<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-6515825076180321496</id><updated>2012-01-08T19:03:48.602-07:00</updated><title type='text'>"Of Dust and Wind" - The Wanderings of a Desert Nomad</title><subtitle type='html'>A Companion Blog to a Podcast of the Same Name</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://agithewanderer.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>24</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-9160173153657524682</id><published>2012-01-05T13:13:00.000-07:00</published><updated>2012-01-08T17:14:22.205-07:00</updated><title type='text'>Altaruk - Background Information</title><content type='html'>Located at the head of the Big Fork of the Forked Tongue Estuary, Altaruk is a client town of about 2000 inhabitants, and the merchant houses of Wavir, Rees, and Tomblador. The town offers corrals, room and board, trade opportunities, numerous services and gossip from all corners of the Tablelands. &lt;br /&gt;&lt;br /&gt;Protection is extended to caravans of other merchant houses, provided they pay the toll as they pass through Altaruk. For caravans, the toll is one gold piece per caravan mount, an exorbitant price that prohibits most merchants from spending more then one day in the village.&lt;br /&gt;&lt;br /&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 359px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694245406111459474" border="0" alt="" src="http://4.bp.blogspot.com/-aLAQRgp--OY/TwYGBwcsaJI/AAAAAAAAAwQ/q6WmkoROFq0/s400/Altaruk%2Bsmall.bmp" /&gt;&lt;br /&gt;For ages, Altaruk was heavily fortified; surrounded by a fifteen-foot wall and defended by hundreds of free mercenaries armed with mekillot-hide shields, wooden lances, and daggers of sharpened bone. Despite its formidable defenses, the trade town was constantly destroyed on a regular basis by giants from the islands of the Forked Tongue Estuary. The three Merchant Houses went to great expense rebuilding the town promptly after each attack, for its garrison was a key deterrent to the raiders that would otherwise prey on the heavy caravan traffic at this critical junction.&lt;br /&gt;&lt;br /&gt;Today, however, Altaruk is a wall-less town. For ages, the undeclared war waged between the residents of Altaruk and the giants who sometimes waded that far up the Estuary of the Forked Tongue, cost the town  huge amounts of wealth, labor and lives. Each attack destroyed walls, towers, and buildings, not to mention the large number of residents who were killed or injured. &lt;br /&gt;&lt;br /&gt;Years ago, after one such attack, in an unprecedented act of cooperation, the three major Merchant Houses collaborated in an effort to prevent further attacks. It was they, after all, who suffered the most when they were forced to finance the town’s reconstruction, as well as the loss of trade from caravans who chose to bypass the town in favor their own security.&lt;br /&gt;&lt;br /&gt;For the greater part of a season, each Merchant House supplied workers to establish a series of battle outposts built along either side of the estuary. The dozen or so outposts would be able to provide defense for  adjacent towers, while all of the ballista emplaced at each outpost could engage any giants venturing up the estuary, bent on destruction of the trade town.&lt;br /&gt;&lt;br /&gt;Along with the outpost towers, the Merchant Houses went to great expense importing dozens of caravan carts full of agafari trees harvested from the distant Crescent Mountains. Each of these trunks were stripped of there bark, sharpened on both ends, and driven at a sharp angle into the hard soil that lay beneath the silt. The result was a triple row blockade of spikes, hidden under the surface of the silt, which inhibited any giant from passing further up the estuary. This blockade also served as a delineating line that marked where the outposts would begin to engage the giants with their massive ballistae.&lt;br /&gt;&lt;br /&gt;As a result of their combined efforts, Altaruk and its Merchant Houses have gone many years without a successful attack by giants. At first, the battle outposts were forced to fend off numerous attempts by the giants to bypass the blockade by climbing out onto the ground, but each attempt was met with success in either turning the attacker away, or else killing them where they stood. It seems for the time being that the giants are content to leave the cross-roads trade town alone, and Altaruk has begun to grow in prosperity and size and thrive under its new found security.&lt;br /&gt;&lt;br /&gt;As for the walls which once surrounded the town, many of the mud bricks were salvaged and reused in the building of more dwellings and structures, but the line in the sand that once marked the battle line with the giants has not yet been erased.&lt;br /&gt;&lt;br /&gt;The contingent of warriors who guard Altaruk are commanded by Arisphistaneles (male human/7th-level preserver/LG), a powerful Preserver. Because of Arisphistaneles’ influence, the Veiled Alliance is openly tolerated in Altaruk, although they are not open about who they are. The town is fast becoming known as a safe meeting place for Preservers, though Defilers are strictly forbidden and dealt with harshly.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Arisphistaneles&lt;/strong&gt;&lt;br /&gt;Male Human Warrior/Preserver, Lawful Good&lt;br /&gt;Level: 2/5&lt;br /&gt;AC: 4&lt;br /&gt;Hit Points: 63&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-9160173153657524682?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/9160173153657524682'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/9160173153657524682'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2012/01/altaruk.html' title='Altaruk - Background Information'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-aLAQRgp--OY/TwYGBwcsaJI/AAAAAAAAAwQ/q6WmkoROFq0/s72-c/Altaruk%2Bsmall.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-426017418969631646</id><published>2012-01-05T13:00:00.000-07:00</published><updated>2012-01-08T17:10:43.331-07:00</updated><title type='text'>Altaruk - Town Map &amp; Legend</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/-0x_E6mzwatU/TwYGT8e1rXI/AAAAAAAAAwc/YpTMki-AzQw/s1600/Altaruk.bmp"&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 354px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694245718579326322" border="0" alt="" src="http://1.bp.blogspot.com/-0x_E6mzwatU/TwYGT8e1rXI/AAAAAAAAAwc/YpTMki-AzQw/s400/Altaruk.bmp" /&gt;&lt;/a&gt;&lt;br /&gt;1 &lt;strong&gt;Merchant House Wavir&lt;/strong&gt; - This building serves as the regional headquarters for House Wavir. The offices, living quarters and slaves all reside within the building. The resident Lead Agent is Parys Kaakar, a human male trader who spends enormous amounts of money entertaining guests, and is able to make trade agreements with the most improbable people.&lt;br /&gt;&lt;br /&gt;There are multiple guards stationed throughout the building and at each of the three entrances. On the upper levels, cloth shade sails attached to the walls allow for a cool retreat, as well as observations of not only the activities in the markets below, but trade caravans that are approaching the sprawling trade town.&lt;br /&gt;&lt;br /&gt;To the rear of the main building are the personal gardens of Agent Parys. Lush and extravagant, there are plants growing here that have rarely been seen by others. Parys is somewhat of a fanatical collector of rare and exotic flora, and will spend hours in the gardens.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Parys Haakar&lt;/strong&gt;&lt;br /&gt;Male Human Trader/Preserver, Neutral Good&lt;br /&gt;Level: 8/2&lt;br /&gt;AC: 9&lt;br /&gt;Hit Points: 43&lt;br /&gt;&lt;br /&gt;2 &lt;strong&gt;Merchant House Rees&lt;/strong&gt; - This building serves as a district warehouse and office for House Rees. There are six storehouses, all of which are under constant watch and protection. There are no windows, and the only entrance into each storehouse is sealed with expensive heavy, wooden doors, bound with iron and locked with an ingenious metal lock designed and built by a thri-kreen. Only Agent Cerik Remar and the Captain of the Guard know the secret to unlocking the doors.&lt;br /&gt;&lt;br /&gt;House Rees is a minor Trading House in the Tablelands Region, however, they trade in textiles, which is a market not sought after by the larger Houses. House Rees has managed to retain one of the only trade caravans that routinely travel to Balic. This is due largely to the fact that they use crodlu exclusively as their mounts, which are quick and agile; able to either outrun or avoid thieves, marauders, or any of the other numerous dangers of cross-country travel on Athas.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Cerik Remar&lt;/strong&gt;&lt;br /&gt;Male Human Trader, Lawful Neutral&lt;br /&gt;Level: 5&lt;br /&gt;AC: 10&lt;br /&gt;Hit Points: 29&lt;br /&gt;&lt;br /&gt;3 &lt;strong&gt;Merchant House Tomblabor&lt;/strong&gt; - Not much is known about Merchant House Tomblabor. They trade in everyday common goods, sending caravans to Tyr, Urik, Gulg, and even occasionally to Raam or Balic. Rarely do they ever report being attacked along any of the trade routes, and they tend to keep mostly to themselves. Always professional and very matter-of-fact, people often comment that it is almost as easy to trade with a rock as it is a trader from House Tomblabor. It is rumored that the reason for this Houses success, is the fact that it is in reality a false front for House Stel. There is no factual evidence that anyone could ever bring forward to prove this, but there is always an air of regimented and militaristic behavior about House Tomblabor’s agents.&lt;br /&gt;&lt;br /&gt;All but slaves are free to enter and leave the town whenever they wish. It is a free-town, however, House Wavir does employ a large number of guards that are permanently stationed here. They provide security for the Merchant House and its trade-goods, but they also act as a town-watch, responding to any trouble and enforcing the local rules. Each guard wears an inix-leather armor breastplate and carries either a bone-tipped spear or an obsidian short sword. There are 84 permanent guards that live in six barracks scattered throughout Altaruk.&lt;br /&gt;&lt;br /&gt;4 &lt;strong&gt;Tavern&lt;/strong&gt; - The “&lt;em&gt;Mangled Kank&lt;/em&gt;” is Altaruk’s only legal tavern. Owned and operated by Grandit, a burly, but good humored dwarf, the Mangled Kank provides a wide selection of drinks and serves a variety of hearty meals. It is a good place for meetings and gathering information.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Grandit&lt;/strong&gt;&lt;br /&gt;Male Dwarf Merchant&lt;br /&gt;Level: 2&lt;br /&gt;AC: 9&lt;br /&gt;Hit Points: 23&lt;br /&gt;&lt;br /&gt;5 &lt;strong&gt;Elven Camp&lt;/strong&gt; - Merchant House Wavir remains suspicious of all elves but allows them to camp within the established walls of the Elven camp. This wall is only a meter or so in height, and isn’t necessarily meant to keep the elves in, or others out, but it does provide a definite separation of space, which is agreeable to both parties; the elves and Merchant House Wavir. There is a crudely constructed gate which is closed at the fourth bell after sunset and reopens at sunrise. While it may appear to outsiders that elves are being treated poorly, or segregated, it should be remembered that elves prefer to be in each other’s company and are quite suspicious of all non-elves. The Elven camp is a good place to find goods, services and information not easily or readily found elsewhere in Altaruk.&lt;br /&gt;&lt;br /&gt;6 &lt;strong&gt;The Market Keeper&lt;/strong&gt; - Unique to Altaruk is the concept of the Market Keeper. Anyone who wishes to trade or sell items in Altaruk must first stop here and register. If the trader intends to sell his goods, he must pay the Market Keeper a daily fee, who in turn assigns a tent to him that he is allowed to use. Each registered merchant must bear an official seal given to them by the Market Keeper; anyone caught selling goods without this seal is escorted out of town and threatened upon their return. The trade fees collected are distributed the merchant houses, although Merchant House Wavir receives more, being that it is they who in provide the majority of protection to the town by employing guards.&lt;br /&gt;&lt;br /&gt;Atop the Market Keeper’s small structure is a ceramic bell, shaped more like an over-turned bowl, which is rung at regular intervals throughout the day and night. This invention was the idea of Parys Haakar, who felt that in keeping track of time, his workers would prove to be more productive; a theory that has yet to be proven true.&lt;br /&gt;&lt;br /&gt;7&lt;strong&gt; Corrals&lt;/strong&gt; - Beasts of burden are not allowed to roam freely in Altaruk. Anyone wishing to enter the town must first corral their beasts and pay the appropriate fees. The merchant who’s tent is set directly in front of the corrals, and who is selling a variety of dried meats is the man to see about boarding and feeding beasts and mounts. Travelers beware, for any beast left longer than paid for will either be sold or turned into meat. The town’s corrals can keep beasts up to the size of inix or dewbacks, however, space may be limited and priority given to smaller creatures such as crodlu. Mekillot must be kept well out of the town’s limits.&lt;br /&gt;&lt;br /&gt;** As a tip to travelers visiting Altaruk bearing beasts, there are usually corrals constructed of brambleweed outside of the town operated by elves, who charge a bit less than the fees collected in town, and they guarantee a mount when you return (although it may not be the one you originally left).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-426017418969631646?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/426017418969631646'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/426017418969631646'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2012/01/altaruk-town-map.html' title='Altaruk - Town Map &amp; Legend'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-0x_E6mzwatU/TwYGT8e1rXI/AAAAAAAAAwc/YpTMki-AzQw/s72-c/Altaruk.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-1174752094066889233</id><published>2012-01-05T09:05:00.000-07:00</published><updated>2012-01-05T11:27:05.471-07:00</updated><title type='text'>Taamak</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p1vyO73GI/AAAAAAAAAeY/VAqLszyUjyg/s1600-h/Taamak.bmp"&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 345px; text-align: center; display: block;" id="BLOGGER_PHOTO_ID_5429781764547271778" border="0" alt="" src="http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p1vyO73GI/AAAAAAAAAeY/VAqLszyUjyg/s400/Taamak.bmp" /&gt;&lt;/a&gt;&lt;br /&gt;Taamak is a small, walled village that lies atop one of the many lower-lying peaks of the Windbreak Mountains. It is populated by a mixture of humans, dwarves, half-elves and muls. There is very little in the village that would draw the attention of either traveler or marauders; it is simply a poor, forgotten town.&lt;br /&gt;&lt;br /&gt;The remote location of Taamak requires a trek along a narrow-ledged trail, cut into the side of the mountain, leaving one side exposed to the cliff face, and the other up against a rock wall. The trail does not allow for large beasts of burden to access Taamak, and none but well trained, and sure-footed crodlu are agile enough to traverse the steep climb.&lt;br /&gt;&lt;br /&gt;At the towns entrance are a set of worn and weathered gates (1), made of decayed faro tree trunks, lashed together with inix rawhide. No one stands guard, although at various times throughout Taamak’s history, the gates have been closed in order to defend itself. Just inside the gates is a large common area dominated by three distinct features. The first being the &lt;em&gt;Mountain Well Inn&lt;/em&gt; (2), Taamak’s only tavern. Typical fare found here are roasted vegetables, flatbread and various soups and stews. To drink, patrons have a choice of broy or clamberberry wine.&lt;br /&gt;&lt;br /&gt;The second feature of the common area are the travelers’ tents (3). These hide tents are a permanent feature and are somewhat of a misnomer. While there is typically a tent or two available for travelers, these tents are usually inhabited by residents of Taamak who are too poor to afford a mud-brick house. The third feature in the common area is the village well (5). Centralized, the village well is open to all who are in need of water. The citizen’s of Taamak do not charge visitors a fee for access to their well, as it is fed by a natural spring and has never gone dry. Directly behind the village well is the village chief’s house (4).&lt;br /&gt;&lt;br /&gt;Crodlu are very important to the Taamakians and they have set aside an entire section of their village to house them. There is a crodlu run (6), along with sheltered pens (7) that visitors are welcome to use, for a small fee.&lt;br /&gt;&lt;br /&gt;Hidden from view, and away from the common areas of Taamak are the gardens of the local Earth Cleric (8). Here, Ais Purhas plants and nurtures a variety of plants, including a wide range of medicinal herbs. While Ais is a quite and reserved, he is also very protective of his gardens. Ais can be persuaded to perform minor healings or rituals for visitors in exchange for news of the happenings of the world “down below”, but don't expect miracles.&lt;br /&gt;&lt;br /&gt;Outside of the town, and carved somewhat into the slopes of the mountain on which the town lies, are meager garden plots where many of the residents spend their days, coaxing their crops and nurishing them with buckets of water fetched from the village well. Other industries, and services of Taamak are a leatherworker, a potter, a weaver, and several animal handlers.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Important Characters:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Faris Yarsha - Village Chief&lt;/strong&gt;&lt;br /&gt;Dwarven Female Fighter, Lawful Neutral&lt;br /&gt;Level: 2&lt;br /&gt;AC: 14&lt;br /&gt;Movement: 25&lt;br /&gt;Hit Points: 19&lt;br /&gt;Damage: 1d8 (stone hammer)&lt;br /&gt;Faris is Taamak’s village chief. Faris is fair in judgment, if not a little brash in temper. She is the widow of Taamak’s former chief, Portek, who died in an accident along the steep access trail many years ago.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ais Purhas - Earth Cleric&lt;/strong&gt;&lt;br /&gt;Male Human Earth Cleric, Neutral Good&lt;br /&gt;Level: 2&lt;br /&gt;AC: 10&lt;br /&gt;Movement: 20&lt;br /&gt;Hit Points: 14&lt;br /&gt;Damage: 1d6 (staff)&lt;br /&gt;Ais is Taamak’s resident Cleric. His domain is Earth and while he is able to draw some powers from that element, he prefers to heal using the natural abilities of the plants he cultivates.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-1174752094066889233?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1174752094066889233'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1174752094066889233'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/11/taamak.html' title='Taamak'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p1vyO73GI/AAAAAAAAAeY/VAqLszyUjyg/s72-c/Taamak.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-217262983989917874</id><published>2012-01-04T10:43:00.000-07:00</published><updated>2012-01-05T11:01:28.618-07:00</updated><title type='text'>An Introduction to the Geography</title><content type='html'>“My journeys into the lands north of the Tablelands have introduced me to many new and interesting people, places and cultures. Unlike the seared lands of the Tyr region, the Trembling Plains are a vast, short grass prairie that, except for a few random highpoints and numerous gullies or washes, is a nearly flat expanse of land. Further to the north lies the Glowing Desert; to the south, the Tablelands. To the east lies the Sea of Silt and the west is broken by the beginnings to the low northern foothills of the Ringing Mountains.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 289px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694205416380229170" border="0" alt="" src="http://2.bp.blogspot.com/-EqbjtMDnAo0/TwXhqDFy5jI/AAAAAAAAAvs/qv9iFdZo6Fw/s400/Map%2Bof%2BTrembling%2BPlains.png" /&gt;&lt;div align="center"&gt;&lt;strong&gt;The Trembling Plains in relation to Athas&lt;/strong&gt;&lt;/div&gt;&lt;br /&gt;While this environment appears to be less inhospitable than many other regions of Athas, it is in fact just as harsh, and often, just as deadly. One of the most common mistake outlanders make when venturing into the Trembling Plains, is taking for granted the seemingly more abundant plant life as a sign that there is more water available to be found. The low-growing plants found across the Trembling Plains have adapted over the ages, like all other species of flora and fauna found on Athas, to the environment in which they grow. The fertility of the soil comes not from what many mistake for as abundant water, but rather the nutrient rich dung left by the enormous herds of wandering mekillots."&lt;br /&gt;&lt;br /&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 176px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694206130073081218" border="0" alt="" src="http://1.bp.blogspot.com/-Rb0RGm7efoI/TwXiTlzblYI/AAAAAAAAAv4/38oAwT-yrqY/s400/Trembling%2BPlains.png" /&gt;&lt;div align="center"&gt;&lt;strong&gt;Typical landscape of the Trembling Plains&lt;/strong&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;/strong&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;~  &lt;/strong&gt;Agi&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-217262983989917874?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/217262983989917874'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/217262983989917874'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2012/01/introduction-to-geography.html' title='An Introduction to the Geography'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-EqbjtMDnAo0/TwXhqDFy5jI/AAAAAAAAAvs/qv9iFdZo6Fw/s72-c/Map%2Bof%2BTrembling%2BPlains.png' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-417866972959085507</id><published>2012-01-02T10:17:00.000-07:00</published><updated>2012-01-08T18:53:27.095-07:00</updated><title type='text'>The Eloy - Part 2</title><content type='html'>&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div align="center"&gt;~~~~~~~~~~&lt;/div&gt;&lt;div align="center"&gt;Possessions, Special Equipment,&lt;/div&gt;&lt;div align="center"&gt;Creatures and Allies, Food &amp;amp; Treasure&lt;/div&gt;&lt;div align="center"&gt;~~~~~~~~~~&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;/strong&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;strong&gt;&lt;br /&gt;Possesions:&lt;/strong&gt; &lt;/strong&gt;"The Eloy are primarily herders and therefore live a nomadic lifestyle. Their possessions are few, and what they do possess is functional and practical. If there is a tool or item that one of the Eloy need, they are more than likely able to produce the item themselves, or find someone else in the tribe that can. &lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;The Eloy are quite talented craftspeople and some of their unique items, such as the&lt;em&gt; boksi elo&lt;/em&gt;, a specially woven bag that is able to hold water, are quite popular in the trade towns and cities which border the Trembling Plains. Most of the items a typical Eloy owns pack into a set of twin leather or braided packs, and are slung over either side of a pack animal. For larger items, such as their shelters, the use of drag-poles, made of mekillot rib bones, help reduce the weight of the loads draft animals are required to haul.&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;br /&gt;Special Equipment&lt;/strong&gt;:&lt;/div&gt;&lt;div align="left"&gt;&lt;em&gt;Bolas&lt;a href="http://4.bp.blogspot.com/-8LqN_LzRsWA/TwpIRypQmcI/AAAAAAAAAwo/qbuq3MNC_8w/s1600/bola%2B2.jpg"&gt;&lt;img style="margin: 0px 0px 10px 10px; width: 162px; height: 300px; float: right; cursor: pointer;" id="BLOGGER_PHOTO_ID_5695444149253216706" border="0" alt="" src="http://4.bp.blogspot.com/-8LqN_LzRsWA/TwpIRypQmcI/AAAAAAAAAwo/qbuq3MNC_8w/s400/bola%2B2.jpg" /&gt;&lt;/a&gt;&lt;/em&gt;&lt;/div&gt;&lt;div align="left"&gt;Game Stats —&lt;/div&gt;&lt;div align="left"&gt;Function: Entanglement weapon. &lt;/div&gt;&lt;div align="left"&gt;Size and Weight: Varies, but usually one meter in overall length, roughly 1kilogram in weight.&lt;/div&gt;&lt;div align="left"&gt;Materials and Construction: Bola weights are made from very hard polished seeds of a slightly concave shape or of smooth, round stones; they stack lightly in a woven pouch made of plant fiber. Bolas string is made from plant fiber. Eloy bolas use three straps of equal length. There are hooks, or barbs, that catch on the rope after wrapping around the target.