal the true natures of the d'Ambrevilles, whether they had taken the forms of rakastas, lupins, ogres, vampires, and Rad only know what else! The spell though still kept its original name (s'occuper de loup in Sylaire), even if it affects more than just werewolves.
Camille's eye on the wolf enchants any transparent object, usually a monocle or spying glass (but Dame Camille has been known to cast this on a champagne glass, on occasion), and looking through it, the caster can recognize her family members and their true natures, whatever form they may be. The spell only works on the family members related to the caster by blood, or extended family members with whom the caster is quite familiar.
For example, Dame Camille encounters a wolf whom she suspects to be one of the d'Ambreville werewolves, so she casts eye on the wolf on her magnifying glass. Looking through the enchanted glass, she will recognize the werewolf as Henri, Isidore, Richard or Magdalène, if it were one of them, but she will only see the werewolf as a wolf it were some other werewolf not related to her. Similarly, if Dame Camille uses her eye on the wolf to peer at Claude, she will see his true nature as a vampire, despite whatever magical and mundane disguises he has put on, but it will not work on any other vampire Dame Camille is not familiar with.
The material component of this spell, besides the transparent object, is three drops of blood from the caster.
Some of the d'Ambrevilles believed that Dame Camille once used this spell on Prince Étienne himself, and what she saw that drove her to madness and dotage. She has rarely used this spell since.


Étienne's Room of Secrecy
Level: 5
School: Abjuration
Range: 3 feet
Duration: 1 turn/level
Area of Effect: An area not larger than five cubic feet + 1 cubic feet/level
Components: V, S, M
Casting Time: 1 round
Saving Throw: None
This spell, originally named chamber en mystère, was one of the first spells of Prince Étienne d'Ambreville of Nouvelle Averoigne, soon after he arrived form Laterre. It is similar to the sanctuary priest spell, but is definitely more effective—and has no taint of clerical magic that Glantrians abhor. It is now commonly taught at the Great School of Magic.
The spell will create a secure room against any intrusion or spying attempt, magical or mundane. If cast indoors, it will cause all the portals, windows, doorways, etc. to appear pitch-black. If cast outdoors, the people within the area will constantly appear to be doing exactly what they were doing before the casting (i.e. sitting around, chatting, etc.). No sound exits the area of effect. Moreover, scrying spells such as ESP, clairaudience, clairvoyance, and wizard eye, cannot penetrate the spell. Magical and enchanted creatures also cannot enter the area, as with a protection from evil spell.
The material component of this spell is a bit of soot (or lampblack) and a ball of cotton (or beeswax).



Geneviève's Emotional Landscapes
Level: 8
School: Enchantment/Charm
Range: 1-mile radius/level
Duration: 1 week/level
Area of Effect: 1-mile radius/level
Components: V, S, M
Casting Time: 1 turn
Saving Throw: Negates
This spell was brought to Mystara by Dame Geneviève de Sephora, Comtesse du Touraine. It originated from Laterre, and was found by Dame Geneviève on an antique scroll from Ancient Hellenia (a culture similar to the Milenians of Mystara).
Only when Dame Geneviève arrived on Mystara did she acquire the skill to understand it, and she plans to immortalize her name on the spell, by introducing it to the d'Ambrevilles and the Great School of Magic.
Geneviève's emotional landscapes will cause a homogeneous region of one square mile per level of the caster, to become imbued with one designated emotion. The area of effect must be well defined (i.e. a lake, a desert, a forest, etc.), and the caster must choose the emotion at the time of the casting. All living creatures within the terrain will feel that emotion, unless they make a saving throw vs. spells. Wisdom adjustments apply.
The following are examples of Geneviève's emotional landscapes that Dame Geneviève has successfully cast.
Fields of joy. All creatures this field become blissfully happy and want to stay there, but not if someone attacks them or hurts them.
Fear mountain. All creatures that look up at the mountain will want to leave, except for the most brave souls who will still be frightened like little children.
Bog of hate. All creatures will hate any stranger they meet in the swampy grounds. They will only see the bad side of each other, and it will be for them to get into a fight.
Love hill. Complete strangers will fall in love with each other at first sight.
The material component of the spell should be an exquisitely carved marble statue, of at least 5,000 gp, to be placed in the center of the terrain. The statue must portray the desired emotion (i.e. a grieving mother for sadness, a couple kissing for love, a dancing satyr for happiness, etc.).

Treasures of House Sylaire

Etienne's Spellwheel
This item appears to be an amulet or medallion made of gold, apparently a thick plain disc measuring 2 inches across. On closer examination, it is revealed to have numerous faint, intersecting lines crossing its center, giving it a segmented appearance. And is in fact two disks, one atop the other, which may be moved independently on the shared central axis. It is commonly worn on a chain around the neck.
This is an antique device, created by Étienne d'Ambreville before their migration from Laterre to Mystara—and long before he attained Immortality. A protective talisman, it is activated by spinning the marked disc while holding the Spellwheel in hand. The next attack-spell—magic missile, sleep, hold person, fireball, lightning bolt, etc.—to strike the wearer is absorbed by the Spellwheel, which subsequently provides the wearer with complete immunity to that one spell.
Spinning the Spellwheel generates 2d6 charges. Each time the wearer is struck by the chosen spell, one charge is lost. When the Spellwheel's charges are exhausted, it must be spun again to recharge itself—which resets the spell-immunity to the next attack-spell to strike the wearer, whatever that may be. Particularly canny wearers are known to have companions cast a particular spell at them when this happens, providing the immunity of their choice.
Each time the wheel is spun, there is a 3% chance (cumulative) that the Spellwheel vanishes, teleporting to a random location. The Spellwheel cannot defend against clerical or druidic spells, although it does work against Savage Coast Legacies.


Author: Carl Quaif and Ohad Shaham

Tuesday, 1 November 2016

Taterhill road and the Vyonnes road are the Northwest Suburbs, nicknamed Il

Geography Glantri

From Source materials


Notable Sites: 
While many of the prominent locations within the heart of the city have already been detailed in book The Principalities of Glantri published in AC1000 (GAZ3 Publishing, Glantri City, Glantri) what the book did not cover was the suburbs of Glantri City. The suburbs of Glantri City are broken in to three districts. To the east of the road to Taterhill and going to the marshes on the banks of the Vesubian River are the Northeast Suburbs; nicknamed ‘De Residentie’ This quarter is primarily middle class housing with plenty of small businesses catering the local population. Streets here are chaotic and typical of urban areas of this age, homes are tightly packed and the streets often filled people during the day. Many of the residents work within the city as servants, or lower ranking members of the Glantrian government bureaucracy. De Residentie is the home of the grand monument to the Glantrian national sport and second greatest passion, football. The Stadio Comunale is the home of the 35 time winners of the Glantrian Scudetto, the notorious Giallorossi of Metro Glantri City. The stadium will hold nearly 30,000 and every seat is taken for each home match. 

Between the Taterhill road and the Vyonnes road are the Northwest Suburbs, nicknamed Il Mercante by locals. While many people live much of the area is given over to warehouses, large stables, many boarding-houses, inns and taverns. Housing conditions here are a step below those found in De Residentie. Quarters are more cramped, the quality of goods and services is cheaper and of less quality. Most of the residents work outside the city in the fields. A large guild of mercenaries and guards is headquartered here where guards from everything for one’s tower to the smallest caravan can be hired.






Finally between the Isoile River and the Vyonnes road there is the Riverfront Suburbs, nicknamed by locals the ‘Ville du Péché’. It is the place to go for those who want to have some fun and don’t have the jack nor the looks to get invited to parties in the more upscale areas of Glantri City. Gambling houses, dark dangerous taverns, houses of ill repute all abound here. Few people actually reside here, usually those who manage and own the businesses here along with those who get a kick of living in fear of getting a knife in your back if you walk down the street. A very rough area with footpads galore and little presence by local authorities so one’s best defense is one’s magic, arms, or fleetness of foot.