&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;em&gt;&lt;br /&gt;Three-Season Cloak&lt;/em&gt;&lt;/div&gt;&lt;div align="left"&gt;Game Stats — &lt;/div&gt;&lt;div align="left"&gt;Function: Concealment clothing.&lt;/div&gt;&lt;div align="left"&gt;Description: This hooded, mixed-colored cloak has dried scrubland vegetation sewn into its surface. When worn with the hood drawn, this cloak gives the wearer a +2 circumstance bonus on Hide checks during the Flamesky, Cold Nights  and Ral’s Rest seasons while worn outdoors in the scrublands of the Trembling Plains.&lt;/div&gt;&lt;strong&gt;&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Creatures and Allies&lt;/strong&gt;:&lt;/div&gt;&lt;/strong&gt;&lt;div&gt; "As nomadic herders, the Eloy utilize a variety of creatures in their everyday life. Dewbacks are the primary beasts that the Eloy maintain in significant numbers. They are the beasts of burden and the primary source of outside income, and therefore wealth.&lt;br /&gt;&lt;br /&gt;&lt;img style="margin: 0px auto 10px; width: 326px; height: 217px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694203369938314146" border="0" alt="" src="http://4.bp.blogspot.com/-sGkxCySu2CY/TwXfy7gBY6I/AAAAAAAAAvg/9vfQd6B5kwE/s400/Dewback%2B11.bmp" /&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;Dewback&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The number of Inixes (ToA 158) that the Eloy maintain are limited and are trained primarily as mounts for combat.  Kanks (ToA 181) are sparse on the Trembling Plains and are considered wild creatures, not intended to be utilized under normal circumstances; kank nectar, however, is often collected and dried as part of the Eloy diet.&lt;br /&gt;&lt;br /&gt;Mekillots (ToA 166) roam wild in vast herds throughout the Trembling Plains. They are held in reverence by the Eloy, and are almost considered sacred. The Eloy believe that the mekillots are a gift from the earth spirit and are the bringers of life. It would seem that this is, in fact the truth, but is in actuality, just part of the creatures’ migration pattern. Still, the Eloy believe that the mekillots maintain balance by bringing life and also destroying it. Mekillot are enormous creatures and can cause a great deal of destruction when a herd stampedes. When this happens, Eloy camps are devesated and often numerous Eloy are killed, or injured. But the mekillots provide nutrients for the soil, which in turn allows the abundance of short grasses to grow, creating a somewhat unusual, and particular environment, unique only to the Trembling Plains.  (See Spirits of the Trembling Plains.)&lt;br /&gt;&lt;br /&gt;The Eloy are extremely wary of outlanders, or anyone not Eloy. They have, however, created and maintained working relationships with the traders at towns such as Azeth’s Rest, Kurn, Fort Ral and Dry Springs. As a rule though, the Eloy do not give allegiance, nor commitment, to anyone other than to other Eloy."&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;strong&gt;Food: &lt;/strong&gt;&lt;br /&gt;&lt;em&gt;Aish Bread&lt;/em&gt; – "The most traditional, and common food the Elo&lt;a href="http://1.bp.blogspot.com/-Mjqlq6c4UG8/TwXdZknjrNI/AAAAAAAAAuM/_Fz3Qaj8hQU/s1600/bread_00042_l.jpg"&gt;&lt;img style="margin: 0px 0px 10px 10px; width: 187px; height: 183px; float: right; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694200735275920594" border="0" alt="" src="http://1.bp.blogspot.com/-Mjqlq6c4UG8/TwXdZknjrNI/AAAAAAAAAuM/_Fz3Qaj8hQU/s320/bread_00042_l.jpg" /&gt;&lt;/a&gt;y eat is aish bread. This flat bread is made by combining ground grain flour with water. Small balls of dough are formed and rolled, then flattened between the palms of their hands. They are then placed on a heated rock and left to bake. Aish bread is eaten by tearing off small, bite-sized pieces; it will be found at nearly every Eloy meal."&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;a href="http://4.bp.blogspot.com/-H8oNG0BncC8/TwXdtl8WlSI/AAAAAAAAAuk/CWzIqFn1HjM/s1600/cheanu%2Broot%2Bsmall.png"&gt;&lt;img style="margin: 0px 10px 10px 0px; width: 200px; height: 144px; float: left; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694201079228962082" border="0" alt="" src="http://4.bp.blogspot.com/-H8oNG0BncC8/TwXdtl8WlSI/AAAAAAAAAuk/CWzIqFn1HjM/s320/cheanu%2Broot%2Bsmall.png" /&gt;&lt;/a&gt;Cheneau Root&lt;/em&gt; – "This tuber is a lateral root, which grows directly below the plant of the same name. Easily identified by those familiar with it, the low growing plant has large broad leaves, dark green to brown in color, which shade the ground underneath; helping to preserve moisture and prevent evaporation. The cheneau plant contains many natural toxins, however, they are all stored in the stem, leaves, and blossoms. The toxin, when ingested, affects the nervous system causing weakness and confusion. The root, however, naturally filters these toxins out and once dug up, is safe to consume. A common cheneau root is about the size of a man’s fist. The outside skin of the root is edible, put is very bitter, and is often carved away. The root is very starchy and is made more palatable by breaking these starches down – either by baking, boiling, or steaming. The tissue of the cheneau root varies in color from pale yellow to dark orange, and is filling and slightly sweet in flavor."&lt;br /&gt;&lt;em&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/-0H1eVYkZkOg/TwXd3yjiDEI/AAAAAAAAAuw/PROqYBo1egI/s1600/ztall%2Bjerky%2Bsmall.png"&gt;&lt;img style="margin: 0px 0px 10px 10px; width: 150px; height: 149px; float: right; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694201254413208642" border="0" alt="" src="http://1.bp.blogspot.com/-0H1eVYkZkOg/TwXd3yjiDEI/AAAAAAAAAuw/PROqYBo1egI/s320/ztall%2Bjerky%2Bsmall.png" /&gt;&lt;/a&gt;Z’tal Jerky&lt;/em&gt;- "Cut into strips, trimmed of fat, and rubbed with salt or harrow seeds, z’tal meat is dried by placing out in the sun on small racks made of twigs. This method allows the Eloy to preserve large amounts of food in a short period of time, which is then easily stored and carried. The jerky remains edible in this state almost indefinitely (as long as it is kept dry)."&lt;br /&gt;&lt;em&gt;&lt;br /&gt;Trange Fruit&lt;/em&gt; – "This small, round, succulent fruit grows on large bushes found around oasis. The skin of the fruit is light brown and is covered with short, stubbly hairs. The inside of the fruit is bright green, speckled with small, edible black seeds. The flavor of the trange fruit is sweet and refreshing. All but the skin can be eaten without any worry of ill effects. The Eloy sometimes peel and mash trange fruit in order to spread it on the aish bread."&lt;br /&gt;&lt;br /&gt;&lt;em&gt;&lt;a href="http://4.bp.blogspot.com/-HAIPIF_A7Hg/TwXfZruCH6I/AAAAAAAAAvI/6e-gwIjLNMY/s1600/yypr%2Bneedles.jpg"&gt;&lt;img style="margin: 0px 10px 10px 0px; width: 120px; height: 165px; float: left; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694202936205385634" border="0" alt="" src="http://4.bp.blogspot.com/-HAIPIF_A7Hg/TwXfZruCH6I/AAAAAAAAAvI/6e-gwIjLNMY/s320/yypr%2Bneedles.jpg" /&gt;&lt;/a&gt;Yypr Tea&lt;/em&gt;- "The hard, flat needles of the yypr tree, boiled in water, produce a refreshing, although slightly bitter, tea. This tea can be sweetened by adding small pieces of dried kank honey, however, the Eloy tend to drink it plain. For special occasions, the Eloy will flavor yypr tea with various other spices and brew large quantities. The Eloy prefer yypr tea over most others, however, they are not opposed to drinking any type of tea offered or available."&lt;br /&gt;&lt;br /&gt;&lt;em&gt;Other&lt;/em&gt; – "Aside from being herders, the Eloy are also hunters and gatherers. They collect what they can as they wander the Trembling Plains; nuts, berries, and numerous plants are all common elements of their daily diet. Meat is eaten sparingly, but is normally the center piece for feasts, ceremonies and gatherings."&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Treasure:&lt;/strong&gt; "Eloy have no use for gold, silver, copper, or gems; they are too heavy and cumbersome to bother with, and tend to draw the unwanted attention of bandits and thieves. Instead, the Eloy use lead beads or ceramic bits if they must, but prefer to trade or barter for goods. The Eloy view their wealth in their herds, and their investments are placed with merchants such as House Azeth."&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;~ Agi&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-417866972959085507?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/417866972959085507'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/417866972959085507'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2012/01/eloy-part-2.html' title='The Eloy - Part 2'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-8LqN_LzRsWA/TwpIRypQmcI/AAAAAAAAAwo/qbuq3MNC_8w/s72-c/bola%2B2.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-6839643954107950402</id><published>2012-01-01T08:57:00.000-07:00</published><updated>2012-01-05T10:51:52.270-07:00</updated><title type='text'>The Eloy - Part One</title><content type='html'>&lt;div&gt;&lt;div&gt;&lt;div&gt;&lt;div align="center"&gt;~~~~~~~~~~&lt;/div&gt;&lt;div align="center"&gt;Location, History, Physical Characteristics, &lt;/div&gt;&lt;div align="center"&gt;Alignment, Language &amp;amp; Worldview&lt;/div&gt;&lt;div align="center"&gt;~~~~~~~~~~&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;strong&gt;Location: &lt;/strong&gt;"There are, upon the Trembling Plains, a proud group of nomadic herders, known as the Eloy. These half-elven people breed and maintain large herds of dewbacks, which they trade to caravans and at merchant towns such as Azeth’s Rest, Dry Spring, South Guard and Kurn. The Eloy maintain a unique racial trait, in that they are all of mixed human and elven descents; half-elven children of half-elven descendants. &lt;/div&gt;&lt;div align="left"&gt; &lt;img style="margin: 0px auto 10px; width: 400px; height: 311px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694207053513313762" border="0" alt="" src="http://4.bp.blogspot.com/-p6beT40Cm8E/TwXjJV4vTeI/AAAAAAAAAwE/jCahT5dyblM/s400/Map%2Bof%2BEloy%2BTerritory.jpg" /&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;br /&gt;History: &lt;/strong&gt;"Human Kurnans and Eldaarish, fleeing their cities when those Sorcerer-Kings began to gather annual tributes for the Dragon, ventured out onto the Trembling Plains &lt;a href="http://3.bp.blogspot.com/-BZA38ZI1yKI/TwXJvrFpdAI/AAAAAAAAAtQ/i8CiFpo_5u4/s1600/antler-dagger.bmp"&gt;&lt;img style="margin: 0px 0px 10px 10px; width: 266px; height: 160px; float: right; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694179124737307650" border="0" alt="" src="http://3.bp.blogspot.com/-BZA38ZI1yKI/TwXJvrFpdAI/AAAAAAAAAtQ/i8CiFpo_5u4/s200/antler-dagger.bmp" /&gt;&lt;/a&gt;seeking sanctuary. Here, they met with elven tribes who had once been part of the Table Land tribes, but who had also ventured onto the Trembling Plains during the Cleansing Wars, seeking escape from the 8th Champion of Rajaat – Albeorn of Brunswich (Andropinis) ‘Slayer of Elves.’&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;  The two races learned the benefits of cooperation, intermarried, had children, and established their own unique culture. Since those long ago times, ages ago, the Eloy have since remained an elusive and secretive group of people, endlessly roaming the Trembling Plains, migrating as the seasons change, forever weary of the sedentary races who sometimes venture into their territory."&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;strong&gt;Physical Characteristics: &lt;/strong&gt;"Like other half-elves encountered on Athas, the Eloy are bulkier than elves, and taller than humans. The Eloy tend to share characteristics from both races, however the majority of the Eloy bear more Elvish physical characteristics than human, due to the fact that they live their lives in the wildlands and endure the elements, much like the closely related Elven tribes. Upon meeting the Eloy, however, it is quite apparent that they are not Elven, and are certainly not Human either; they are a distinct and unique combination of the two, altogether very natural in the setting in which they are encountered."&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;br /&gt;Alignment: &lt;/strong&gt;"Eloy will most commonly be chaotic neutral in personality due to their worship of Wind, but many are lawful neutral. They value unpredictability, but work together for the benefit of all and follow a fairly regimented lifestyle."&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;strong&gt;Language:&lt;/strong&gt; "The Eloy have a very simple, minimalist language. The vocabulary focuses on simple concepts and elements that are relatively universal among all cultures; the entire language consists of approximately only one hundred and twenty words. The language is a combination of Common and Elvish sounds, with many words unique only to the Eloy. &lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;An example of Eloy, when describing the lands they live upon, translates ‘&lt;em&gt;eloy mata&lt;/em&gt;,’ literally as ‘Eloy land.’ It could, however, also be interpreted as: ‘the land of the Eloy,’ or ‘the land the Eloy possess,’ or just ‘Eloy territory.’ While Eloy is a very easy language to learn, it is also closely guarded from outsiders and therefore most of the communication the Eloy do with non-Eloy is in the Common or Elven Tongue. &lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;The Eloy have also developed, and commonly use, a complex code of insect and bird calls to signal and warn each other of approaching dangers."&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;br /&gt;Worldview:&lt;/strong&gt; “The Eloy see all things in life as they relate to nature and to the natural cycle of life. This cyclical worldview seems to be integrated into all aspects of the Eloy’s daily life. &lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;An example of this worldview is the Eloy encampment. The camp will always be set in a circular pattern, with the shelters of individual families arranged facing inwards, towards the open communal space traditionally left in the center. This space is used for ritual, ceremonial and public functions, as well as a protective refuge for the tribe’s most valuable animals should danger threaten. &lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;The camp circle is also symbolic of the group’s interest in providing both social and spiritual space. The ring of shelters, sometimes surrounded by a ditch, or a tangle of bramblevines, is pierced by two entrances. These opposite openings are oriented to the prevailing wind – as the seasons change, and wind direction changes, the entrances are adjusted to match, guaranteeing that the wind can always flow easily through the center of camp. Part of this function is for practicality, allowing the winds to blow unrestricted, and partially because the Eloy believe the winds will blow and cleanse any ‘bad spirits’ out of their encampment. The chieftain of each tribe will always pitch his shelter so that the entrance faces the direction of wind, thereby being able to bless the winds as they enter the camp.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;img style="margin: 0px auto 10px; width: 420px; height: 191px; text-align: center; display: block; cursor: pointer;" id="BLOGGER_PHOTO_ID_5694181676881387074" border="0" alt="" src="http://1.bp.blogspot.com/-KdCVCNTK1Mo/TwXMEOkNnkI/AAAAAAAAAtc/CpMyS2ddz78/s320/Eloy%2Bnight%2Bcamp.png" /&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;Eloy camp under the light of Ral&lt;br /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;div align="left"&gt;Another example of the Eloy’s reverence for the natural cycle of life is how they refer to being born, or ‘coming from the earth.’ While alive, the Eloy refer to living as ‘being kept alive by the earth,’ and when death comes, it is referred to it as ‘returning to the earth.’ The Eloy believe in the balance of the natural world and will often base any decision they make on what they feel would create, restore or maintain that balance."&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;~ Agi&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-6839643954107950402?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/6839643954107950402'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/6839643954107950402'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2012/01/eloy-part-one.html' title='The Eloy - Part One'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-p6beT40Cm8E/TwXjJV4vTeI/AAAAAAAAAwE/jCahT5dyblM/s72-c/Map%2Bof%2BEloy%2BTerritory.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7926118961012005326</id><published>2010-02-07T19:46:00.000-07:00</published><updated>2012-01-05T08:48:50.119-07:00</updated><title type='text'>Azeth's Rest - History &amp; Lore</title><content type='html'>&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;History&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Meraan Azeth founded House Azeth at the same time that Kurn was founded, towards the end of the Cleansing Wars. Since that time, House Azeth has intermarried with herders, Draji, and other people that they have had contact. Despite its relatively small size, the sheer scale of Azeth’s Great Caravan, its exclusive trade rights to Eldaarich, its near stranglehold on trade to Kurn, its enormous history, and the extraordinary strategic and political importance of Azeth’s Rest, require that one treat Azeth as a ‘major‛ trade house within this region.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Environment&lt;/strong&gt;: House Azeth is based in the fortified village of Azeth’s Rest, has permanent posts in Ket, Draj, and Kurn, and seasonal posts at Silt Side and Fort Stench. However, the greatest bulk of strength sits in its Great Caravan.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Typical Characteristics&lt;/strong&gt;: Azeth-blood family members tend to have dark hair and eyes and light brown skin that they cover when possible from the sun. All Azeth agents know the common tongue of the Tyr region; they also speak Kurnan, Elvish, and the herder dialect (Eloy). The Azeth House emblem is a golden lizard.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Alignment&lt;/strong&gt;: House Azeth has a strong reputation in the Trembling Plains for competence and fair dealing. Even more scrupulously law-abiding than House Inika, House Azeth bards and merchants emphasize lawfulness, taking great care that their business does not fall afoul of whatever passes for law and order in the lands that they deal with. House Azeth believes that the wind spirits send them opportunities to do good at small risk, and that persons of good character seize on these opportunities. The Azeth air clerics emphasize goodness, and determine a person’s character as whether they ‘listen to the winds’. However, survival and success of the house usually comes foremost. Most of the agents in House Azeth are either lawful good, lawful neutral, or neutral good.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Religion&lt;/strong&gt;: Azeth enjoys a special relationship with the air element and regards its air priests as prophetic. Most Azeth priests were ‘taken by the winds‛ when they were children, sometimes as young as babies. Strangers find it extraordinary to see Corik Azeth taking counsel from his five-year-old great niece. These ‘wind’s gift children’ have an extraordinary gift for identifying trustworthy people, and for predicting future marriages. Not all of their prophecies come true, because ‘the future is not written in stone, people are free to follow the winds, or to burn their own path.‛&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;Society&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Azeth calls those it employs agents, slaves, hirelings, and friends. Hirelings are persons who undertake a specific project or agree to work through one or two season, such as the Kurnan mercenaries that help to defend Azeth’s Rest during the Flamesky seasons. ‘Slaves,‛ to house Azeth, mean any person who agrees to work for a period of years without making a permanent commitment. Azeth pays its ‘slaves‛ daily, pays bonuses after seasons when their labor was particularly needed, and reserves half of their pay until the end of their service period. After the slave’s period of service has expired, House Azeth takes ceremony of setting a slave ‘free‛ very seriously, refusing to contract for another period of service until the slave has enjoyed his freedom for at least a week.&lt;br /&gt;&lt;br /&gt;Agents are all family members by either blood or marriage. When House Azeth Air priests perform the marriage ceremony, anyone who marries into House Azeth, takes the Azeth name and is treated like a full family member; such ‘non-blood‛ Azeth members can rise to full leadership in the House.&lt;br /&gt;&lt;br /&gt;A Friend of Azeth is a trustworthy person of great abilities who has rendered service to House Azeth. Eager to bring good blood into the family, Azeth tries to match such persons with single Azeth family members., When this is impractical (for example, if the friend is already married, or is a mul or a half-giant), the wind priests proclaim the person a ‘Friend of Azeth’, and that person is given land within the walls of Azeth’s Rest. The friend can build a permanent residence there that the project is his, as long as he lives. (The friend cannot sell the land or convey it to anyone else). Friends of Azeth are expected to assist with the defense of the town, and the House often draws on their efforts in other ways. Some Friends participate in the caravans as if they were agents.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Politics&lt;/strong&gt;: Azeth is acutely aware that, despite its importance to the North, it is a very small house compared to Tsalaxa or the other great Trade houses. Azeth is wary of trying to extend their trade links much farther into the Tyr region. At least until the situations there stabilize. Azeth has done well in the very stable, very predictable environment of the North. It knows its environment well and has adapted to it. They recognize these conditions for their success and avoid major risks in far larger, less predictable conditions. Azeth prefers to create more links to the northern Tyr region (by creating direct routes from Azeth to Raam and Urik that do not pass through Draj, and House Tsalaxa’s stranglehold). Azeth does not think that it is realistic to even think about serving routes to cities south of Raam (trying to trade from Tyr to Urik or Draj to Balic). On the other hand, Azeth is willing to pretend to be larger than it is, and to pretend to consider expansion. This was the bargaining chip that persuaded House Inika to partner exclusively with Azeth for the northern trade in Gulgan spices on condition that Azeth sells Kurnan and Eldaarish spices exclusively to Inika for trade in Gulg, Tyr, and Nibenay. Both Inika and Azeth think that they received the better end of the bargain, but the truth is that the bargain was good for both houses; Inika is the only house with the savvy to give Azeth a run for its money on the Draj-Eldaarich road, but Azeth’s Great Caravan really seems to be the safest and most economical solution to the bandit threat in the long term.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);"&gt;House Azeth Lore&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Characters with ranks in Knowledge (Local [Draj]) or Knowledge (Local [Trembling Plains]) can learn more about House Azeth. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Knowledge&lt;/strong&gt; (Local [Trembling Plains])&lt;br /&gt;&lt;br /&gt;DC 10&lt;br /&gt;Result: House Azeth owns a heavily protected oasis along the trade road called ―Azeth‘s Rest. Azeth‘s Great Caravan departs Kurn on the 20th of every quinth except for Flamesky, and arrives in Azeth‘s Rest on the 25th. Every quinth except for Flamesky, Azeth‘s Rest holds a trade fair shortly after the Great Caravan arrives. The Great Caravan departs Azeth‘s Rest on the 53rd day of the season, and arrives in Kurn on the 58th day. The Great Caravan stops for nothing, and the guards assume that anyone or anything that stands in the Caravan‘s path is a bandit.&lt;br /&gt;&lt;br /&gt;12: Corik Azeth always accompanies the Great Caravan. House Azeth has a solid reputation for fair dealing in Kurn and among the Eloy of the Trembling Plains.&lt;br /&gt;&lt;br /&gt;14: Corik Azeth, leader of House Azeth, gained the trust of an Eldaarish high templar, and established trade relations with Eldaarich. Trade occurs four times a year at the village of Silt Side, a few days after the Great Caravan arrives in Kurn.&lt;br /&gt;&lt;br /&gt;20: Like the Eloy, most members of House Azeth have some human and some elven ancestry. The local elven tribes respect House Azeth, and use the house to mediate their disputes with the Eloy. House Azeth is elf-like in one respect —Azeth priests apply elf-like tests of the character of the persons that they wish to trust.&lt;br /&gt;&lt;br /&gt;25: House Azeth‘s wind priests advise the house, and have a keen ear for truth. Some of them claim to prophesy the future. Only through the advice of the wind priests could a relative outsider like Corik Azeth (an Eloy herder that married into House Azeth) rose to become head of the house.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Knowledge&lt;/strong&gt; (Local [Draj])&lt;br /&gt;&lt;br /&gt;DC 10&lt;br /&gt;Result: House Azeth is a minor trade house that does some business in Draj.&lt;br /&gt;&lt;br /&gt;15: House Azeth has a small emporium in Draj, and does most of its business far to the north. Its trade route includes the Lost Cities, Kurn and Eldaarich.&lt;br /&gt;&lt;br /&gt;20: While a small house by Tyr region standards, House Azeth is very important in the north, and owns a key oasis along the trade road called ―Azeth‘s Rest.‖ This oasis holds trade fairs four times per year.&lt;br /&gt;&lt;br /&gt;25: House Azeth has an exclusive trade relationship with the city-state of Eldaarich, and holds an even greater influence in Kurn than House Tsalaxa has in Draj.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7926118961012005326?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7926118961012005326'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7926118961012005326'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/02/history-lore.html' title='Azeth&apos;s Rest - History &amp; Lore'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-2781726470952246750</id><published>2010-02-07T19:36:00.000-07:00</published><updated>2012-01-05T08:33:48.015-07:00</updated><title type='text'>House Azeth Facts</title><content type='html'>&lt;div align="left"&gt;&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/S296RABYpcI/AAAAAAAAAgI/hvYW8YD2uAo/s1600-h/dxmwgsz_130gdpj38fq_b.jpg"&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 246px; text-align: center; display: block;" id="BLOGGER_PHOTO_ID_5435697707741652418" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/S296RABYpcI/AAAAAAAAAgI/hvYW8YD2uAo/s400/dxmwgsz_130gdpj38fq_b.jpg" /&gt;&lt;/a&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);font-size:130%;" &gt;House Azeth and Azeth's Rest&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;div align="left"&gt;· Trades in livestock, bulk goods, liquids, hardwood and textiles. Routes include Kurn, Eldaarich, Draj, and Dry Springs.&lt;br /&gt;&lt;br /&gt;· Agents are family by blood, adoption or marriage. Agent pay is low, but all agents have a stake in the House. Some of the mercenaries are paid more than the agents, and the House even pays their "slaves."&lt;br /&gt;&lt;br /&gt;· Use of carefully trained inix, and their closely related dewbacks, form the bulk of their caravans. They model themselves after Kurnan military tactics and organization.&lt;br /&gt;&lt;br /&gt;· North of Azeth's Rest, Preserver magic protects the caravans.&lt;br /&gt;&lt;br /&gt;· Cooperative, cordial, diplomatic, and scrupulously studies and abides by laws and customs of the lands they deal in. Avoids arcane magic and spell components in the Tablelands, and pays full Kurnan taxes. Agents are extremely well armed with Kurnan magical items.&lt;br /&gt;&lt;br /&gt;· Azeth's Rest has volatile prices and low availability for most of the year, but during the trade seasons, it has an economy as powerful as that of any city-state, because of the number of people bringing goods to trade. Additionally, during early Flamesky season, livestock can be purchased for half of the normal price.&lt;br /&gt;&lt;br /&gt;· Four seasonal trade fairs raise the population of this village to that of a small city-state. Encampments surround the town and there is a feeling of festivity.&lt;br /&gt;&lt;br /&gt;· Very few caravans or trade parties manage to travel to Azeth's Rest before the rumors of their travels arrive&lt;br /&gt;&lt;br /&gt;· The Eloy, herders of the Trembling Plains, turn the birth date of their patriarch or matriarch into the tribe’s greatest celebration, a time to honor their leader, by showering him with gifts and attention. While herders recognize and appreciate benefactors, it is unspeakably presumptuous to count yourself a "friend" of a patriarch, when you neglected to send him a present to honor his birth date. Huzbug Azeth, the Quartermaster at Azeth’s Rest, understands this simple and primitive tradition (and others like it), and thrives in the herders’ trust and appreciation.&lt;br /&gt;&lt;br /&gt;· One of the foods that Azeth’s Rests is famous for is its dimbi bread balls with harrow Seeds. Dimbi bread consists mainly of a coarsely ground grain (dimbi), mixed with rendered animal fat and dried skuttlevine berries. The mix is formed into small fist-sized balls, and baked next to coals. Harrow seeds are small, black, spicy seeds which dimbi balls are rolled in prior to baking.&lt;/div&gt;&lt;div align="left"&gt; &lt;/div&gt;&lt;p align="left"&gt;- House Azeth uses inix and dewbacks exclusively as mounts for transport. They consider the beasts the most reliable and hardy of desert creatures. Inix are able to carry not only trade goods, but also passengers, while dewbacks are able to bear heavier cargo loads.&lt;br /&gt;&lt;br /&gt;· The House of Azeth commonly employs humans and half-elves to work their caravans, however, they do not discriminate using other races if they are able to provide valuable services (magic-users, psions, mercenaries, etc.)&lt;br /&gt;&lt;br /&gt;&lt;/p&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 258px; text-align: center; display: block;" id="BLOGGER_PHOTO_ID_5435697277741776658" border="0" alt="" src="http://4.bp.blogspot.com/_K4rwSP2-Hw0/S2953-JbPxI/AAAAAAAAAgA/QDevQ4etNFA/s400/Azeth%27s+Rest+Flag.bmp" /&gt;&lt;br /&gt;· The flag of the town of Azeth's Rest is tricolored, divided horizontally. The top and bottom fields are black, and the middle field dark brown. There is a golden lizard of old tribal elven design on the hoist side of the flag. This lizard represents either the inix or the dewbacks that House Azeth has depended upon for its commerce since the town was established. Three golden stars lay on the fly side, a larger one in the dark brown field, and two smaller ones in the top black field, representing the stars that the founders of Azeth's Rest followed while traveling north from the Tablelands.&lt;br /&gt;&lt;br /&gt;· The official crest of Azeth’s Rest is a golden lizard surrounded by four semi-round stones.&lt;br /&gt;&lt;br /&gt;· While travelling in an official capacity, soldier’s from Azeth’s Rest carry long lances with a square-cut pennon attached to it. This small, flag-type pennant is bicolored lengthwise, with a black bar over a dark brown bar, and a single gold star that bisects the fields equally.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-2781726470952246750?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2781726470952246750'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2781726470952246750'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/02/house-azeth-faqs.html' title='House Azeth Facts'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/S296RABYpcI/AAAAAAAAAgI/hvYW8YD2uAo/s72-c/dxmwgsz_130gdpj38fq_b.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-2292158874884459216</id><published>2010-02-04T20:02:00.000-07:00</published><updated>2012-01-05T08:46:26.229-07:00</updated><title type='text'>Azeth's Rest - Map</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_K4rwSP2-Hw0/S2wAdVk00-I/AAAAAAAAAf0/owQ8AL5jKY0/s1600-h/Azeth%27s+Rest.bmp"&gt;&lt;img style="margin: 0px auto 10px; width: 400px; height: 323px; text-align: center; display: block;" id="BLOGGER_PHOTO_ID_5434719354337154018" border="0" alt="" src="http://4.bp.blogspot.com/_K4rwSP2-Hw0/S2wAdVk00-I/AAAAAAAAAf0/owQ8AL5jKY0/s400/Azeth%27s+Rest.bmp" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div align="left"&gt;Azeth’s Rest lies geographically halfway along the trade route between Draj and Kurn. It has been held, and kept firmly within the hands of House Azeth since the town was first established. There are roughly 400 free citizens who dwell either within the town’s walls, or just outside its periphery. The town is protected by a group of about thirty to forty mercenaries who protect both the town and the nearby section of the caravan road. The most obvious feature, and the one that a desert traveler is bound to notice first, is the fortified wall which surrounds the perimeter of the town (1). Set at regular intervals along the wall are tall watchtowers, each with its own ballistae and set of crossbows; these are manned at all times by at least one pair of sentries, and each is within sight of several others.&lt;br /&gt;&lt;br /&gt;Azeth’s Rests’ main attractions are its natural spring and open market, both of which are free to anyone, provided they follow all of the town’s laws and regulations.&lt;br /&gt;&lt;br /&gt;Upon first entering Azeth’s Rest, one passes through the open market, or bazaar (2). If mounts or pack animals accompany travellers, they will have to be corralled in the animal pens (3), which are rented for a small fee. Melkillots are not allowed within the walls of Azeth’s Rest, however, there are several chaining pillars located outside of the wall that the massive beasts can be tethered to (4).&lt;br /&gt;&lt;br /&gt;After passing through the market, one will come to sandy shores of the natural spring (5), which is open and available to all beings, provided they take no more water than is necessary to sustain life.&lt;br /&gt;&lt;br /&gt;The largest building in Azeth’s Rest is the headquarters of House Azeth (6), which is actually a complex of several buildings. The largest structure is the private residence of Corik Azeth, House Azeth’s leader, while the other, only slightly smaller structures being the trade room and warehouse. The smallest structure in the complex is where the Azeth family’s personal servants live.&lt;br /&gt;&lt;br /&gt;There is only one "allowed" drinking house in Azeth's Rest, the "&lt;em&gt;Boki Nan&lt;/em&gt;" (7). This is a fragmented phrase of Eloy for "small broken pieces of pottery that are still usable." This is the remaining over-sized structure in town, and is the only building in Azeth’s Rest that has an upper level. A variety of meals are served here as well as a small selection of beverages, but mostly, it is a gathering place for both permanent residents and travelers.&lt;br /&gt;&lt;br /&gt;The remaining structures in town are private dwellings.&lt;br /&gt;&lt;br /&gt;While Azeth’s Rest is very definitely outside the range, and interest, of any nearby sorcerer kings, laws and regulations are still plentiful, and are strictly enforced. Many of these rules tend to be slated towards trade, taxes and alliances, while few of them truly govern the town’s every day to day life. It has been rumored that Azeth’s Rest provides a safe-haven for Preserver’s and members of the Veiled Alliance; a rumor that is not unfounded.&lt;br /&gt;&lt;br /&gt;Services at Azeth’s Rest are nominal, but can be easily found with simple inquiries. Various essentials to desert travel, or unusual services, can also be had if one is inclined to pay inflated prices.&lt;br /&gt;&lt;br /&gt;The local Air Cleric can sometimes be persuaded to heal minor injuries for a nominal fee, but his abilities do not &lt;em&gt;appear&lt;/em&gt; to extend much beyond simple healing. For more serious wounds and injuries, or for those who desire more powerful skills, there is a Death Singer, or Soul Bender, that inhabits a cave carved into a rock outcropping south of town. Beware, however, as the arts that are practiced within the cave tend to carry adverse affects unforeseen by the needy and the desperate. &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-2292158874884459216?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2292158874884459216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2292158874884459216'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/02/azeths-rest-map-and-flag.html' title='Azeth&apos;s Rest - Map'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_K4rwSP2-Hw0/S2wAdVk00-I/AAAAAAAAAf0/owQ8AL5jKY0/s72-c/Azeth%27s+Rest.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7228972558025987035</id><published>2010-02-03T21:06:00.000-07:00</published><updated>2012-01-05T08:53:12.408-07:00</updated><title type='text'>Azeth's Rest Leadership</title><content type='html'>&lt;div align="left"&gt;&lt;strong&gt;&lt;span style="color: rgb(102, 0, 0);font-size:130%;" &gt;House Azeth’s Leadership&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Corik Azeth&lt;/strong&gt; – Head of House Azeth &lt;strong&gt;CR10&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;Human Bard 3/Fighter 2/ Dune Trader 5 Lvl 10&lt;br /&gt;LN Medium Half-Elf (Eloy)&lt;br /&gt;&lt;strong&gt;Init&lt;/strong&gt; +1; &lt;strong&gt;Senses&lt;/strong&gt; Listen +13, Spot +13&lt;br /&gt;&lt;strong&gt;Languages&lt;/strong&gt; Common, Eldaarish, Eloy, Elven, Kurnan, Eldaarish drumcode, Nestap hand signals&lt;br /&gt;&lt;strong&gt;AC&lt;/strong&gt; 19, &lt;strong&gt;touch&lt;/strong&gt; 11, &lt;strong&gt;flat footed&lt;/strong&gt; 18 (+1 Dex, +5 Armor, +2 Shield, +1 Deflection, +1 Natural)&lt;br /&gt;&lt;strong&gt;hp&lt;/strong&gt; 50 (10 HD)&lt;br /&gt;&lt;strong&gt;Fort&lt;/strong&gt; +5, &lt;strong&gt;Ref&lt;/strong&gt; +6, &lt;strong&gt;Will &lt;/strong&gt;+9&lt;br /&gt;&lt;strong&gt;Str &lt;/strong&gt;12, &lt;strong&gt;Dex&lt;/strong&gt; 12, &lt;strong&gt;Con&lt;/strong&gt; 12, &lt;strong&gt;Int&lt;/strong&gt; 15, &lt;strong&gt;Wis&lt;/strong&gt; 12, &lt;strong&gt;Cha&lt;/strong&gt; 15&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt; 20 ft. in breastplate (4 squares), base speed 30 ft., 40 ft. (8 squares) mounted&lt;br /&gt;&lt;strong&gt;Melee&lt;/strong&gt; lance (1d8+1/x3) or&lt;br /&gt;&lt;strong&gt;Ranged&lt;/strong&gt; heavy crossbow (1d10/19-20)&lt;br /&gt;&lt;strong&gt;Space&lt;/strong&gt; 5 ft.; &lt;strong&gt;Reach&lt;/strong&gt; 5 ft.&lt;br /&gt;&lt;strong&gt;Base Atk&lt;/strong&gt; +7; &lt;strong&gt;Grp&lt;/strong&gt; +7&lt;br /&gt;&lt;strong&gt;Atk Options&lt;/strong&gt; Mounted Combat, Ride-by Attack(Inix)&lt;br /&gt;&lt;strong&gt;Special Actions&lt;/strong&gt; bardic music 4/day (countersong, fascinate 2 creatures, inspire courage +1, inspire competence), Quick Draw&lt;br /&gt;&lt;strong&gt;SQ&lt;/strong&gt; agent (two cohorts, up to 15th level), allies (House Azeth) bardic knowledge +7, contact 3/week, distributive bargaining, fast talk, integrative bargaining, poison use, trade secret (coolheaded)&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt; Leadership, Mounted Combat, Negotiator, Quick Draw, Ride-by Attack, Trader&lt;br /&gt;&lt;strong&gt;Skills&lt;/strong&gt; Appraise +7, Auto-Hypnosis +1, Balance +0, Bluff +16, Diplomacy +16, Disguise +6, Escape Artist +8, Gather Information +17, Intimidate +3, Jump +1, Knowledge (local[Eldaarich]) +9, Listen +13, Perform (string instruments) +13, Profession (merchant) +2, Psicraft +4, Ride +13 (+15 to saty in saddle), Search +13, Sense Motive +13, Spot +13, Use Magic Device +16&lt;br /&gt;&lt;strong&gt;Possessions&lt;/strong&gt; lance, heavy crossbow, chitin armor, amulet of natural armor +1, military saddle, 2 oil of flame arrow, dorje of elfsight, oil of cure wounds, 20d6sp&lt;br /&gt;&lt;strong&gt;Mount&lt;/strong&gt; inix&lt;br /&gt;&lt;strong&gt;Contact&lt;/strong&gt; Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)&lt;br /&gt;&lt;strong&gt;Hook&lt;/strong&gt; &lt;em&gt;"What do you think, Envek?"&lt;br /&gt;&lt;/em&gt;&lt;br /&gt;Recognized as the greatest Azeth leader in two millennia, Corik Azeth was born an Eloy herder, but married into house Azeth. Corik is reserved and seems to usually defer to his counselors, but recognizes opportunity when he sees it. He conceals his knowledge of Eldaarich and the Eldaarish tongue, pretending not to understand it when Kerillis and other Eldaarish templars speak in front of him.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;strong&gt;Cozek Azeth&lt;/strong&gt; – House Azeth Patriarch &lt;/span&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;CR8&lt;br /&gt;&lt;/span&gt; &lt;/strong&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;Human Kineticist/Red Guard 1 Lvl 8&lt;br /&gt;LN Medium Human&lt;br /&gt;&lt;strong&gt;Init&lt;/strong&gt; +0; &lt;strong&gt;Senses&lt;/strong&gt; Listen +3, Spot +3&lt;br /&gt;&lt;strong&gt;Languages&lt;/strong&gt; Common, Eldaarish, Eloy, Kurnan, Eldaarish drumcode&lt;br /&gt;&lt;strong&gt;AC&lt;/strong&gt; 17, &lt;strong&gt;touch&lt;/strong&gt; 10, &lt;strong&gt;flat footed&lt;/strong&gt; 17 (+5 Armor, +2 Shield)&lt;br /&gt;&lt;strong&gt;hp&lt;/strong&gt; 22 (8 HD)&lt;br /&gt;&lt;strong&gt;Fort&lt;/strong&gt; +4, &lt;strong&gt;Ref &lt;/strong&gt;+2, &lt;strong&gt;Will&lt;/strong&gt; +6&lt;br /&gt;&lt;strong&gt;Abilities Str&lt;/strong&gt; 10, &lt;strong&gt;Dex&lt;/strong&gt; 10, &lt;strong&gt;Con&lt;/strong&gt; 10, &lt;strong&gt;Int&lt;/strong&gt; 20, &lt;strong&gt;Wis&lt;/strong&gt; 13, &lt;strong&gt;Cha &lt;/strong&gt;13&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt; 30 ft. (6 squares), 40 ft. (8 squares) mounted&lt;br /&gt;&lt;strong&gt;Melee&lt;/strong&gt; mwk dagger +5 (1d4/19-20) or&lt;br /&gt;&lt;strong&gt;Ranged&lt;/strong&gt; sling +4(1d4)&lt;br /&gt;&lt;strong&gt;Space&lt;/strong&gt; 5 ft.; &lt;strong&gt;Reach&lt;/strong&gt; 5 ft.&lt;br /&gt;&lt;strong&gt;Base Atk&lt;/strong&gt; +4; &lt;strong&gt;Grp&lt;/strong&gt; +4&lt;br /&gt;&lt;strong&gt;Atk Options&lt;/strong&gt; enflame missile +1, Maximize Power, Point-blank Shot, Widen Power&lt;br /&gt;&lt;strong&gt;Power Points&lt;/strong&gt;/Day 63, &lt;strong&gt;Psion Powers Known&lt;/strong&gt; (ML 7th):&lt;br /&gt;&lt;em&gt;4th—detonate (DC 19), inertial barrier&lt;br /&gt;3rd—dispel psionics, energy burst (DC 18)*, energy cone (DC 18)*, energy wall (DC 18)&lt;br /&gt;2nd—body equilibrium, ego whip (DC 17)*, specified energy adaptation, energy push (DC 17)*&lt;br /&gt;1st—attraction (DC 16)*, detect psionics, mind thrust (DC 16)*, missive, vigor&lt;br /&gt;&lt;/em&gt;*The save DCs for these powers might increase with the use of augments&lt;br /&gt;&lt;strong&gt;SQ&lt;/strong&gt; vow of silence&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt; Alertness, Combat Manifestation, Craft Dorje, Maximize Power, Point-blank Shot, Widen Power&lt;br /&gt;&lt;strong&gt;Skills&lt;/strong&gt; Auto-Hypnosis +11, Concentration +11, Disable Device +10, Handle Animal +5, Intimidate +16, Knowledge (local [Eldaarich]) +10, Knowledge (local [Kurn]) +16, Profession (trader) +9, Ride +11&lt;br /&gt;&lt;strong&gt;Possessions&lt;/strong&gt; masterwork dagger, sling, goggles of dust watch, blanket of sustenance, saddle of missile barrier, +1 chitin armor, +1 agafari buckler, +1, amulet of non-detection, three seasons cloak, dorje of energy wall (30 charges), dorje of vigor (ML 7th, 10 charges), fruit-potion of lighten load&lt;br /&gt;&lt;strong&gt;Mount&lt;/strong&gt; inix&lt;br /&gt;&lt;br /&gt;Cozek is Corik’s father. There is a secret that he keeps from everyone except from the wind priests of House Azeth: Cozek is an escaped Red Guard who only pretends to be mute, to hide his Eldaarish accent. Some Eldaarish people, and Red Guards particularly, sometimes cut off parts of their right index and middle finger in order to hide their old identity, to the point where anyone missing those particular fingertips is suspected of hiding their identity. Cozek was careful to remove more than that, to diffuse suspicion.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;strong&gt;Envek Azeth&lt;/strong&gt; – Air Cleric of House Azeth &lt;strong&gt;CR13&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;Dwarven Cleric 13 Lvl 13&lt;br /&gt;LG Medium Dwarf&lt;br /&gt;&lt;strong&gt;Init&lt;/strong&gt; +2; &lt;strong&gt;Senses&lt;/strong&gt; Darkvision 60ft., Listen +4, Spot +19&lt;br /&gt;&lt;strong&gt;Languages&lt;/strong&gt; Common, Eloy, Elven, Kurnan, Dwarven runes&lt;br /&gt;&lt;strong&gt;AC&lt;/strong&gt; 20, &lt;strong&gt;touch &lt;/strong&gt;13, &lt;strong&gt;flat footed&lt;/strong&gt; 18 (+2 Dex, +5 Armor, +2 Shield, +1 Deflection)&lt;br /&gt;&lt;strong&gt;hp&lt;/strong&gt; 71 (13 HD)&lt;br /&gt;&lt;strong&gt;Fort&lt;/strong&gt; +9, &lt;strong&gt;Ref &lt;/strong&gt;+6, &lt;strong&gt;Will&lt;/strong&gt; +13; +2 against poison, spells and spell-like effects&lt;br /&gt;&lt;strong&gt;Str&lt;/strong&gt; 8, &lt;strong&gt;Dex&lt;/strong&gt; 13, &lt;strong&gt;Con&lt;/strong&gt; 11, &lt;strong&gt;Int&lt;/strong&gt; 16, &lt;strong&gt;Wis&lt;/strong&gt; 16, &lt;strong&gt;Cha&lt;/strong&gt; 14&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt; 20 ft. (4 squares)&lt;br /&gt;&lt;strong&gt;Melee&lt;/strong&gt; club +11(1d6+1/x3) or&lt;br /&gt;&lt;strong&gt;Ranged&lt;/strong&gt; composite shortbow (1d10/19-20)&lt;br /&gt;&lt;strong&gt;Space&lt;/strong&gt; 5 ft.; &lt;strong&gt;Reach&lt;/strong&gt; 5 ft.&lt;br /&gt;&lt;strong&gt;Base Atk&lt;/strong&gt; +9; &lt;strong&gt;Grp&lt;/strong&gt; +8&lt;br /&gt;&lt;strong&gt;Atk Options&lt;/strong&gt; Silent Spell&lt;br /&gt;&lt;strong&gt;Special Actions&lt;/strong&gt; spontaneous casting (cure spells), turn undead 7/day (+6, 2d6+17, 13th)&lt;br /&gt;&lt;strong&gt;Cleric Spells Prepared&lt;/strong&gt; (CL 13th)&lt;br /&gt;&lt;em&gt;7th—elemental chariot, prismatic sprayD (DC 21)&lt;br /&gt;6th—geas/quest, mass owl’s wisdom, siroccoD&lt;br /&gt;5th—control windsD, elemental strike (DC 19), greater command (DC 19), spell resistance&lt;br /&gt;4th—discern lies, elemental armor, neutralize poison, rainbow patternD (DC 18), tongues&lt;br /&gt;3rd—eye of the storm, prayer, searing lightD (+11 ranged touch), wind wall, worm’s breath&lt;br /&gt;2nd—augury, gust of windD (DC 16), shatter (DC 16), silence (DC 16), sound burst (DC 16), zone of truth (DC 16)&lt;br /&gt;1st—bless, color sprayD (DC 15), cooling canopy, deathwatch, endure elements, obscuring mists&lt;br /&gt;0—create element (3), detect magic, detect poison, guidance&lt;/em&gt;&lt;br /&gt;D: Domain spell. &lt;strong&gt;Element&lt;/strong&gt;: Air. &lt;strong&gt;Domains&lt;/strong&gt;: Blossom of the Sky, Fury of Storms&lt;br /&gt;&lt;strong&gt;SQ&lt;/strong&gt; automatically succeeds on Fortitude saves against heat caused by natural weather, dwarven focus, treated as one size larger against wind effects, water consumption is treated as continually in the shade&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt; Combat Casting, Disciplined, Maintenance Focus, Negotiator, Silent Spell&lt;br /&gt;&lt;strong&gt;Skills&lt;/strong&gt; Concentration +14, Diplomacy +10, Knowledge (religion) +7, Knowledge (the planes) +7, Ride +10, Listen +4, Sense Motive +12, Spot +19&lt;br /&gt;&lt;strong&gt;Possessions&lt;/strong&gt; club, composite shortbow, combat gear plus goggles of dust watch, blanket of sustenance, saddle of missile barrier, +1 chitin armor, +1 shield, ring of protection +1, amulet of natural armor +1&lt;br /&gt;&lt;strong&gt;Dwarven Focus&lt;/strong&gt; When Envek is actively pursuing to protect the Great Caravan, she receives a +1 morale bonus to all skill checks, attack and damage rolls, saving throws and spell save DCs.&lt;br /&gt;&lt;strong&gt;Mount&lt;/strong&gt; inix&lt;br /&gt;&lt;strong&gt;Contact&lt;/strong&gt; Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)&lt;br /&gt;&lt;strong&gt;Hook&lt;/strong&gt; &lt;em&gt;"Focus on the caravan!"&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;Visitors to Azeth’s rest are often astonished to hear Azeth human and half-elven children refer to the dwarf Envek as ‘aunt,' but it is true, in a manner of speaking. Long ago, an Azeth agent fell victim to a powerful dwarven psion bandit lord who used true mind switch in a cunning scheme to infiltrate house Azeth and take over Azeth’s Rest. The attempt would have been successful if the agent had not escaped captivity in the dwarf’s body, and somehow managed to persuade the wind priests of the deception and to kill the psion. With his own body dead, the agent had to make do with his new dwarven body. He married a dwarven friend of Azeth, and Envek was their second of eleven children. The People of Athas often remark that they have not seen a single family like Azeth split across so many races since the Rebirth.