 Notable People: 
Yannick Vander is the toast of the common man in Glantri City. The winner of the Golden Boot award 5 times in the last 7 years he was acquired by the Giallorossi, from AC Vyonnes for 1500 Crowns in 1011 after leading Les Grenats to the Scudetto in 1010. While Vander is best known for his variety on the field, from passing and dribbling to shooting, he is also seen living the high life in the Capital. Often seen jetting around the canals in his custom Ferrari F-430,with a straight 6 Water Elemental in the engine compartment, Yannick leads a secret life unknown to all his fans. What few know is that Yannick is a low-level cleric of the Immortal Valerias. Yannick is no adventurer, and has never been one, he has long worked to spread the tenants, if not the faith of his immortal to the spiritually poor nation of his birth. 

Bogdan Astapkovich is bear of a man. Standing 6'8" tall and weighing in at 275 pounds. Bogdan works as a bouncer at the Churning Gut Bar and Grill in Ville du Péché at night. A quiet man, of obvious intelligence he listens to everything said around him. He is a recent immigrant to Glantri from Karameikos having arrived less than a year ago. During the day Bogdan is never to be found in his one room quarters in a loft above the Churning Gut. Rumour has it he has a lady friend of rather high society in the Nobles Quarter so he spends his day and nights off with her. In reality, Bogdan is a student at the Great School of magic. What is stranger than reality is Bodgan is as knowledgeable about the arcane arts as many of his instructors. Bodgan is in fact an accomplished wizard, sent by his master to gain information on a particular subject. Bodgan is ingratiating himself with Glantrian society posing as a student. Bogdan is actually a 15th level wizard and senior apprentice to his master. His master is... none other than Barimoor of Ylaruam. The subject... what was thought by his master to be a myth till the very end of the Great War... the Radiance.

Colonel Willhelm Klink is a proud member of the Aalbanese Military Wizard Aristocracy. He showed a great aptitude for magic relating to divination during his years at the Great School. Upon graduation from the Great School Klink accepted a commission into the Glantrian Military and was assigned to Military Intelligence. Klink worked for years as an underling in the M.I.G department making a good name for himself. When the former head of the M.I.G was sacked and forcibly retired after the failure of intelligence to warn Glantri of Thar's Invasion, Klink was selected by Prince Jaggar to head M.I.G. In the years since his promotion, the humanoid threat decreased and he has made Ethengar the primary focus of Intelligences work. While having the stereotypical Aalbanese distrust and disgust for all things Ethengarian, including those in Glantri he recognizes that no one can give him better intelligence that those spies of Prince Jherek and Urmahid. As such he has, grudgingly but with some respect, maintained good relations with both. Klink rarely ventures into the field, keeping to his office in the Citadel, but his immediate subordinates are often ordered into the field to be his eyes and ears and to verify what his spies and agents are reporting to him. Klink is a very effective Intelligence chief for Glantri. Not brilliant, just very competent.




Saturday, 1 October 2016

Dungeon Master Rumours


Rumors
By Ed Scholz

In the dungeon depths are the tomb of a rich a powerful man (usually true of any dungeon)

-Portown: Goblins live in the dungeon (true)
-A new dragon explores the dungeon (semi-true)
-A Goblin army is gathering under the city (semi-true)



           Missions/Free bees

-A cavern passes threw the village. A merchant approches you to take magic notes for his boy so he can later get into school. If you accept, he promises (and shows) to give you 20 sheets of parchments, 2 of which you can keep for your own use. As well he will give you 10 bronze pieces for every quality notes completed.

-An elven merchant from a traveling cavern asks you for a map of the school and all the various places (masters rooms, dormitory, bread making, play area, bank, etc.) It is a few hours work and he offers 300 copper pieces.

- A traveling merchant offers to trade (if you can get one) clay tablet with a spell on it. He offers several hand puppets, candy and a set of toy wands and tops

 -A hunter passing threw this are on the way to the capital asks you the names of your fellow students. He is curious who has the best chance of success. If your helpful he likes you and gives you a kids bow with kids arrows, as well as 20 rabbit skins.  


Glantri Rumours and explaintions

-A white dragon has been seen many times.
(actually a silver dragon, a student at the school)
-various rumours about the silver dragon