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:100%;"&gt;&lt;strong&gt;Huzbug Azeth&lt;/strong&gt; - Quartermaster at Azeth’s Rest &lt;strong&gt;CR12&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;Elven Bard 8/Dune Trader 4 Lvl 12&lt;br /&gt;LN Medium Elf&lt;br /&gt;&lt;strong&gt;Init&lt;/strong&gt; +10; &lt;strong&gt;Senses&lt;/strong&gt; Listen +6, Spot +7&lt;br /&gt;&lt;strong&gt;Languages&lt;/strong&gt; Common, Eldaarish, Eloy, Elven, Kurnan, Dwarven runes, Eldaarish drumcode, Nestap hand signals&lt;br /&gt;&lt;strong&gt;AC&lt;/strong&gt; 19, &lt;strong&gt;touch&lt;/strong&gt; 14, &lt;strong&gt;flat footed&lt;/strong&gt; 15 (+4 Dex, +5 Armor)&lt;br /&gt;&lt;strong&gt;hp&lt;/strong&gt; 44 (12 HD)&lt;br /&gt;&lt;strong&gt;Fort&lt;/strong&gt; +7, &lt;strong&gt;Ref&lt;/strong&gt; +11, &lt;strong&gt;Will&lt;/strong&gt; +10; +2 against telepathic powers and enchantment/charm spells&lt;br /&gt;&lt;strong&gt;Str&lt;/strong&gt; 12, &lt;strong&gt;Dex&lt;/strong&gt; 18, &lt;strong&gt;Con&lt;/strong&gt; 11, &lt;strong&gt;Int &lt;/strong&gt;13, &lt;strong&gt;Wis&lt;/strong&gt; 10, &lt;strong&gt;Cha&lt;/strong&gt; 16&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt; 40 ft. (8 squares); elf run&lt;br /&gt;&lt;strong&gt;Melee&lt;/strong&gt; +1 Bard’s Friend of Venom +14/+9(1d4+2/18-20x2) or&lt;br /&gt;&lt;strong&gt;Ranged&lt;/strong&gt; dart +13/+8 (1d4+1/x2)&lt;br /&gt;&lt;strong&gt;Space&lt;/strong&gt; 5 ft.; &lt;strong&gt;Reach&lt;/strong&gt; 5 ft.&lt;br /&gt;&lt;strong&gt;Base&lt;/strong&gt; &lt;strong&gt;Atk&lt;/strong&gt; +9; &lt;strong&gt;Grp&lt;/strong&gt; +15&lt;br /&gt;&lt;strong&gt;Atk Options&lt;/strong&gt; Mounted Combat, Ride-by Attack(Inix)&lt;br /&gt;&lt;strong&gt;Special Actions&lt;/strong&gt; bardic music (8/day - countersong, fascinate 2 creatures, inspire courage +1, inspire competence), Fast Talk, Poison (trin DC13, paralysis 2d6 minutes/paralysis 2d6 minutes), Quick Draw&lt;br /&gt;&lt;strong&gt;SQ&lt;/strong&gt; agent (Rotiart), chance 1/day, contact 2/week, distributive bargaining, integrative bargaining, poison use, streetsmart, trade secrets (skilled Diplomacy and Perform [wind instruments])&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt; Improved Grapple, Improved Initiative, Improved Unarmed Strike, Trader, Weapon Finesse, Quick Draw&lt;br /&gt;&lt;strong&gt;Skills&lt;/strong&gt; Appraise +10, Bluff +15, Craft (poison making) +9, Hide +13, Diplomacy +22, Disguise +9, Escape Artist +14, Gather Information +15, Intimidate +7, Literacy (Common), Perform (wind instruments) +17, Move Silently +12, Profession (merchant) +5, Search +7, Sense Motive +12, Sleight of Hand +16, Speak Language (Eldaarish, Eloy, Kurnan, Nestap Hand Signals), Tumble +11&lt;br /&gt;&lt;strong&gt;Possessions&lt;/strong&gt; Bard’s Friend of Venom, dart, +2 glammered silent moves shadowed mekillot studded leather armor, gloves or strength +2, belt of Dexterity +2, hat of disguise, vest of escape, slippers of spider climb, ring of mindshielding,&lt;br /&gt;&lt;strong&gt;Mount&lt;/strong&gt; inix&lt;br /&gt;&lt;strong&gt;Contact&lt;/strong&gt; Appointment/meeting with Kerillis and, access to purchasing spellcaster's services (Maker's Clave)&lt;br /&gt;&lt;strong&gt;Hook&lt;/strong&gt; &lt;em&gt;"I have traveled to strange worlds within the walls of Azeth‘s Rest.”&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;Huzbug is Elvish by physical race, but both of his parents were half-elves from the Azeth family, and he has one younger sister that looks human. He feels the urge to run with the elves in his blood, but Huzbug feels a stronger sense of duty towards his House. He releases his desire to run by learning as much as he can about far off lands.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7228972558025987035?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7228972558025987035'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7228972558025987035'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/02/azeths-rest-leadership.html' title='Azeth&apos;s Rest Leadership'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7505060377997096974</id><published>2010-01-22T07:36:00.000-07:00</published><updated>2010-02-09T06:02:59.656-07:00</updated><title type='text'>Powder River Village</title><content type='html'>&lt;div align="left"&gt;&lt;a href="http://4.bp.blogspot.com/_K4rwSP2-Hw0/S1nDJF4EEtI/AAAAAAAAAeA/OwOJLipPnWs/s1600-h/Powder+River+Map.bmp"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 303px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5429585386735407826" border="0" alt="" src="http://4.bp.blogspot.com/_K4rwSP2-Hw0/S1nDJF4EEtI/AAAAAAAAAeA/OwOJLipPnWs/s400/Powder+River+Map.bmp" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;(The following material was created by Colin Cookman and released by athas.org in 2000 as a derivative on-line game accessary jointly owned by both Wizards of the Coast and its author.)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;A small village at the western edge of the Tablelands, sheltered by the foothills of the Ringing Mountains, Powder River Village is defined by a dry barren riverbed that carves its way past the edge of the town. A small-sized village, Powder River has managed to survive in the hostile&lt;br /&gt;Athasian desert for over eighty years, gradually expanding and becoming a stop for the nomads and dune traders of the region.&lt;br /&gt;&lt;br /&gt;Powder River sustains itself through trade, selling crafts and goods, and through hunting and gathering amongst the rocky badlands surrounding the village.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Origins/History&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Powder River Village was founded almost five generations ago when the Dustback nomad tribe settled down and gave up their ways as hunter-gatherers. The tribe had been a successful one, and its numbers began to swell, and eventually the tribe leaders decided to give up the nomadic life and settle. &lt;/div&gt;&lt;div align="left"&gt;After a difficult start, the village managed to take hold, and eventually established itself as a presence in the area. Freemen and a few ex-slaves from Tyr started to trickle in, and soon&lt;br /&gt;Powder River Village became a stop for dune traders.&lt;br /&gt;Six years ago a new danger arose that threatens to wipe Powder River Village off the dune trader's maps. The Tempest Reapers, a tribe of over three hundred bloodthirsty savages, moved into the area southeast of the town and immediately began preying upon the villagers. The town has increasingly been forced to concentrate on defense and repelling the frequent attacks, rather than growing and developing itself. (For more information on the war with the&lt;br /&gt;Reapers, see Outside Relations below.)&lt;br /&gt;&lt;/div&gt;&lt;strong&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;Location&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;Powder River Village is tucked away into the badlands and rocky barrens south of Tyr, and is about two days travel away from the city. A small swatch of clear terrain surrounded by badlands, the village grounds are well defended, thanks to both natural and man-made defenses. The following is a list of key locations and buildings in the village area.&lt;br /&gt;&lt;strong&gt;The Bridge&lt;/strong&gt; - Constructed from old wooden planks scavenged from the desert, this bridge spans the dusty riverbed that gives the village its name. The bridge is usually patrolled by four to six warriors, who also maintain a small campsite on the far side of the bridge for night watch.&lt;br /&gt;Most with something to trade will do their business here, as soon as the guards summon a negotiator from the village to broker the deal; although some more trusted or valued trade partners will be invited into the village to bargain over a sack of broy. When the rare caravan passes by, there is a wide clearing that can serve as a canversai on the far side of the bridge.&lt;br /&gt;&lt;strong&gt;The Breakwall&lt;/strong&gt; - A long high mound of packed sand and rock, the Breakwall guards Powder River Village's vulnerable southwestern flank. Sharpened stakes bristle along the length of the man-made wall, capable of impaling anyone attempting a reckless charge. Some of these stakes have been turned into grisly standards, displaying the skulls and tattered clothing of the Tempest Reapers. Bramblevine grows in patches along the outside edge of the Breakwall, but the villagers take care to keep it from growing over onto the other side. Guard campfires line the wall, and ten warriors keep regular watch. Because of the frequent skirmishes by the raiders, most of the villagers tend to stay away from this area.&lt;br /&gt;&lt;strong&gt;Common Grounds&lt;/strong&gt; - This clearing is located near the center of Powder River Village, and it is here that the tribe has most of its meetings. In the center is a bonfire pit, and woven blankets and mats are sometimes set out around it for meetings. The Common Grounds are used for a wide variety of purposes, and is a popular play area for the village children.&lt;br /&gt;&lt;strong&gt;The Fields&lt;/strong&gt; - To the southwest of the village, past the Field Gate, are the town's croplands. There, the villagers grow a variety of grains and other stable foods. Unfortunately, the fields are separated from the village and are the most vulnerable area in the whole village. Raids by the Tempest Reapers often destroy the fields, forcing the villagers to start over from bare&lt;br /&gt;ground. Irrigation is a crude affair, requiring a bucket line from the well to the fields. Powder River's fields are not nearly fertile enough to sustain the community, but fortunately its hunters&lt;br /&gt;and traders provide enough to keep it going. The villagers hope one day to develop truly successful farmland, but for now they concentrate on maintaining the current village.&lt;br /&gt;&lt;strong&gt;Powder River&lt;/strong&gt; - A broken channel carved into the badlands by water eons ago, Powder River is a dry riverbed filled now with silt and sand. The riverbed is about ten feet deep, but its sides are fairly steep and almost five feet of sand fills the bottom. The villagers occasionally venture down into the riverbed, but a few hidden sinkholes exist, and most stay out of it. Powder River curves up towards the north for a while, then disappears into the mountains. Going south from the village, the riverbed becomes shallower after a few miles, and eventually becomes completely filled with alluvial sands.&lt;br /&gt;&lt;strong&gt;The Shieldwall&lt;/strong&gt; - A large rock outcropping shielding the southern edge of Powder River Village, the Shieldwall is one of the many small foothills of the Ringing Mountains. The Shieldwall is bare rock, dotted by sparse shrubbery and small trees towards the base. The headman of Powder River Village makes his home on the Shieldwall, but the rock is too steep and jagged to climb beyond the point of his dwelling. The Shieldwall continues southwest for a few hundred yards beyond the map, and then ends.&lt;br /&gt;&lt;strong&gt;The Divvy Tent&lt;/strong&gt; - This open tent is constructed of sturdy poles and a heavy canvas roof. Three firepits sit in the center of the divvy shack, with smokeholes above them in the tent. It is here that the tribe stores its meat and food, hanging from hooks and cords attached to the roof. Hunters returning from their task hang the meat here to be cooked or smoked, and then divided amongst the tribe in a communal meal. It is this sharing that gives the divvy shack its name. Because its fields are in such a poor state, Powder River relies heavily on its hunters and&lt;br /&gt;gatherers to sustain its populace; regular hunter-gatherer parties leave every other day to keep the town's food supply in stock.&lt;br /&gt;&lt;strong&gt;The Field Gate&lt;/strong&gt; - A small gatehouse looking south towards the field, this mud-brick building houses up to eight guards. Arrow slits are the only opening on the southern side. The field gate is composed of the same material as the Breakwall; sand rocks, sharpened spikes and brambleweed. A few meters off to one side, a large tree trunk can be rolled forward to block off the Field Gate.&lt;br /&gt;&lt;strong&gt;Headman's Dwelling&lt;/strong&gt; - Carved into the side of the Shield Wall, the Headman's aerie offers a sweeping view out over the village of Powder River. The Headman's home is larger than the other buildings in the village, with two floors and several rooms. Though it could hardly be called luxury, the Headman's dwelling is considerably better furnished than the rest of the village. About half of the Headman's dwelling is actually built into the rock, but the exterior part is furnished from adobe mud-brick. The Headman's dwelling also contains a meeting hall, usually used by the Headman's council. In a crisis, it can be fortified against attackers in the village below.&lt;br /&gt;&lt;strong&gt;Overlook Tower&lt;/strong&gt; - This thirty foot high pinnacle of rock rises up over most of Powder River Village, and serves as a watch post and observation tower for the village. Carved stone steps lead up to the summit, where a small covered crow's nest allows for an unobstructed view of the town below. In case of emergencies, there is a signal firepit at the top of the tower, and two lookouts usually are stationed here.&lt;br /&gt;&lt;strong&gt;The Spearhall&lt;/strong&gt; - A large adobe brick building, the Spearhall's two entrance doors are decorated with four totemic war standards, with spears as the poles. The Spearhall serves as the armory, makeshift barracks, and meeting hall for the warriors and guards of Powder River Village. The Spearhall is also an organization, to which all warriors in the village belong, and all members carry at least one spear to be used at ceremonies. The warriors elect a captain, who leads them in war council and in battle; the current First Spearman is Dukos, a mul warrior who fled to Powder River from Tyr.&lt;br /&gt;&lt;strong&gt;Storehouses&lt;/strong&gt; - These two mud-brick buildings house the tools, dry foodstuffs, and other miscellaneous stores of Powder River Village. Though the doors are not usually locked, the Headman does have a key to do so. One guard watches each storehouse.&lt;br /&gt;&lt;strong&gt;Stables&lt;/strong&gt; - This cleared field is where the people of Powder River Village keep their animals, mostly erdlu and aprigs, plus a few kanks. The village also has five crodlu, usually used by scouts or warriors during special cases. The villagers usually let the erdlu run free during the day, and herd them back into the stables at sundown.&lt;br /&gt;&lt;strong&gt;The Well&lt;/strong&gt; - A trickling pool of water fed from a deep underground spring beneath the Shieldwall, the Well is made of bricks and usually guarded by three warriors. During dry spells, the water may sink down as much as ten feet, but the well has never gone dry in the history of Powder River. &lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;p align="left"&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Organization&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Powder River Village is still small enough so that it does not experience too much political tension. The leader of the village is known as the Headman, a position based upon leadership and negotiating skills that usually is held by one of the elder males. The Headman controls the village, usually speaks for it in negotiations with outsiders, and directs the actions of the town. The Headman cannot abuse his power, though, because he rules only by the consent of the villagers.&lt;br /&gt;Each Headman determines their own style for managing the village, but most choose to pick a council of advisors to aid them in decision-making and administrative processes. The position of Headman can be held until death, or an unpopular leader could be ousted within months of assuming control. The current Headman is Aiter Budak.&lt;br /&gt;The other major organization in Powder River is the warrior cult of the Spearhall, a brotherhood of all the hunters and warriors in the village. The First Spearman of the Hall is usually the most powerful warrior present, but power rarely equals brute force. Skilled hunters, quick strategists, and wise old gladiators are all good candidates for the leadership of the Spearhall. Although it is technically possibly, the First Spearman is rarely also Headman of the village, simply because&lt;br /&gt;the two duties require too much work to manage them both effectively. The mul Dukos holds the position of First Spearman for now.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Outside Relations&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The village of Powder River has thus far managed to both escape the notice of the major powers of the Tablelands and managed to attract the notice of the nomads and stragglers that help add to its ranks. It does conduct moderate trade with Tyrian merchants, selling goods and wares in exchange for food and occasionally iron.&lt;br /&gt;The villagers of Powder River are typically suspicious of outsiders; while dune traders and some nomad bands are welcomed, most others are turned away from the town's walls with curt formality. In fact, the defenses are there for a reason: namely, the Tempest Reapers, a tribe of bandits and savages that operate to the southeast of the town and have made hell for the villagers for the past six years. The raiders' attacks have escalated slowly from the initial small bands of three to five thieves up to whole war parties of fifty or more, charging towards the town wailing like dwarven banshees. Attacks come on a frequent basis, often once a week or more often, and usually ended in a stalemate with a handful of dead on either side. The frequency of these attacks has put the town on a martial edge, always wary of a coming attack. So far, the past four of the Spearhall's leaders have fallen to a raider’s sword.&lt;br /&gt;The tribe and the village have become locked into a blood feud, each side determined to break the other and avenge their fallen dead. Any travelers suspected of being associated with the Reapers are likely to be killed on sight, with little chance for self-defense. Conversely, anyone who has made enemies of the Tempest Reapers can count the village of Powder River as a friend.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Important Residents&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;u&gt;Headman Budak&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;Male Human Fighter, Neutral Good&lt;br /&gt;&lt;strong&gt;Level&lt;/strong&gt; 2; &lt;strong&gt;AC &lt;/strong&gt;8 (erdlu leather); &lt;strong&gt;Hit Points&lt;/strong&gt; 10; &lt;strong&gt;MV&lt;/strong&gt; 12&lt;br /&gt;&lt;strong&gt;Str&lt;/strong&gt; 8 &lt;strong&gt;Dex&lt;/strong&gt; 10 &lt;strong&gt;Con&lt;/strong&gt; 13 &lt;strong&gt;Int&lt;/strong&gt; 14 &lt;strong&gt;Wis&lt;/strong&gt; 16 &lt;strong&gt;Cha&lt;/strong&gt; 16&lt;br /&gt;&lt;strong&gt;No. of Attacks&lt;/strong&gt; 1&lt;br /&gt;&lt;strong&gt;Damage/Attack&lt;/strong&gt;: 1d6+1 (ceremonial spear+1)&lt;br /&gt;&lt;strong&gt;Psionic Summary&lt;/strong&gt;: PSP 18; Wild Talent - Empathy&lt;br /&gt;&lt;strong&gt;Power Score&lt;/strong&gt;—16&lt;br /&gt;&lt;strong&gt;Attack/ Defense Modes&lt;/strong&gt;: none / MB&lt;br /&gt;&lt;br /&gt;A grizzled old hunter-gatherer, Aiter Budak was born in Powder River Village and is determined to die there as well. Headman Budak can trace his lineage back to the first inhabitants of the village, but his ancestry has little to do with his position as headman of the village. He has held the post for the past five years, since the death of the previous headman at the hands of raiders.&lt;br /&gt;Budak is a pragmatic, stubborn man, but is widely respected for his fairness and wisdom in settling disputes. He didn't ask to be headman, but he didn't turn down the position either. His leadership has not been challenged yet, and Aiter Budak doesn't worry about such things, anyway.&lt;br /&gt;Headman Budak has set three goals for himself, and he is determined to accomplish them. First is to finally defeat the Tempest Raiders and put an end to their threat to his people. He and Dukos, the First Spearman, work together at all opportunities to coordinate the villagers in defense of the town.&lt;br /&gt;Budak's second goal is to improve the farmland of Powder River Village. There are times when the town teeters dangerously with starvation, and even after eighty years it cannot yet be truly considered self-sufficient. Bands of huntergatherers, of which Budak was once a member, still comb the surrounding land, looking for supplements to the town's food supply. The current Headman is determined to change that.&lt;br /&gt;The final goal of Aiter Budak is to finally establish Powder River Village as a fixture in the Tablelands. Its somewhat isolated location has left it off the important maps of the Tablelands, and it has long been overshadowed by the nearby presence of Tyr and the surrounding client villages.&lt;br /&gt;Headman Budak is determined to establish a regular trade route through Powder River. While his goals are all lofty, no one can ever claim that they saw Aiter Budak fail at a task he set his mind to.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;/li&gt;&lt;li&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;u&gt;Aku the River-Resurrector&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;Male Human Priest of Water, Chaotic Neutral&lt;br /&gt;&lt;strong&gt;Level&lt;/strong&gt; 7; &lt;strong&gt;AC&lt;/strong&gt; 10; &lt;strong&gt;Hit Points&lt;/strong&gt; 31; &lt;strong&gt;MV&lt;/strong&gt; 12&lt;br /&gt;&lt;strong&gt;Str&lt;/strong&gt; 12 &lt;strong&gt;Dex&lt;/strong&gt; 11 &lt;strong&gt;Con&lt;/strong&gt; 16 &lt;strong&gt;Int&lt;/strong&gt; 8 &lt;strong&gt;Wis&lt;/strong&gt; 14 &lt;strong&gt;Cha&lt;/strong&gt; 7&lt;br /&gt;&lt;strong&gt;No. of Attacks:&lt;/strong&gt; 1&lt;br /&gt;&lt;strong&gt;Damage/Attack:&lt;/strong&gt; 1d6+1 (Carrikal)&lt;br /&gt;&lt;strong&gt;Psionic Summary:&lt;/strong&gt; PSP 62; Wild Talent - Project Force,&lt;br /&gt;Telekinesis&lt;br /&gt;&lt;strong&gt;Power Score&lt;/strong&gt;—44&lt;br /&gt;&lt;strong&gt;Attack/ Defense Modes&lt;/strong&gt;: none / MB, TW, MBk&lt;br /&gt;PLAYER’S OPTION: MTHAC0 17; MAC 10,&lt;br /&gt;[Aku is unaware of his psionic ability.]&lt;br /&gt;&lt;strong&gt;Priest Spells&lt;/strong&gt; (5/3/2/1): major sphere – water; minor sphere –&lt;br /&gt;cosmos&lt;br /&gt;&lt;strong&gt;Granted Powers&lt;/strong&gt;: Ignore water (7 rounds), gate water (1 cubic&lt;br /&gt;feet), quench thirst, resistance to water (+2 saving throws vs.&lt;br /&gt;water), body of water.&lt;br /&gt;&lt;br /&gt;A disheveled middle-aged man with crystal blue eyes and tattered robes, Aku the River-Resurrector is a widely recognized figure throughout Powder River. Aku is not a native to the village, but is known and usually makes his home there.&lt;br /&gt;Most villagers consider this unkempt priest of water to be at least half crazed. He has a constant strained quality about him, as though he is just about to burst into action. His voice sometimes takes an unhinged tone, especially whenever someone mentions the river. Aku is not truly deranged, however - he is simply driven.&lt;br /&gt;Aku has made it his life's goal to return Powder River to its ancient glory, to see water flowing between its banks. He has been at it for almost ten years now, and has gotten no further than when he started. He often disappears for weeks at a time, withdrawing up into the mountains where the Powder River gets its source, lost in mediation and prayer. Aku is likely to analyze strangers solely upon their commitment to the element of water, and whether they could help him in his quest.&lt;br /&gt;Aku absolutely refuses to use his powers as a priest to create water. In fact, he only summons his patron element for use in worship ceremonies. If asked, he will mutter that others should “look to the river... look to the river for all your water.”&lt;br /&gt;Aku believes that if enough people turn to the river for their survival, the ancient waters will flow again and his life's quest will be complete.&lt;br /&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/div&gt;&lt;/li&gt;&lt;li&gt;&lt;div align="left"&gt;&lt;strong&gt;&lt;u&gt;Dukos, the First Spearman&lt;/u&gt;&lt;/strong&gt;&lt;br /&gt;Male Mul Gladiator, Neutral Good&lt;br /&gt;&lt;strong&gt;Level&lt;/strong&gt; 8; &lt;strong&gt;AC&lt;/strong&gt; 4 (mekillot hide); &lt;strong&gt;Hit Points&lt;/strong&gt; 67; &lt;strong&gt;MV&lt;/strong&gt; 12&lt;br /&gt;&lt;strong&gt;Str&lt;/strong&gt; 19 &lt;strong&gt;Dex&lt;/strong&gt; 15 &lt;strong&gt;Con&lt;/strong&gt; 17 &lt;strong&gt;Int&lt;/strong&gt; 11 &lt;strong&gt;Wis&lt;/strong&gt; 7 &lt;strong&gt;Cha&lt;/strong&gt; 13&lt;br /&gt;&lt;strong&gt;No. of Attacks&lt;/strong&gt; 1&lt;br /&gt;&lt;strong&gt;Damage/Attack:&lt;/strong&gt; 1d6+5 (Iron Lance of the Spearhall [iron&lt;br /&gt;spear+2])&lt;br /&gt;&lt;strong&gt;Psionic Summary&lt;/strong&gt;: PSP 28; Wild Talent - Combat Mind&lt;br /&gt;&lt;strong&gt;Power Score&lt;/strong&gt;—7&lt;br /&gt;&lt;strong&gt;Attack/ Defense Modes&lt;/strong&gt;: none/ TS, TW, MBk&lt;br /&gt;&lt;br /&gt;A powerful dark-skinned mul gladiator who escaped the arena of Tyr, Dukos has come to consider Powder River his new home. A year and a half ago, Dukos was elected First Spearman, a role that he accepts with great pride. Though he is reluctant to admit it, Dukos' skills are essentially limited to battle, and so he enjoys having a position in which he feels he can be useful.&lt;br /&gt;Dukos has lasted longer than most other First Spearmen due to his considerable fighting skills and a little bit of luck; the Tempest Reavers never seem to be out in full force when he heads the battle charge, a fact which frustrates him to no end.&lt;br /&gt;He has become obsessed, to the point of sleeplessness, with Larakk, the half-giant leader of the Tempest Reapers. Dukos is determined to vanquish him in mortal combat, and avenge the failures of past Spearmen. &lt;/div&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7505060377997096974?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7505060377997096974'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7505060377997096974'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/01/small-village-at-western-edge-of.html' title='Powder River Village'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_K4rwSP2-Hw0/S1nDJF4EEtI/AAAAAAAAAeA/OwOJLipPnWs/s72-c/Powder+River+Map.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-8556488167233660821</id><published>2010-01-02T08:31:00.000-07:00</published><updated>2010-02-09T06:05:12.255-07:00</updated><title type='text'>Qyshinsu - "Return to the Way"</title><content type='html'>&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;a href="http://1.bp.blogspot.com/_K4rwSP2-Hw0/S1p-VS5_PhI/AAAAAAAAAeo/yP3rHdb9IvQ/s1600-h/qyshinsu+board+and+stones.JPG"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 349px; DISPLAY: block; HEIGHT: 389px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5429791205065965074" border="0" alt="" src="http://1.bp.blogspot.com/_K4rwSP2-Hw0/S1p-VS5_PhI/AAAAAAAAAeo/yP3rHdb9IvQ/s400/qyshinsu+board+and+stones.JPG" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Believed to originate by &lt;span id="SPELLING_ERROR_0" class="blsp-spelling-error"&gt;Psions&lt;/span&gt; while practicing their mastery of the Way, &lt;span id="SPELLING_ERROR_1" class="blsp-spelling-error"&gt;qyshinsu&lt;/span&gt; is a game that while familiar to many, is perfected by few, and mastered by fewer. It takes concentration and a keen tactical mind to win, and "Return to the Way".&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Board:&lt;/strong&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;There are twelve triangles on the surface of a circular &lt;span id="SPELLING_ERROR_2" class="blsp-spelling-corrected"&gt;board&lt;/span&gt;. Only one tile may reside on a space.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tiles or "Stones":&lt;/strong&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;There are a total of 24 tiles (12 red &amp;amp; 12 black), referred to as "stones". Each player chooses one color. There is one pair of six different kinds of "stones" (stone of 1, stone of 2, stone of 3 stone of 4, stone of 5, and the "Old Stone") for a total of 12 "stones" per player.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Movement:&lt;/strong&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;There are only two actions a player can perform - placing or removing a stone from the board.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Rules:&lt;/strong&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;When a stone is placed on the board, the opponent must either place or remove one of their stones the same number of spaces according to the value of the stone previously placed, placed in either direction on the board. The same rules apply when removing a stone.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Special Rules&lt;/strong&gt;: &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;The "Old Stone" is unique in that when this stone is placed, the opponent &lt;em&gt;MUST&lt;/em&gt; place a stone in the nearest vacant space next to it in either direction. When removing this stone, the opponent &lt;em&gt;MUST&lt;/em&gt; also remove their nearest stone to it, in either direction.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;The Precepts:&lt;/strong&gt; &lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;1. Players are not allowed to touch each others stones.&lt;br /&gt;2. Only two of each kind of stone is allowed on the board at the same time.&lt;br /&gt;3. When a player removes a stone from a space, that same kind of stone may not be put back in that same space on the same players next turn.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Objective:&lt;/strong&gt;&lt;br /&gt;"Return to the Way" - this occurs when one player is unable to place or remove a stone.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;span style="font-size:78%;"&gt;(This game is an original, 2-player strategy game developed by R.A. &lt;span id="SPELLING_ERROR_3" class="blsp-spelling-error"&gt;Frederickson&lt;/span&gt; - copyrighted and all rights reserved)&lt;/span&gt; &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-8556488167233660821?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8556488167233660821'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8556488167233660821'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2010/01/qyshinsu-return-to-way.html' title='Qyshinsu - &quot;Return to the Way&quot;'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_K4rwSP2-Hw0/S1p-VS5_PhI/AAAAAAAAAeo/yP3rHdb9IvQ/s72-c/qyshinsu+board+and+stones.JPG' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-1873463516791710944</id><published>2009-09-05T15:23:00.000-06:00</published><updated>2010-02-09T06:05:26.069-07:00</updated><title type='text'>Findar</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p6BV7FWUI/AAAAAAAAAeg/-v0Yi1j-_Rs/s1600-h/Kalah.JPG"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 146px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5429786464231971138" border="0" alt="" src="http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p6BV7FWUI/AAAAAAAAAeg/-v0Yi1j-_Rs/s400/Kalah.JPG" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;em&gt;Findar&lt;/em&gt;&lt;/strong&gt; is the Dwarven word for “good or favorable chances”. It is also the name of one of this races’ most commonly played games. It is believed that the game was developed back in the ages when dwarves were primarily farmers. This may explain the terms of “sowing,” “planted,” “seeds,” and “store.”&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;What is Needed&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Traditionally, findar is played with each player placing six small bowls in front of them, and a larger bowl on either of the two ends; this larger bowl is referred to as the “store.” A player controls the bowls in the row closest to him and the Store to their right. Into each small bowl is “planted,” or placed, four seeds. These are more commonly replaced with dried fruit pits, hardened clay balls, or small, round pebbles.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;The Object&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;To gather as many seeds in your store as possible. The player with the most seeds in their store at the end of the game is the winner.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;The Play&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;Play begins by moving one group of seeds at a time. Remove all the seeds from one bowl, then begin replacing, or "sowing" them into the other bowls by dropping one into each, including your own stores, but skipping your opponent’s. Movement takes place by traveling to your right. If the last seed that you sow goes into your store, you get another turn. If the last seed you sow ends in an empty bowl on your side, you capture that seed and all the seeds in your opponent’s bowl opposite. All of these seeds are placed into your store. It is then your opponent’s turn.&lt;br /&gt;&lt;br /&gt;Game play ends when one player clears all the bowls on their side of the board. The player who still has seeds in their bowls now collects them and places them into their own store.&lt;br /&gt;&lt;br /&gt;Seeds in the store are counted and the player with the most seeds wins.&lt;br /&gt;&lt;br /&gt;In more recent ages, findar has been played on a board made specifically for that purpose. Usually of wood, these boards have the same twelve bowls carved into the middle, with two larger bowls at either end. Special clay balls are often made and decorasted quite elabrately by artisans or craftsmen. In games where the players make wagers, lead beads, or even sometimes gold pieces are used in place of seeds; the winner taking all the money that has been placed into their store. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-1873463516791710944?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1873463516791710944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1873463516791710944'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/09/findar.html' title='Findar'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_K4rwSP2-Hw0/S1p6BV7FWUI/AAAAAAAAAeg/-v0Yi1j-_Rs/s72-c/Kalah.JPG' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7239307093285863122</id><published>2009-05-24T15:54:00.000-06:00</published><updated>2010-02-06T15:14:37.508-07:00</updated><title type='text'>Rancor</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShnCOyInXaI/AAAAAAAAAXc/AG7DXjN4wnE/s1600-h/Rancor_NEGAS.jpg"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 392px; DISPLAY: block; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5339512392456297890" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShnCOyInXaI/AAAAAAAAAXc/AG7DXjN4wnE/s400/Rancor_NEGAS.jpg" /&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Size/Type&lt;/strong&gt;: Huge Animal&lt;br /&gt;&lt;strong&gt;Hit Dice&lt;/strong&gt;: 18D8+80 (172hp)&lt;br /&gt;&lt;strong&gt;Initiative&lt;/strong&gt;: -1&lt;br /&gt;&lt;strong&gt;Speed&lt;/strong&gt;: 25&lt;br /&gt;&lt;strong&gt;Armor Class&lt;/strong&gt;: 14 (-2 size, +5 natural), touch 9, flat-footed 13&lt;br /&gt;&lt;strong&gt;Base Attack/Grapple&lt;/strong&gt;: +11/+11&lt;br /&gt;&lt;strong&gt;Attack&lt;/strong&gt;: claw +11 melee (2d6+8), bite +11 melee (2d8+6)&lt;br /&gt;&lt;strong&gt;Full Attack&lt;/strong&gt;: claw +11 melee (2d6+8), bite +11 melee (2d8+6)&lt;br /&gt;&lt;strong&gt;Space/Reach&lt;/strong&gt;: 15'/30'&lt;br /&gt;&lt;strong&gt;Special Attack&lt;/strong&gt;: Improved Grab&lt;br /&gt;&lt;strong&gt;Special Qualities&lt;/strong&gt;: Fast Healing, Low-Light Vision, Terrifying Presence, Toughness&lt;br /&gt;&lt;strong&gt;Saves&lt;/strong&gt;: Fort +14, Ref +3, Will -1&lt;br /&gt;&lt;strong&gt;Abilities&lt;/strong&gt;: Str 36, Dex 9, Con 21, Int 3, Wis 7, Cha 4&lt;br /&gt;&lt;strong&gt;Skills&lt;/strong&gt;: Climb +14, Intimidate +5, Spot +2&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt;: Power Attack, Tracking&lt;br /&gt;&lt;strong&gt;Environment&lt;/strong&gt;: Any desert&lt;br /&gt;&lt;strong&gt;Organization&lt;/strong&gt;: Solitary or herd (6-12)&lt;br /&gt;&lt;strong&gt;Challenge Rating&lt;/strong&gt;: 10&lt;br /&gt;&lt;strong&gt;Alignment&lt;/strong&gt;: Neutral&lt;br /&gt;&lt;strong&gt;Advancement&lt;/strong&gt;: 15-27 HD (huge)&lt;br /&gt;&lt;strong&gt;Level Adjustment&lt;/strong&gt;: - &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;p align="center"&gt;&lt;object width="425" height="25"&gt;&lt;param name="movie" value="http://www.youtube.com/v/N6qz8ZM_zuU&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/N6qz8ZM_zuU&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="25"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;p align="center"&gt;&lt;strong&gt;Sample Rancor Scream&lt;/strong&gt;&lt;/p&gt;&lt;span style="font-size:85%;"&gt;Technically a reptile, a rancor stands 18-20 feet tall, and is covered in a thick armored hide, often green or grayish-green in color. As a cold-blooded creature, a rancor prefers to be most active during the day, but is admirably suited for tracking during the night as well. Its forearms are almost comically long, enabling the beast to climb particularly well. When running on all fours, it can cover ground surprisingly quickly -- a feat few beings want to witness. Rancors lay eggs in sandy areas, and both parents watch over the nest. A newborn rancor is treated gently by its parents until it reaches its full size four to six standard months later. Commonly, rancors live a little more than 20 standard years. Larger varieties live up to a decade longer.&lt;br /&gt;&lt;br /&gt;Rancors are periodically captured by big game hunters and kept as exotic pets. Because they are not easily trained, raising one requires a dedicated and skilled handler. Usually only the wealthiest of Athasians can afford to keep a rancor. If not fed frequently, rancors have a distressing habit of smashing through the bars of their cages to devour whatever is at hand -- including unwise owners. There is some evidence that if fed regularly and treated well, a rancor can become a manageable and even loyal pet.&lt;br /&gt;&lt;br /&gt;While the rancor's bite is its best weapon, its body is not particularly adapted to attacking with its teeth. Instead, the rancor generally uses its long reach to claw opponents its own size or larger, slashing at them until they stop moving. With a smaller opponent, the rancor frequently grasps its prey in one or both claws and then draws it in for a bite a few moments later. (In game terms, this requires two separate melee attacks; once grasped, the victim cannot add his Dexterity bonus to his Defense.)&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7239307093285863122?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7239307093285863122'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7239307093285863122'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/rancor.html' title='Rancor'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShnCOyInXaI/AAAAAAAAAXc/AG7DXjN4wnE/s72-c/Rancor_NEGAS.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-2410872487179636736</id><published>2009-05-21T15:01:00.000-06:00</published><updated>2010-02-06T15:18:09.889-07:00</updated><title type='text'>Eopie</title><content type='html'>&lt;div align="left"&gt;&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShXGArLEy2I/AAAAAAAAAXU/PeETTLbn7uE/s1600-h/550px-Eopie_NEGAS.jpg"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 367px; DISPLAY: block; HEIGHT: 400px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5338390648209066850" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShXGArLEy2I/AAAAAAAAAXU/PeETTLbn7uE/s400/550px-Eopie_NEGAS.jpg" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Size/Type:&lt;/strong&gt; Large Animal&lt;br /&gt;&lt;strong&gt;Hit Dice:&lt;/strong&gt; 4d8+6 (33hp)&lt;br /&gt;&lt;strong&gt;Initiative:&lt;/strong&gt; +2&lt;br /&gt;&lt;strong&gt;Speed:&lt;/strong&gt; 50&lt;br /&gt;&lt;strong&gt;Armor Class: &lt;/strong&gt;13 (-1 size/+3 dexterity/+7 natural)&lt;strong&gt;, touch &lt;/strong&gt;12&lt;strong&gt; flat-footed&lt;/strong&gt; 10&lt;br /&gt;&lt;strong&gt;Base Attack/Grapple:&lt;/strong&gt; +2/+10&lt;br /&gt;&lt;strong&gt;Attack:&lt;/strong&gt; Bite +0 melee (1d4+2)&lt;br /&gt;&lt;strong&gt;Full Attack:&lt;/strong&gt; Bite +0 melee (1d4+2)&lt;br /&gt;&lt;strong&gt;Space/Reach:&lt;/strong&gt; 2 meters/ 1 meter&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Special Attack: -&lt;br /&gt;Special Qualities:&lt;/strong&gt; Low-light vision, Scent&lt;br /&gt;&lt;strong&gt;Saves:&lt;/strong&gt; Fort +5, Ref +6, Will +1&lt;br /&gt;&lt;strong&gt;Abilities:&lt;/strong&gt; Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4&lt;br /&gt;&lt;strong&gt;Skills:&lt;/strong&gt; Listen +5, Spot +5&lt;br /&gt;&lt;strong&gt;Feats:&lt;/strong&gt; Alertness, Endurance&lt;br /&gt;&lt;strong&gt;Environment:&lt;/strong&gt; Any desert&lt;br /&gt;&lt;strong&gt;Organization:&lt;/strong&gt; Domesticated or herd (6-30)&lt;br /&gt;&lt;strong&gt;Challenge Rating:&lt;/strong&gt; 1&lt;br /&gt;&lt;strong&gt;Alignmnet:&lt;/strong&gt; Neutral&lt;br /&gt;&lt;/span&gt;&lt;strong&gt;&lt;span style="font-size:85%;"&gt;Advancement: -&lt;br /&gt;Level Adjustment: -&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Eopies are 2 meter tall herbivores that are distinguished by their pale, cream-colored skin, and long flexible snouts. The light color of their skin helps to keep the animal cool by reflecting the intense sunlight away from them. An elongated, flexible snout and sharp incisors allow the eopie to pick desert lichens off of rocks, and to dig for underground tubers. Eopies get most of their moisture from their food.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Reaching maturity around six standard years of age, eopies tend to live for approximately thirty years, often times living their entire lives with a single owner. Young eopies are much more vulnerable to the harsh desert conditions of Athas, and need to consume more food than a mature one. Unable to carry as heavy loads as the older eopies, the young are sometimes released into the wild, where they face either fatal ends or gather with others of their kind to form wild eopie herds. Newborn eopies are slow and awkward, often falling prey to one of the many dangerous predators that stalk the deserts of Athas.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Those creatures who are kept as livestock become invaluable, as they perform havey labor, require little shelter, and eat weeds which would rob other cultivated plants of much needed water. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Kept mainly to tranport cargo acorss vast stretches of Athasian deserts, e&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;opie are renowned for their endurance and ability to carry semi-heavy loads. They also have a reputation of being stubborn and moody creatures. This, however, tends to be attributed more to their owners, who often push these animals to their limits, packing them with extremely heavy loads.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Carrying Capacity:&lt;/strong&gt; A light load for an eopie is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. An eopie can drag 4,500 pounds. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 216px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5338389901391223602" border="0" alt="" src="http://4.bp.blogspot.com/_K4rwSP2-Hw0/ShXFVND02zI/AAAAAAAAAXE/dqlR-z9bDNg/s400/Eopie.jpg" /&gt; &lt;p align="center"&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Eopie with common-style saddle and pack bags&lt;/strong&gt;&lt;/span&gt; &lt;/p&gt;&lt;p align="center"&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-2410872487179636736?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2410872487179636736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/2410872487179636736'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/eopie.html' title='Eopie'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShXGArLEy2I/AAAAAAAAAXU/PeETTLbn7uE/s72-c/550px-Eopie_NEGAS.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-4558528557226556762</id><published>2009-05-21T13:06:00.000-06:00</published><updated>2010-02-06T15:14:57.547-07:00</updated><title type='text'>Dewbacks</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShWru52MjSI/AAAAAAAAAW8/izO3vjzVe4k/s1600-h/dewback+2.JPG"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 301px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5338361755608059170" border="0" alt="" src="http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShWru52MjSI/AAAAAAAAAW8/izO3vjzVe4k/s400/dewback+2.JPG" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Size/Type&lt;/strong&gt;: Huge Animal&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Hit Dice&lt;/strong&gt;: 11d8+55 (104hp)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Initiative&lt;/strong&gt;: +0&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Speed&lt;/strong&gt;: 40&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Armor Class&lt;/strong&gt;: 14 (-2 size/+7 natural), touch 8 flat-footed 15&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Base Attack/Grapple&lt;/strong&gt;: +8/+26&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Attack&lt;/strong&gt;: Slam +16 melee (2d6 +10)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Full Attack&lt;/strong&gt;: Slam +16 melee (2d6 +10), tail slap +12 melee (1d12+12)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Space/Reach&lt;/strong&gt;: 3 metrers/ 2 meters&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Special Attack&lt;/strong&gt;: Powerful charge&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Special Qualities&lt;/strong&gt;: Scent &lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Saves&lt;/strong&gt;: Fort +12, Ref +7, Will +6&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Abilities&lt;/strong&gt;: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Skills&lt;/strong&gt;: Spot +10&lt;/span&gt; &lt;span style="font-size:85%;"&gt;(using scent)&lt;br /&gt;&lt;strong&gt;Feats&lt;/strong&gt;: Alertness, Endurance, Iron Will&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Environment&lt;/strong&gt;: Any desert&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Organization&lt;/strong&gt;: Solitary or herd (2-5)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Challenge Rating&lt;/strong&gt;: 7&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Alignmnet&lt;/strong&gt;: Neutral&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Advancement&lt;/strong&gt;: 12-22 HD (huge)&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Level Adjustment&lt;/strong&gt;: -&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;p align="center"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XXtXBXfJRos&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/XXtXBXfJRos&amp;hl=en&amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="25"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;&lt;div align="center"&gt;&lt;strong&gt;Sample Dewback Call&lt;/strong&gt;&lt;/div&gt;&lt;strong&gt;&lt;div align="left"&gt;&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;Adult dewbacks grow to be approximately 5 to 7 meters long, and stand up to 2 meters at their shoulders. Covered in smooth scales that have a mottled or camouflage pattern to them, most dewbacks appear green in color, although red, brown and gray are also common color variants. The rarest, and most sought after (for its hide), are blue dewbacks. Special melanins contained within the dewback's hide cut down on the glare from the scorching sun; preserving vital fluids and giving the dewback the ability to go days without water, and endure extreme heat. The dewback lacks any obvious distinct ears on its head, so the acuity of its hearing remains unknown. Their nostrils are considerably larger than their eyes, implying that the beasts' sense of smell is much more important, and acute, than its eyesight. The eyes are positioned on the flat sides of the head, providing a wide field of vision, indicating that the dewback is a passive herbivore that must remain constantly alert for predators.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Domesticated dewbacks tend to be unruly, solitary animals; often snuffling and snapping at bystanders who stray too closely. It takes patience and determination to handle these massive beasts, which might explain why so many of them end-up served on a platter. Wild dewbacks, however, seem to maintain their natural herd instincts; roaming the seemingly endless deserts of Athas in small herds, searching for food and moisture throughout the day. During the night, as temperatures drop, dewbacks become sluggish because of their cold-blooded physiology. To remain warm, conserve energy, and deter predators, dewbacks huddle together.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;Dewbacks begin their day by licking the dew that has accumulated off of one anothers backs. While this routine provides the animals essential moisture, it also strengthens the bonds between members in the herd. The large reptiles then spend the majority of the day grazing on sand grasses, desert sages, and underground tubers. Their large size tends to deter predators from attacking, however, when confronted with a predator, the dewback's natural instincts are to either run or fight. Scavengers, such as woodoos, are known to steal dewback eggs, and it is rumored that entire swarms of skettos are capable of killing a dewback by draining it of its precious bodily fluids.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;While domesticated and employed as beasts of burden, dewbacks are also considered to be a source of food and raw material for the inhabitants of Athas; hides are used to make clothing, accessories and numerous other accoutrements. Dewback ribs are popular fare in many of the city-states and trade-towns. Used by farmers, local security forces, and trade caravans as pack animals and mounts, dewbacks are capable of carrying very heavy loads, and in short sprints, are capable of reaching 50kpm, a speed at which an elf can be over taken. Settlers prefer dewbacks over other beasts because they do not shy away from the challenges presented by sandstorms, and are quite self-reliant when food becomes scarce. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Powerful Charge (Ex)&lt;/strong&gt; A dewback deals 4d6+24 points of damage when it makes a charge.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;p align="center"&gt;&lt;strong&gt;&lt;/p&gt;&lt;/strong&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-4558528557226556762?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/4558528557226556762'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/4558528557226556762'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/dewbacks.html' title='Dewbacks'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShWru52MjSI/AAAAAAAAAW8/izO3vjzVe4k/s72-c/dewback+2.JPG' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7952773956659966837</id><published>2009-05-19T21:11:00.000-06:00</published><updated>2010-02-09T06:07:10.890-07:00</updated><title type='text'>Sun's Radiance Domain</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_K4rwSP2-Hw0/Sk0W5SjG7lI/AAAAAAAAAXw/ngUpohrT6nE/s1600-h/sun.bmp"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 320px; DISPLAY: block; HEIGHT: 286px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5353960705500835410" border="0" alt="" src="http://3.bp.blogspot.com/_K4rwSP2-Hw0/Sk0W5SjG7lI/AAAAAAAAAXw/ngUpohrT6nE/s320/sun.bmp" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;a href="http://1.bp.blogspot.com/_K4rwSP2-Hw0/ShN5vaKGsUI/AAAAAAAAAWc/B0vV358Nvhw/s1600-h/DAEN+TEMPLE.JPG"&gt;&lt;/a&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Worshippers&lt;/strong&gt;: Sun, Fire&lt;br /&gt;&lt;strong&gt;Class Skill&lt;/strong&gt;: Intimidate, Sense Motive&lt;br /&gt;&lt;strong&gt;Weapons&lt;/strong&gt;: Dart, Javelin, Sling&lt;br /&gt;&lt;strong&gt;Armor&lt;/strong&gt;: Light&lt;br /&gt;&lt;strong&gt;Granted Power&lt;/strong&gt;: Your perfectly tanned skin never sunburns; you automatically succeed Fortitude Saves against heat caused by natural weather. Once per day, you can cast &lt;em&gt;Eyebite&lt;/em&gt;.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Sun’s Radiance Domain Spells&lt;/strong&gt;&lt;/span&gt; &lt;span style="font-family:verdana;"&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Produce Flame&lt;/strong&gt;&lt;/em&gt;: 1d6+1/ level (max. +5); touch or thrown attack.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Flame Blade&lt;/strong&gt;&lt;/em&gt;: Touch attack deals 1d8+1/two levels damage (max. +10).&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Fireball&lt;/strong&gt;&lt;/em&gt;: 1d6 damage per level, 20-ft. radius&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Sunstroke&lt;/strong&gt;&lt;/em&gt;: Ray attacks induce sunstroke, 4d4 nonlethal damage and fatigue.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Shining Sands&lt;/strong&gt;&lt;/em&gt;: Affects and reflects sunlight, blinding foes.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Fire Seeds&lt;/strong&gt;&lt;/em&gt;: 4 Fruit seeds or 8 dried berries become grenades (1d6/ level) and bombs (1d8+1/level).&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Firestorm&lt;/strong&gt;&lt;/em&gt;: Deals 1d6/level fire damage (max. 20d6).&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Sunburst&lt;/strong&gt;&lt;/em&gt;: Blinds all within 10ft., deals 6d6 damage.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:85%;"&gt;&lt;em&gt;&lt;strong&gt;Blazing Wreath&lt;/strong&gt;&lt;/em&gt;: Shrouds you in elemental flame.&lt;/span&gt;&lt;/li&gt;&lt;/ol&gt;&lt;p&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Produce Flame&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Evocation&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt; [Fire]&lt;br /&gt;Level&lt;/strong&gt;: Drd 1, Fire 2&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 Standard Action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: 0 ft.&lt;br /&gt;&lt;strong&gt;Effect&lt;/strong&gt;: Flame in your palm&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: 1min/ level&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: None&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.&lt;br /&gt;In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 40 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.&lt;br /&gt;This spell does not function underwater.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Flame Blade&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Evocation [Fire]&lt;br /&gt;Level&lt;/strong&gt;: Drd 2&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S, DF&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 Standard Action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: 0 ft.&lt;br /&gt;&lt;strong&gt;Effect&lt;/strong&gt;: Sword-like flame&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;:1 min/ level (D)&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: None&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a sword. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.&lt;br /&gt;The spell does not function underwater.&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Fireball&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Evocation [Fire]&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Level&lt;/strong&gt;: Sor/ Wiz 3&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S,&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 Standard Action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Long (440 ft. + 40 ft./ level)&lt;br /&gt;&lt;strong&gt;Area&lt;/strong&gt;: 20-ft. radius spread&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: Instantaneous&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: Reflex half&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.&lt;br /&gt;You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, fist-sized ball streaks from the pointing hand and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the ball through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the fireball strikes the barrier and detonates prematurely.&lt;br /&gt;The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Shining Sands&lt;br /&gt;&lt;/span&gt;Transmutation&lt;br /&gt;Level&lt;/strong&gt;: Wiz 6, Sun 5&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 standard action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Medium (100 ft. + 10 ft./lvl)&lt;br /&gt;&lt;strong&gt;Target&lt;/strong&gt;: Area within range (see text)&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: 1 hour/level&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: None&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: No&lt;br /&gt;This spell can only be cast outside, in sand, during the daytime. The shining sands spell causes every single grain of sand within range to rotate slightly so as to reflect sunlight to your convenience, and to the great inconvenience of your foes. This spell can be cast one of two ways:&lt;/span&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-family:verdana;"&gt;Reflected Outward. You designate a central 20-foot radius area where you and your allies can stand. Any creature outside your circle is blinded for 1 round every time that they attempt to look in your direction.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;"&gt;Reflected Inward. You designate a central fixed spot within range. This spot becomes the center of the spell range, and every grain of sand directs sunlight towards that location. Thus, any creature within the area of effect would be blinded no matter what direction they were facing, but you and your allies could watch them (and target them with missile fire) with no risk of getting the sun in your eyes.&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Sunstroke&lt;br /&gt;&lt;/span&gt;Evocation&lt;br /&gt;Level:&lt;/strong&gt; Fire 4&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S, DF&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 standard action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Medium (100 ft. + 10 ft. / level)&lt;br /&gt;&lt;strong&gt;Target&lt;/strong&gt;: 1 creature within range&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: 1 round/level&lt;br /&gt;&lt;strong&gt;Savings Throw&lt;/strong&gt;: Fortitude halves&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;Casting this spell allows you to fire rays of brilliant sunlight that cause the creatures struck by the rays to overheat as if suffering from sunstroke or fever. With a ranged touch attack, each sunray strikes for 4d4 nonlethal damage and causes the target to become fatigued. A successful Fortitude save halves the damage and negates the fatigue. Constructs and other creatures not afflicted by heat or nonlethal damage are unaffected, except for undead, who suffer real damage from the sun rays.&lt;br /&gt;This spell can only be cast in the sunlight.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Fire Seeds&lt;br /&gt;&lt;/span&gt;Conjuration (creation) [Fire]&lt;br /&gt;Level&lt;/strong&gt;: Drd 6, Fire 6, Sun 6&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S, M&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 Standard Action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Touch&lt;br /&gt;&lt;strong&gt;Targets&lt;/strong&gt;: Up to four fruit seeds or up to eight dried berries&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: 10 min./ level, or until used&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: None or Reflex half; see text&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: No&lt;br /&gt;Depending on the version of fire seeds you choose, you turn fruit seeds into splash weapons that you or another character can throw, or you turn dried berries into bombs that you can detonate on command.&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Fruit Seed Grenades&lt;/strong&gt;&lt;br /&gt;As many as four seeds turn into special splash weapons that can be hurled as far as 40 feet. A ranged touch attack roll is required to strike the intended target. Together, the fruit seeds are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the seeds as you wish.&lt;br /&gt;Each seed explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.&lt;/span&gt;&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Dried Berry Bombs&lt;br /&gt;&lt;/strong&gt;You turn as many as eight dried berries into special bombs. The dried berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each dried berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage. &lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Material Component&lt;/strong&gt;:The fruit seeds or dried berries. &lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/span&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;color:#660000;"&gt;&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Fire Storm&lt;br /&gt;&lt;/span&gt;Evocation [Fire]&lt;br /&gt;Level&lt;/strong&gt;: Clr 8, Drd 7, Fire 7&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 round&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Medium (100 + 10 ft./ level)&lt;br /&gt;&lt;strong&gt;Area&lt;/strong&gt;: Two 10-ft. cubes per level (S)&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: Instantaneous&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: Reflex half&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Sunburst&lt;br /&gt;&lt;/span&gt;Evocation [Light]&lt;br /&gt;Level&lt;/strong&gt;: Drd 8, Sor/Wiz 8, Sun 8&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S, M/DF&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 Standard Action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Long (400 ft. + 40 ft./ level)&lt;br /&gt;&lt;strong&gt;Area&lt;/strong&gt;: 80-ft. radius burst&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: Instantaneous&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: Reflex partial; see text&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: Yes&lt;br /&gt;Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.&lt;br /&gt;An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.&lt;br /&gt;The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.&lt;br /&gt;Sunburst dispels any darkness spells of lower than 9th level within its area.&lt;br /&gt;&lt;strong&gt;Material Component&lt;/strong&gt;:&lt;strong&gt; &lt;/strong&gt;A piece of sunstone and a naked flame.&lt;/span&gt;&lt;/div&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="color:#660000;"&gt;Blazing Wreath&lt;br /&gt;&lt;/span&gt;Transmutation&lt;br /&gt;Level&lt;/strong&gt;: Fire 9&lt;br /&gt;&lt;strong&gt;Components&lt;/strong&gt;: V, S&lt;br /&gt;&lt;strong&gt;Casting Time&lt;/strong&gt;: 1 free action&lt;br /&gt;&lt;strong&gt;Range&lt;/strong&gt;: Personal&lt;br /&gt;&lt;strong&gt;Target&lt;/strong&gt;: You&lt;br /&gt;&lt;strong&gt;Duration&lt;/strong&gt;: 10 minutes/level&lt;br /&gt;&lt;strong&gt;Saving Throw&lt;/strong&gt;: None&lt;br /&gt;&lt;strong&gt;Spell Resistance&lt;/strong&gt;: No&lt;br /&gt;Like fire shield, this power shrouds your body in flames that cause damage opponents daring or stupid enough to attack you in melee. The following benefits apply:&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;You illuminate a 100-foot radius area as if by the daylight spell.&lt;/li&gt;&lt;li&gt;Any creature within 10 feet of you takes 2d8 fire damage.&lt;/li&gt;&lt;li&gt;Any creature that strikes you with an unarmed attack or with a natural weapon is instantly set on fire (see the DMG for rules about catching fire).&lt;/li&gt;&lt;li&gt;The flames provide you with Damage Resistance 15/magic, and any non-enchanted weapon that hits you but fails to damage you is incinerated if it fails a Reflex save.&lt;/li&gt;&lt;li&gt;The flames grant you total immunity to fire, electricity, cold, and poison.&lt;/li&gt;&lt;li&gt;Poison of any kind is effectively neutralized as it passes through the flame, so you are also unable to use poison on your own weapons.&lt;/li&gt;&lt;li&gt;Your movement creates a wall of fire as per the spell but this wall of fire lasts the entire duration of the blazing wreath spell. &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7952773956659966837?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7952773956659966837'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7952773956659966837'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/suns-radiance-domain.html' title='Sun&apos;s Radiance Domain'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_K4rwSP2-Hw0/Sk0W5SjG7lI/AAAAAAAAAXw/ngUpohrT6nE/s72-c/sun.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-1766548411900746297</id><published>2009-05-15T14:25:00.000-06:00</published><updated>2010-02-09T06:02:07.397-07:00</updated><title type='text'>Outpost 3</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg3P15UPP-I/AAAAAAAAAVs/sFkp_jhwo9Y/s1600-h/Outpost+Three.bmp"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 214px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5336149658329628642" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg3P15UPP-I/AAAAAAAAAVs/sFkp_jhwo9Y/s400/Outpost+Three.bmp" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Outpost 3&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Outpost 3 is one of four outposts that Merchant House Inika permanently maintains. It sits near Last Port, a major trade location on the north side of the Estuary of the Forked Tongue, where silt skimmers arrive and depart with trade goods bound for Balic. The walls of the compound are amassed of rocks, stones and packed earth. These materials are stacked up, reaching an average height of eight feet, and are watched over by a single two-story watch-tower that sits in the middle of the outpost on top of one of the five store-houses. Each store-house holds the trade goods from passing caravans, and a corral in the front corner contains spare pack-beasts. A water-house provides cool, clear water for both weary traveler and parched guard. Tents are scattered about the open yard, providing the caravan’s entourage a somewhat comfortable place to sleep, while the permanent guards of Outpost 3 are billeted throughout the five store-houses.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;1- Main gate&lt;/strong&gt; - The Main gate of Outpost 3 is constructed of mekillot ribs; lashed together with braided giant hair and observed by the Watchtower.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;2- Watchtower&lt;/strong&gt; - This two-story building is the tallest structure at Outpost 3. The ground level stores surplus weapons and extra arrows. The upper level is shaded and allows 360' observation of the outpost, its walls and the surrounding area. There are always two guards in the watchtower.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;3- Well-house&lt;/strong&gt; - A mud-brick building built around the outpost’s well, the well-house provides cool, clear water and a cool place to rest. The walls of the well-house remain cool due to the evaporation, which is why the guards and caravan travelers have attached cloth shade canopies.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;4- Storehouses&lt;/strong&gt; - The five storehouses are also built of mud-bricks and have wooden doors. While it is uncommon for all of the storehouses to be full, it is common for at least one caravan to be occupying one or two of them. Each storehouse has room by its only door for the permanent guards to live and for the caravan masters to sleep.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;5- Living tents&lt;/strong&gt; - The permanent, cloth tents scattered around the outpost are used by caravan guards and patrons during their stop-over.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;6- Corral&lt;/strong&gt; - The caravan’s pack-beasts, typically kank, are contained and fed in this rock-enclosed corral. There is a small sun shade in the back corner and the beasts have a fresh supply of both water and brambleweed.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Observation Posts&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Surrounding each Outpost is a series of observation posts. Typically placed on high ground or in areas that may present potential ambushes, each observation post keeps watch over a cardinal direction, and is in line-of-sight of the outpost; although the observation posts may not be in sight of each other. The standard signal of approaching danger is to set a small ceramic flask on fire and place it on the ledge closest to the Outpost.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;An outpost is typically a single story building with a permanent observation post placed on its rooftop. The lower level provides comfortable quarters for a pair of guards, while another pair keeps watch. The are also small corrals alongside the observation posts’ walls, which keep the guards speedy crodlu ready at a moments notice.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-1766548411900746297?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1766548411900746297'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/1766548411900746297'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/outpost-3.html' title='Outpost 3'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg3P15UPP-I/AAAAAAAAAVs/sFkp_jhwo9Y/s72-c/Outpost+Three.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-5667909388708845398</id><published>2009-05-15T14:17:00.001-06:00</published><updated>2010-02-09T06:04:25.174-07:00</updated><title type='text'>Silver Spring</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3OM5geb_I/AAAAAAAAAVk/4kj4mk3WN3Y/s1600-h/Silver+Spring+Oasis.bmp"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 351px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5336147854494691314" border="0" alt="" src="http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3OM5geb_I/AAAAAAAAAVk/4kj4mk3WN3Y/s400/Silver+Spring+Oasis.bmp" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-size:130%;"&gt;Silver Spring&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Thorny ashbrush grows wildly along the outside walls of this burnt-orange brick compound; acting as a deterrent for anyone thinking of entering uninvited, or who has managed to get past the elven guards who stand along top of the walls. The dun-colored, tart-smelling plants cling to life, fed by the underground waters of Silver Spring.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;The compound, built and inhabited by elves, appears to be a fortress of mud-brick, rising above the barrens along the road that travels between Altaruk and Urik. But do not be deceived, there is nothing silver about this oasis, except for the coins the tribe collects in payment for offering a bit of shade and enough water to quench the weary travelers thirst. The water is foul tasting and less than clear, but it is safe to drink and therein lies its attraction to the elves and travelers. Although its location has made it a natural stopping point, its poor appearance and less-than-perfect water never inspired anyone but the Silver Hand tribe to settle here. Prior to their arrival and development of this oases, it was commonly known as Bitter Springs.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;The tribe’s chief, Toramund, has a passion for silver, and saw a better opportunity to fill his packs and pockets with it by controlling access to the oasis, than by robbing the weary wander. Better to let them come to you, and then rob them.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Everyone is welcome at Silver Spring, provided they have the funds to pay the fees associated with resting and watering within the compound walls; a few well-placed arrows quickly turn away those who refuse to pay. If a group of visitors seems especially powerful, however, Toramund may decide to open the gates and give them free access to the oasis in order to avoid a battle in which his tribe may not win.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;Within the crumbling walls of the compound the elves have erected, the oasis gives new meaning to the phrase, ‘ Let the buyer beware.’ Here, a traveler and his money are soon parted. The elves require payment for everything, from watering at the pond to receiving a small area to sleep on. Once a traveler steps through the fortified gates, he or she receives the endless attention of peddlers, thieves and entertainers. Everyone from children to old elves assault the travelers, hoping to sell or trade some trinket for more than its worth or seeking an opportunity to secretly swipe a prized possession. After the gauntlet of peddlers, other elves appear to level a series of annoying minor fees, charges, and gratuities for the privilege of resting within the protection of the fortified walls.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;1- Gates&lt;/strong&gt; – When travelers approach to within bowshot of the walls, elf guards call out the rules of the compound: "One silver piece each to water here and rest in relative safety. Pay or turn back." Then an elf appears from a hidden entrance to collect the fees. The gates will not open until payment is received, and most violence is returned in kind by elven marksmen archers from atop the compounds’ walls.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;2- Corrals&lt;/strong&gt; – The elves maintain this facility to keep and tend beasts brought in by visitors. The small numbers of kanks that the tribe own are also corralled here. The fee of one silver piece must be paid for all beasts brought into the compound that wish to partake of the water at the oasis. If an owner decides to spend any amount of time at the oases, their beast must be left in the corral. The fee for this service requires yet another silver piece. Mekillots and inix are not permitted in the compound, but water may be brought to these creatures outside the walls if the normal fee is paid.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;3- Oasis Market&lt;/strong&gt; – The tents of the oasis market are filled with cheap, gaudy goods that carry hefty price tags. All items have been "improved" with decorative elements to justify prices that are sometimes three to four times more expensive than those offered elsewhere. Improvements include a few extra beads here, a few feathers attached there, etc. Common goods of all descriptions can usually be found here, as can a few exotic items that are often only slightly altered common goods. For example, a battered bone sword might be engraved with a few meaningless runes and sold as the legendary weapon of Colwyn of Bodach. The elves also sell spell components, and every so often a real treasure is to be found. But in order for a genuine treasure to escape Toramund’s private collection, it must be so obscure or disguised as to appear to have little or no true worth. If visitors anger or insult the Silver Hands, the items sold to them here will be of inferior quality, or possibly even poisoned. Occasionally, the elves will use a deadly but slow-acting poison on a particularly wealthy traveler, and then follow him into the desert in order to loot the dead body.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;4- Tent of Delight&lt;/strong&gt; - The drinks served here are strong and often as foul tasting as the water outside, but the singers, dancers and musicians are good. Friendly customers, who can afford to pay, may avail themselves of elven company here during their stay in the compound.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;5- Traveler’s Camp&lt;/strong&gt; – The Silver Hands provide space within their compound for travelers to make camp. For a silver piece, the elves provide a sleeping area (devoid of shade and next to the corrals), and access to a small fire area near the western wall (but no burn-rock). Those travelers who take advantage of the elves’ "hospitality," are also continuously bothered by peddlers and wandering entertainers throughout their stay. They must also beware of the elf thieves who regularly prey upon the campers. It is the wise traveling group that keeps at lest one member up to keep watch. The thieves do not steal so much from a single person as to be readily noticed, but they often take possession of a valuable item or two.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;6- Living Tents&lt;/strong&gt; – These tents serve as living areas for members of the tribe who are neither warriors nor traders. These elves are often the hunters, the thieves, the entertainers, or the older members of the tribe. It is unwise to venture into these areas unless invited or escorted by one of the Silver Hand elves.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;7- Warrior’s Tents&lt;/strong&gt; – The warriors charged with defending the oasis live in these long tents spaced evenly around the compound. If trouble occurs, all of the warriors can be assembled within minutes. Every warrior carries a long bow, plenty of arrows, a long sword made of bone, and an obsidian knife.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;8-Warrior Leader’s Tent&lt;/strong&gt; – Basettu, the Protector of the Oasis, and his officers share this tent. Their personal belongings are stored here, and this is where they come to sleep and relax. The accommodations are less spartan than the warriors, but not nearly as opulent as the chief’s. Four leaders live here, including Basettu.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;9- Water-Singer’s Tent&lt;/strong&gt; – Among the Silver Hand tribe is often born a water-singer; which is possibly why the tribe has had such luck and good fortune with this oasis. Typically many desert oases will go dry after a few phases, or even a couple quinths, but Silver Spring remains well supplied of its life-giving waters. The Water-singer may be encouraged to heal those travelers who have been beset by injury, but beware; an injury that heals slowly keeps visitors from leaving.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;10 - Chief’s Tent&lt;/strong&gt; – This huge tent serves as Toramund’s personal living area and court. There is also room, in a portion of the tent blocked off by flowing curtains, for special guests to stay, as well as those tribal members who have nowhere else to go. The large common area is clear so that Toramund can hold meetings or entertain important visitors. Toramund’s private collection of silver and treasure is also stored here, under the watchful eyes of his personal guards.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-5667909388708845398?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/5667909388708845398'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/5667909388708845398'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/silver-spring.html' title='Silver Spring'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3OM5geb_I/AAAAAAAAAVk/4kj4mk3WN3Y/s72-c/Silver+Spring+Oasis.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-8982965206651316200</id><published>2009-05-15T13:52:00.001-06:00</published><updated>2010-02-09T06:04:01.877-07:00</updated><title type='text'>Bouuche</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3IP1bCjFI/AAAAAAAAAVU/-suXxGeWHxA/s1600-h/Bouuche.bmp"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 400px; DISPLAY: block; HEIGHT: 282px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5336141307867991122" border="0" alt="" src="http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3IP1bCjFI/AAAAAAAAAVU/-suXxGeWHxA/s400/Bouuche.bmp" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Bouuche&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;Bouuche, formerly known as outpost Adros, sits in the tablelands nearly halfway along the trade route between Altaruk and Walis. The village was renamed after its first House Agent, Jaggi Bouuche, at a time when House Inika controlled the vital trade route between the ore mines of Walis and the metal hungry city-states of Tyr and Gulg. When competing House Vordon sent raiders to disrupt House Inika’s most northern and southern trade-routes, House Inika surprisingly abandoned both, and instead focused their attention on the silk and spice trade between Tyr and Gulg.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Owned by the widely feared and respected Merchant House Vordon, this once small outpost, garrisoned by only a company of soldiers, has slowly grown into a self-proclaimed successful trade village. After House Vordon came to power, freemen from the surrounding area began migrating to Bouuche; willing to work for the House Agent who oversaw the operations of moving caravans to Altaruk, Tyr and Balic.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Mud-brick walls, 3 meters high and nearly 2 meters thick, surround the village. Two gates constructed of mekillot ribs, lashed together with giant hair rope, allow passage at the north and south ends of the village. The southern gate is the main entrance, while the northern gate is used only for emergencies or when the village guard is called upon to persuade unwelcome visitors to move on. Both gates hang in separate gatehouses manned by multiple guards armed with bows.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The largest and most important building in Bouuche is the Merchant House, known commonly, and simply as "The House", which serves as residence, office, and warehouse. Aside from these functions, the building also houses the Civil Bureau, which orchestrates the day-to-day functions that keep life in Bouuche running as smoothly as possible. In reality, it is the House Agent which directs the Civil Bureau; after all, it is a trade town.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Behind "The House" are a set of barracks, kept to house trade caravan guards, as well as the local militia. Accommodations are meager at best, but to those who serve as guards a bed is given to sleep upon and two full meals a day provided. Adjacent to "The House" and barracks are the corrals. Utilized solely for caravan mounts, space is limited, and comes at a high premium for availability.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The commons, a large barren patch of ground often inhabited by groups of nomads, traders, and travelers, lie directly in front of "The House," nearest the main south gate. On most occasions, a bazaar of sorts will appear in the commons, providing small competition with local merchants. Of course, if prices become too low, the House Agent will force the "visitors" to leave Bouuche, or else tax them heavily once they decide to move on.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Local merchants and craftsmen include bone and stone-smiths, a leather-worker, an armorer and weapon smith, a brickmaster, a mason, and numerous other minor craftsmen and traders.&lt;br /&gt;In the center of the town lies the town well. While water is free to the citizens of Bouuche, the Merchant House enforces a strict water-tax on all visitors. House guards monitor the well carefully, and collect all necessary fees. Next to the well is a large, permanent shade-cloth; used for unofficial meetings or gatherings, or just as a place to sit and relax while the searing afternoon cools into evening.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The most popular destination in Bouuche, aside from The House, is "The Mudbrick," a tavern that sells a small assortment of drinks, as well as very basic meals. As with all businesses and residences in Bouuche, the tavern is closely run under the watchful eye of the House Agent. The food is only fair, the drinks are heavily watered, and prices are high.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The dwellings of those who make Bouuche their home dominate the northern section of town. The Merchant House imposes a tax on all residents, however, in return protection in provided as is the benefit of utilizing the services of the numerous trade-caravans which stop along their route. If the small, one-room dwellings are nothing but protection from the sun and the winds, the villagers of Bouuche are glad for them.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The Merchant House Vordon supplies the garrison's equipment, including weapons and armor, and Bouuche has the facilities to make any necessary repairs. While jobs are only available when work is needed, there are approximately 60 civilians constantly in the employment of the Merchant House. Primarily packers, haulers, wheelwrights, carpenters, coopers, joiners, stablers, animal handlers, and the usual assortment of service professions seen in any well-traveled trade-stop.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;The majority of the population that makes Bouuche their home works in someway for the Merchant House. Whether it is inventorying ceramic pieces or trade goods, moving items, creating them, or growing fresh produce, everything that happens in Bouuche supports the Merchant House and their trade-caravans. The town only exists to support the Merchant House, and the Merchant House is the only thing that allows the town to exist. Although it appears as though the two are mutually dependent upon one another, it is a very well known fact that the Merchant House would survive even if the town didn’t. There are dozens of more little towns that the Merchant House could move to for a more lucrative business if Bouuche wasn’t proving to be beneficial.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Important Residents&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Silax&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;Male Human Trader, Neutral Evil&lt;br /&gt;Level: 6&lt;br /&gt;Str 11 Dex 12 Con 14 Int 14 Wis 13 Cha 15&lt;br /&gt;AC: 10&lt;br /&gt;Movement: 30&lt;br /&gt;Hit Points: 23&lt;br /&gt;Base Attack Bonus: +4&lt;br /&gt;Saves: Fort +2 Ref +5 Will +2&lt;br /&gt;Skills: Appraise +6, Bluff +4, Diplomacy +4, Knowledge (economics) +4, Sense Motive +3&lt;br /&gt;Feats:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Silax is the Merchant House Agent currently in charge at Bouuche. He is distinguished and respected by other Agents within the same House, but regarded as a shrewd and deceitful liar by nearly everyone else. To his credit, Silax was able to transform what was once just a small, forgotten outpost into a thriving village that has become vital to the trade-route between Walis and Altaruk. Silax is keenly aware of the power he commands within Bouuche and rarely has trouble asserting it; his ambitions are to one day become a member of the Vordor family.&lt;br /&gt;He has no love for elves and prefers them not to visit his town, but will occasionally allow a small tribe to camp within bow-shot, provided they pay his extremely high tax on any items sold within his walls. Dwarves are also not a favorite race of Silax, however, he employs them exclusively as his Caravan Masters because of their fierce determination in achieving their focus.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Captain Dundas&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;Male Human Fighter, Neutral Good&lt;br /&gt;Level: 5&lt;br /&gt;Str 15 Dex 13 Con 15 Int 12 Wis 12 Cha 14&lt;br /&gt;AC: 16&lt;br /&gt;Movement: 30&lt;br /&gt;Hit Points: 42&lt;br /&gt;Base Attack Bonus: +5&lt;br /&gt;Saves: Fort +5 Ref +1 Will +1&lt;br /&gt;Damage: 1d6 (spear), 2d4 (flail)&lt;br /&gt;Skills: Craft +3, Intimidate +4, Profession +6, Ride +4, Survival +6&lt;br /&gt;Feats: Alertness, Armor Training*, Bravery*, Combat Reflexes, Defensive Combat Training, Dodge, Endurance, Iron Will, Overhand Chop, Persuasive, Power Attack, Simple Weapon Proficiency, Toughness, Weapon Training*&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Dundas is Bouuche’s militia Captain, and has worked as a guard and military advisor for Silax for well over a decade. While he is not overly intelligent, he has an innate grasp of military tactics and other military manners. His loyalty appears to be with the Merchant House and Silax, but in reality lies with the village of Bouuche, to which he is devoted to. Dundas has a wife and daughter who live among the many other residents of Bouuche, and who ply their trade as weavers.&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Tranhit&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;Male Dwarven Trader, Chaotic Good&lt;br /&gt;Level: 3&lt;br /&gt;Str: 17 Dex: 10 Con: 17 Int: 10 Wis: 11 Cha: 9&lt;br /&gt;AC: 5&lt;br /&gt;Movement: 20&lt;br /&gt;Hit Points: 22&lt;br /&gt;Base Attack Bonus: +3&lt;br /&gt;Saves: Fort: +3 Ref +1 Will +2&lt;br /&gt;Damage: 1d6 (club)&lt;br /&gt;Skills:&lt;br /&gt;Feats:&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;Tranhit is Silax’s Caravan Master-in-charge. While neither of these two necessarily like each other, there is a mutual benefit between Silax and Tranhit, and so they tolerate one another. At the very least, they respect each other for their strengths, abilities and dedicated focus to their tasks. Tranhit is a relative newcomer to Bouuche, only having been a resident for the past four years. Prior to his arrival, Tranhit was a labor boss in one of the ore mines near Walis.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-8982965206651316200?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8982965206651316200'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8982965206651316200'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/bouuche.html' title='Bouuche'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_K4rwSP2-Hw0/Sg3IP1bCjFI/AAAAAAAAAVU/-suXxGeWHxA/s72-c/Bouuche.bmp' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-8341363775907341140</id><published>2009-05-11T20:34:00.000-06:00</published><updated>2010-02-09T06:07:43.949-07:00</updated><title type='text'>The Incomplete Compendium of Athasian Elves - Part 2</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rVwuK0qI/AAAAAAAAAV8/D48wRlmwwTE/s1600-h/Psion+Elf+Female.jpg"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 298px; DISPLAY: block; HEIGHT: 374px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5336250261336412834" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rVwuK0qI/AAAAAAAAAV8/D48wRlmwwTE/s400/Psion+Elf+Female.jpg" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;&lt;/span&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;-~~~~-&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Family - Marriage - Customs &amp;amp; Courtesies -&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Gestures - Hygiene - World Views - Diet -&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Dwellings - Cultural Economy - Warfare&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;-~~~~-&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Family&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;The elvish term for household is &lt;em&gt;mal&lt;/em&gt;, which usually includes the parents and children, plus the husband’s parents. An elven family is hierarchical. Status within the household is based on age and gender. The head of the family is the oldest adult male, and he exercises a high degree of authority and responsibility. Females, however, wield more behind the scenes power than what appears. The oldest female in the family often has considerable say in what happens in the day-to-day operations within the home and how the children are reared.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Marriage&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Marriages are significant events to elven families. Traditionally, they are arranged, and potential brides are expected to display shyness and reticence to marry. Marriage celebrations can range from a day to a week. Gifts are exchanged between the families. On the sixth day of marriage, the couple has close relatives visit, receiving presents for their new life together. If the groom does not support his wife according to the standards of her own family, the bride has grounds for divorce. A man may divorce his wife by publicly renouncing her three times.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Customs &amp;amp; Courtesies&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Elves often greet each other with a number of ritual phrases and fixed responses. Elaborate greetings are often lengthy, but are important in establishing friendly relations.&lt;br /&gt;Upon entering a group of people, elves greet those present – especially the elderly – before sitting down. When meeting a group, elves will usually approach the senior person, but greet the entire party. Eye contact signals respect to the person greeted.&lt;br /&gt;Elves are comfortable when surrounded by people in open spaces, but can feel uncomfortable or threatened when enclosed in small physical spaces.&lt;br /&gt;Privacy of personal property is very important to elves. It is rude to look into someone’s home or touch their possessions; equated with trespassing and theft.&lt;br /&gt;In their territory, it is customary to offer friendly strangers food and shelter. Shelter is provided by the &lt;em&gt;agha&lt;/em&gt;, the eldest female member of the village. When visiting the agha’s shelter, other women of the tribe will make and serve food, and because elves take pride in being good hosts, they will often provide entertainment. A host would be disappointed by somber or uncooperative guests who do not go along with the entertainment – be it conversation, games, music, or dance. Elves will refuse offers of food two or three times before accepting, and similar behavior is expected of a visitor. When visiting, the host will often offer a spiced tea. It is considered rude to refuse, but just as rude to drink more than the host offers or drinks himself.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Gestures&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;By placing ones hand over their heart shows respect or thanks&lt;br /&gt;Touching the fingers to the forehead while bowing slightly shows loyalty and respect&lt;br /&gt;Sharply pinching the thumb and first finger together in front of one’s mouth means that what is spoken is a lie.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;span style="font-size:100%;"&gt;&lt;strong&gt;Hygiene&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;Personal hygiene is extremely important to elves for very practical reasons. It is typical to wash the hands before and after eating. It is common to wash the face, hands and forearms daily. A head-to-toe washing is commonly performed every few days or following contact with unclean substances.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;World Views&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Elves tend to perceive events as isolated events. They do not generally subscribe to humans’ concept of cause and effect; they often dismiss casual chain of events. This thought process seems illogical to humans who look for a unifying concept.&lt;br /&gt;Elves are also extremists. Perhaps due to their harsh life in the desert, they perceive the world in extremes. There is water or no water, it is either day or night, it is either hot or cold. Surrounded by an environment of extremes, elves perceive the world in those terms. As a result, if a plan, project, or piece of equipment has a problem, then it means the entire plan, project or piece of equipment is a problem.&lt;br /&gt;Elves appear paranoid by human standards. Many perceive problems as part of a plan to foil their attempts to make life enjoyable or more pleasant. This concept helps explain elves’ unwillingness to trust strangers and defensiveness.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Diet&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;The staple of the elven diet is meat and flat bread known as &lt;em&gt;aish&lt;/em&gt;. While fresh meat is preferred, dried meat (usually z’tals) is most common, and easiest to transport. A mixture of vegetables and quinoa is popular, as is the spiced tea specific to elves.&lt;br /&gt;Midday meal is the main meal of the day, as elves tend to travel during dawn and dusk, keeping meals eaten at those times small. A tribal camp would have been made to wait out the mid-day and afternoon heat.&lt;br /&gt;Elves love nuts and also use a variety of spices in all their dishes. Some more common dishes include: &lt;em&gt;kubba&lt;/em&gt; – a cracked grain mixed with meat and spices, &lt;em&gt;tikka&lt;/em&gt; – meat skewered and roasted over hot coals, &lt;em&gt;quozi&lt;/em&gt; – mixed meat and quinoa, &lt;em&gt;masuf&lt;/em&gt; – a small lizard cooked over hot coals and eaten entirely.&lt;br /&gt;Celebrations often take place, many times without any special significance. Elves love a brink called &lt;em&gt;broy&lt;/em&gt;, which is kank nectar that has been allowed to ferment. It is a sweet and tart beverage, and if drunk in any great quantities, provides inebriation.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Dwellings&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Being nomadic, elves live in tent camps. Even those elves that make their home in urban areas will often live in an encampment of tents owned exclusively by other elves.&lt;br /&gt;The tents are made of a light, woven cloth, similar to silk, and are supported by a series of poles and cross-poles. Colorful rugs and mats cover the ground, providing a decorative interior, which is surprisingly cool and comfortable. Belongings are stowed and carried in bags of all sizes, and are placed around the interior base of the tents, making room for its occupants and helping to hold the tent down against strong desert night winds.&lt;br /&gt;Camps may consist of an entire tribe, or just merely a few families who have joined together.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Cultural Economy&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Elven economy is extremely diverse. Depending on local resources and which territory they are in, tribes vary greatly from one another, and are economically independent with respect to their respective interests. It is fair to say, however, that the majority of elven tribes make their livelihood on herding beasts or in trade caravans.&lt;br /&gt;Elves are forthright to a fault, from a human perspective. Elves will voice their opinion, positive or negative, which can at times be interpreted as being aggressive or rude. In economic concerns, this can make humans uncomfortable and hesitant to embrace elves as partners. In addition, the relationship between the elves and the regions that they occupy has hampered outside investment in traditional elvish areas. However, elves pride themselves on precision and attention to detail. They are also more inclined to individual enterprise as a means of self-reliance. Wealth and success are not seen as being excessive, and are qualities to celebrate and strive for.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Warfare&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;The nomadic lifestyle of elven tribes tends to make them skeptical of outsider groups, fearing competition for scarce resources. Protection of territory and allegiance to the social unit are primary reactions against intrusion. It is thus common to engage in armed forays to usurp and plunder resources belonging to a weaker tribe or neighbor.&lt;br /&gt;The glory of the raid, whether against another tribe, settled enemy, or caravan, is a key aspect to elven tribal warfare. In many cases, raids are carried out with brute force and blunt violence. Often, tribal raids become flash points for larger tribal conflicts.&lt;br /&gt;Although it varies greatly as to raiding parties, the typical group travels light, avoids detection, moves quickly, and strikes with surprise and violence. Livestock, captives, and other spoils are taken based on what the raiders need or can carry. When raiding leads to greater conflict, the objective usually is not to force submission, but to restore the balance of honor through blood revenge.&lt;br /&gt;Participation in a raid is considered a dramatic test of courage, skill, and dedication to the goals of the tribal group. Combat usually bestows honor on both sides. For elven tribes, honor is the dominant value. In the collective sense, honor means defense of the tribe, the group, or the society as a whole against its challengers. Lost honor, according to tribal tradition, must be retrieved by violence.&lt;br /&gt;Tribes commemorate their raids through poetry and song.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-8341363775907341140?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8341363775907341140'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/8341363775907341140'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/incomplete-compendium-of-athasian-elves_11.html' title='The Incomplete Compendium of Athasian Elves - Part 2'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rVwuK0qI/AAAAAAAAAV8/D48wRlmwwTE/s72-c/Psion+Elf+Female.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-881015935445546720</id><published>2009-05-10T20:29:00.000-06:00</published><updated>2010-02-09T06:07:27.726-07:00</updated><title type='text'>The Incomplete Compendium of Athasian Elves - Part 1</title><content type='html'>&lt;strong&gt;&lt;span style="font-family:Verdana;"&gt;&lt;/span&gt;&lt;/strong&gt;&lt;a href="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rAP01H6I/AAAAAAAAAV0/w5mzGz6LXrk/s1600-h/Elf+Psion-Fighter.jpg"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 298px; DISPLAY: block; HEIGHT: 374px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5336249891728727970" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rAP01H6I/AAAAAAAAAV0/w5mzGz6LXrk/s400/Elf+Psion-Fighter.jpg" /&gt;&lt;/a&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;div align="center"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;-~~~~-&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;Language-The Tribes-Rules of Law-&lt;/strong&gt;&lt;/span&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;Alliances-Conflict Resolution&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;strong&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;-~~~~-&lt;/span&gt;&lt;/strong&gt;&lt;/div&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;Language&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:85%;"&gt;The Elven tongue is a spoken language only; it has never been known to have been written down. While most elves speak the Common tongue fluently as a second language, the only reason outsiders learn to speak elven is for trade. Many elves speak additional languages, mainly for trading purposes. The elven language is melodic and easy on the ears – described as something between a song and a spell. Language is a major facet of elven identity. The language embodies an entire culture; gender, geography, nomadic lifestyle and trading all become important factors.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;The Tribes&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;The rift between different elven tribes is rooted in a struggle for political and economic power. Their inability to articulate a common goal that would unify and guide them as a group lends the overall difficulty in impressing their demands or draw support from the ruling classes.&lt;br /&gt;At least five-sixths of all elves belong to one of over a hundred tribes. Social relationships in elven culture require individuals to merge identity and personality within the framework of the communal group, or tribe. Instead of asserting their separateness and privacy as individuals, elves tend to interact as members of a group – family, clan, or tribe.&lt;br /&gt;Elves display a high need for social approval and group norms. Shunning is the primary instrument with which elven society enforces conformity. The tribe often determines a person’s identity, status, and prospects for success in life. Conformity is related to and reinforced by a reverence for tradition.&lt;br /&gt;Within elven culture, the group takes precedence over the individual. Loyalty to the group is highly valued, and responsibility is generally considered to fall upon the group in its entirety rather than on any particular individual. Kinship ties are fabricated, denied, and manipulated. Because of the primacy of the group, obligations of group members to one another are wide, varied, and powerfully compelling. The extended family is the fundamental unit of political and social action. Related kin groups may be allies or enemies, depending upon the existing economic and political conditions.&lt;br /&gt;Elven tribes are characterized by solidarity, manipulation, and independence. Tribal values include loyalty, courage, resourcefulness, manliness, and mastery of both arms and deception. In general, the degree of hierarchy and centralization in a tribe correlates with the amount of resources in an area. Tribal membership does not impose a rigid structure of behavior. The tribe provides its members with an identity, a sense of security, and conflict resolution, but everyday behavior is pragmatic and adaptive to specific situations.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:Verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Rules of Law&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;Elves value freedom above all other things. This independent spirit helps to explain the elven resistance to imperial and monarchical attempts to rule them. An attack on an individual group member is considered an attack on the collective honor of the entire tribe, and thus involves the entire group. Even though blood feuds do not occur frequently, their potential is a powerful influence on behavior.&lt;br /&gt;The elvish concept of sereem, loosely translated as shame, powerfully shapes elven behavior. Under usual circumstances, it prevents overt, face-to-face challenges to hierarchy and authority. Elvish culture, to some extent, valorizes wily or deceitful behavior, while at the same time, elves that display integrity and highly admired.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Alliances&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;Tribal alliances are notoriously volatile, and allegiances differ even among groups within a particular tribe. The history of elven tribes has been marked by shifts in allegiances, betrayals, and conditional alliances. Often tribes look out for their own interests, regardless of who controls the territory. Confederations war with one another.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:100%;"&gt;Conflict Resolution&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;The emphasis on community helps explain the dominance of informal over contractual commitments and the use of mediation to solve conflicts. Many disputes are resolved informally. Rituals, however, play an important role in tribal conflict resolution. The &lt;em&gt;suth&lt;/em&gt;, or settlement, ritual recognizes that injuries between individuals and groups will fester and grow if not acknowledged and repaired. Given the severity of life in the desert, competing tribes realize that suth is a better alternative to endless cycles of vengeance.&lt;br /&gt;Following a conflict, a tribe will take stock of losses in elven and material items. The tribe with the fewest losses compensates the tribe that suffered most. Stringent conditions are set to settle the conflict definitively. The parties then pledge to forget everything that happened and initiate a new relation.&lt;br /&gt;In theory the practice works and makes sense, but in practice, it is often very difficult, if not impossible, to get two disagreeing elven groups together for any reason other than to fight.&lt;br /&gt;A suth works as follows: After a crime or murder, the family of the victim, in an attempt to prevent blood revenge, calls on a delegation of mediators consisting of tribal elders. As soon as mediators are called in, a hodna, truce, is declared. The mediators initiate counsel to determine the truth of the incident; to note, however, it is not the mediators role to decide punishment of he offending party, but to preserve the honor of both families involved. A blood price, or &lt;em&gt;diya&lt;/em&gt;, is then paid to the family of the victim. This diya, or exchange of goods, substitutes for the exchange of blood. The process ends with a public ceremony of reconciliation, musalaha, performed at the tribal center. The families of both parties exchange greetings and accept apologies. The family of the offending party visits the family of the victim and the ritual concludes with a meal hosted by the family of the offender. It is important that throughout the entire ritual, focus is placed on family, clan or tribe, not the individual. It is also important to remember that none of these courtesies are extended to outsiders (non-elves).&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-881015935445546720?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/881015935445546720'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/881015935445546720'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/incomplete-compendium-of-athasian-elves.html' title='The Incomplete Compendium of Athasian Elves - Part 1'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/Sg4rAP01H6I/AAAAAAAAAV0/w5mzGz6LXrk/s72-c/Elf+Psion-Fighter.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-7070352899383834124</id><published>2009-05-03T12:46:00.000-06:00</published><updated>2010-02-09T06:05:40.830-07:00</updated><title type='text'>Githweed</title><content type='html'>&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;span style="font-family:Georgia;font-size:100%;"&gt;&lt;/span&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 223px; DISPLAY: block; HEIGHT: 234px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5338353438596734050" border="0" alt="" src="http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShWkKykLHGI/AAAAAAAAAWs/sXUy0p6Goz8/s400/githweed.jpg" /&gt;Githweed is a broad-leafed plant which grows low to the ground, usually in cultivated fields. Once mature, the leaves are collected and hung to dry. The dried leaves are then bundled and sold. Dry githweed is torn into small pieces known as "scrap" and is used by being placed between the gums and cheek of the mouth. Once the scrap begins to regain moisture, the githweed's natural toxins are quickly absorbed into the blood stream and nervous system. Users experience feelings of relaxation and calmness before falling into a semi-unconsiousness euphoria. Githweed is quite addictive, and over time, the user becomes more and more dependent upon it. This drug requires continous use in order to avoid the pain of withdrawl symptoms. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;More importantly, however, is the fact that while under the influence of githweed, a person's psionic activity slows to such a point that they are able to resist psionics better than normal; essentailly, in game terms, they have a &lt;em&gt;Closed Mind&lt;/em&gt;. This makes mind-linking them with very difficult -- which certainly agitates Templars. Eventually, githweed addicts are driven to theft, petty crime and even mugging in order to obtain more money to support their githweed use. In addition, they begin to bear the unmistakable signs of their addiction; brown stained teeth, raw, sore mouths and throats, a reduced sense of smell and taste, problems with simple memory and learning abilities, as well as loss of coordination. &lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;It is not uncommon to find githweed addicts stumbling throughout the back alleyways and slums of the markets, confused, belligerent, and crazed. They become a nuisance, as Templars attempt to enforce the laws prohibiting githweeds’ use, but are reluctant to imprison the addicts because they are unproductive in either the brick pits or labor camps, and are extremely difficult to control psionicly; they are only a drain on already limited resources of food, supervision and money.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-family:verdana;"&gt;Githweed&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Type:&lt;/strong&gt; Ingested, Fort DC 10, addictioin DC 20&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Side Effects:&lt;/strong&gt; The user of githweed gains the feat Closed Mind for the duration of the primary effects. &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Primary Effects:&lt;/strong&gt; After 1d6 rounds, the user slips into unconsciouness for 1d6 hours. &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Secondary Effects:&lt;/strong&gt; The user becomes catatonic for 1d4 hours &lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Overdose:&lt;/strong&gt; The user slips into a coma for 1d20 hours, reducing their hit points to 1. All lost hit points must be regained.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Slaking Period:&lt;/strong&gt; 1 Day&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Spiral Damage:&lt;/strong&gt; 1d4 Dex, 1d2 Int, 1d2 Wis, 1d6 Cha, 1d2 Con&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Craft:&lt;/strong&gt; -&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:85%;"&gt;&lt;strong&gt;Price:&lt;/strong&gt; 2 bits; price may vary&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-7070352899383834124?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7070352899383834124'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/7070352899383834124'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/githweed.html' title='Githweed'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_K4rwSP2-Hw0/ShWkKykLHGI/AAAAAAAAAWs/sXUy0p6Goz8/s72-c/githweed.jpg' height='72' width='72'/></entry><entry><id>tag:blogger.com,1999:blog-6515825076180321496.post-4385206471964593501</id><published>2009-05-02T08:28:00.000-06:00</published><updated>2010-02-09T06:05:58.255-07:00</updated><title type='text'>A Field Guide to Athasian Flora</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShVpoJ0_B-I/AAAAAAAAAWk/bZg3vXl-sEM/s1600-h/FARO+TREES.JPG"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 360px; DISPLAY: block; HEIGHT: 262px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5338289071871428578" border="0" alt="" src="http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShVpoJ0_B-I/AAAAAAAAAWk/bZg3vXl-sEM/s400/FARO+TREES.JPG" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;div&gt;&lt;span style="font-family:verdana;font-size:85%;"&gt;The names and descriptions that follow were taken from the Dark Sun novels.&lt;/span&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-family:verdana;font-size:130%;"&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;A&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Agafari&lt;/strong&gt; –tree; have a blue tinted wood and bark; hardwood; marked by deep creases and ribbon-like pleats; grow 30m+ in height; great sweeping fan boughs; canopy of turquoise, heart-shaped leaves; gnarled roots are exposed partially above ground&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Arrowweed&lt;/strong&gt; – shrub; quiver like clusters; yellow; when the stalks are broken they emit a tangy, foul-smelling odor; the stems are lined with razor-sharp ridges.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ash-Brush&lt;/strong&gt; – bush; ash-colored; grows in the stony barrens; sweet smelling&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;strong&gt;B&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong&gt;Black-Jointed Whip Grass&lt;/strong&gt; – canes&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Blade Blossom&lt;/strong&gt; – an oases flower&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Blue Burgrass&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Bogo Trees&lt;/strong&gt; – gnarled, covered with dagger-sized thorns; blue-hued boughs&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Brittlebrush&lt;/strong&gt; – white/silver, thick growth&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Burgrass&lt;/strong&gt; – grass; blue/green (domestic)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;C&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Catclaw Trees&lt;/strong&gt; – tree; spindly&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Chiffon Tree&lt;/strong&gt; – tree; ganey white boughs; flowering&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Cloud-brush&lt;/strong&gt; – a yellow spray, found outside of Nibenay&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;D&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Daggerblades&lt;/strong&gt; – grassy clumps&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Damask Cactus&lt;/strong&gt; – a bud will drug someone to become languid&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Desert Willow&lt;/strong&gt; – tree&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;span style="font-size:130%;"&gt;&lt;strong&gt;E&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;F&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Faro Tree&lt;/strong&gt; – tree; almost as tall as a man with a handful of scaly stems that rise to a tangled crown of needle-covered boughs. Blossoms once every ten years and each piece of sweet fruit is a delicacy worth almost twice as much as the tree itself. The needles are made into a gruel that is served to slaves. Needles are about 1 cm long. (domestic)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;G&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Gray Straw&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Goldentip&lt;/strong&gt; – bush; silvery fans&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Golden Salt Brush&lt;/strong&gt; – grows in stony barrens and in the red sands&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Golden Smoke Brush&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ground Holly&lt;/strong&gt; – (domestic) shrub; low-lying ground cover&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Groundstar &lt;/strong&gt;- pink; found in ravines&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;H&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;I&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;J&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;K&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;L&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;M&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Milkweed&lt;/strong&gt; – tall with fleecy, ivory blossoms held aloft on long yellow stems&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Mulga&lt;/strong&gt; – bush; grows in a thicket&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Myrrh Tree&lt;/strong&gt; – gnarled branches&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;N&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;O&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;P&lt;/span&gt;&lt;br /&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Purple Spikeballs&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Q&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;R&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Ratany&lt;/strong&gt; – yellow, chest-high hedge that grows along the edge of harbors; spindly boughs; used as a crude dust-break&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Rockholly&lt;/strong&gt; – boulder-size (grows near Silver Sandgrass)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Rockstem&lt;/strong&gt; – grass/cane; leafless, hard skinned&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;S&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Saedra Trees&lt;/strong&gt; – slender, long-needles conifers that grow with upraised boughs that resemble the arms of a sun-worshipping dwarf. Purple-flowered vines with yellow thorns grow twined around the boles and beards of moss dangle from the branches.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sand Cactus&lt;/strong&gt; – carnivorous, the sand-colored needles protrude out of the sand only 1-2 cm and can penetrate thick leather. Once the barbed needles entered the victim’s skin, a secretion into the wound keeps the blood from clotting. The sand cactus then begins draining the life-fluids of the victim into its root. (! A pile of undisturbed bones is a fair indication that the area is the territory of a sand cactus.!)&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Silver Sandgrass&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Silverthron&lt;/strong&gt; – bush; blossoms are used as perfume&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Silvery Broompipe&lt;/strong&gt; – cones&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Silverbristle&lt;/strong&gt; – a copse&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Smokebrush&lt;/strong&gt; – (domestic); golden color&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Spikeballs&lt;/strong&gt; – shrub; green or purple; tumbling windblown&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Spike-Brush&lt;/strong&gt; – a single barren stem&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Spinifex Bush&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;T&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Tamarisk&lt;/strong&gt; - bush; grey-green, flowering&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tarbush&lt;/strong&gt; - bush; amber in color, barbed thickets&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Thornstem&lt;/strong&gt; - shrub&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tinchweed&lt;/strong&gt; – ground dwelling plant; forage used to feed inxies&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tortoise Bush&lt;/strong&gt; – brown-tinged&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Tumblethistle&lt;/strong&gt; – yellow, spiked balls&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;U&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;V&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;W&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Whip Grass&lt;/strong&gt; – canes; black joints; used as a weaving material&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Wind Spout&lt;/strong&gt; – ?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Wychwood&lt;/strong&gt; - unknown; spell component&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;X&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Y&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Yara&lt;/strong&gt; – a tangy oil can be squeezed from the buds; used by elves for certain ceremonies&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Yellow Cloudbrush&lt;/strong&gt; – a spray that grows outside of Nibenay&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Yellow Fan&lt;/strong&gt; – an oases flower&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:verdana;"&gt;&lt;strong&gt;&lt;span style="font-size:130%;"&gt;Z&lt;br /&gt;&lt;/span&gt;&lt;/strong&gt;&lt;br /&gt;&lt;strong&gt;Zaal&lt;/strong&gt; - tree; barren trunks and fan-like crowns&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6515825076180321496-4385206471964593501?l=agithewanderer.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/4385206471964593501'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/6515825076180321496/posts/default/4385206471964593501'/><link rel='alternate' type='text/html' href='http://agithewanderer.blogspot.com/2009/05/filed-guide-to-athasian-flora.html' title='A Field Guide to Athasian Flora'/><author><name>Agi</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_K4rwSP2-Hw0/ShVpoJ0_B-I/AAAAAAAAAWk/bZg3vXl-sEM/s72-c/FARO+TREES.JPG' height='72' width='72'/></entry></feed>
