Thursday, 31 March 2016

Links Spelloyal’s Confections




Quote from Spell Loyal:


"Children and adults alike gather out in front of the window display to gawk at the moving diorama that the Spelloyal family obviously spends a great deal of time planning out with all of it’s intricate moving pieces. Fanciful lamps of differing styles from far-flung places hang from filament wire at different heights, above the countertops and small seating area, where several of them animate or climb up and down the filament that holds them. The east and west walls are papered with thick bands of red and gold paper all the way up past the balcony to the ceiling which lends itself to the looks of a “jewel box” or a wrapped gift turned inside-out. The ceiling is treated with a paint, that depending on the time of day, displays a sunny sky, sunrise/sunset or twinkling night sky.
Once inside the door, the floors (and all woodwork) are stained with the same black lacquer with a set of small ornate wrought-iron chairs with red or gold cushions to seat between 4 to 6 people. On the right wall are two, built-in wood shelving units that display jars of jams, jellies, nut-butters, and other items for purchase. In the far corner of the seating area is a fanciful metal and stained glass “dollhouse” on a built in wooden dais that comes alive with a dazzling music and light display if a single copper is placed in a slot. The stone countertops and tabletops are of the identical black granite with flecks of gold in the surface crafted without flourish, but with extreme precision. Adjacent to the countertop are glass display cases for all of the sweets available that day. Together, the counter and display form a bar."

The Vesse

The excellent resources of this hardwood forest would be sorely missed by the Highfolk and the good alliance of Veluna and Furyondy should they be lost. The Vesve yields a variety of excellent woods, plant resins used for waterproofing, incenses, preservatives, insect-repelling creams and tinctures, and a variety of medicinal berries and herbs. Particularly noteworthy are the sticky secretions of fungi unique to the Vesve used in magical oils.

The Vesve forest is of critical importance in the future of the Flanaess. Iuz refuses to yield any claim to it, while Furyondy and the Highfolk support those within it who try to fend off evil forces. Some 15,000 human woodsmen dwell here, a number diminished from prewar days, due both to casualties among volunteers supporting Furyondy and migration to safer lands. The elves stand firm here, though, with over 10,000 wood elves and a third this number of high elves. They are supported by some 6,000 gnomes and perhaps half that number of halflings.
In addition, 15-20 tribes of Beastmen, perhaps a thousand in number, dwell within the Vesve. Their origins are a matter of some curiosity; this region is farther north than they would usually inhabit, and their fur is darker and browner than most

Major And Minor Woodlands


Major And Minor Woodlands Adri Forest Amedio Jungle Axewood Forest Burneal Forest Bramblewood Forest Celadon Forest Dim Forest Dreadwood Forest Fellreev Forest Forlorn Forest Gamboge Forest Gnarley Forest Grandwood Forest Hornwood Forest Hraak Forest Loftwood Forest Menowood Forest Nutherwood Forest Oytwood Forest Phostwood Forest Rieuwood Forest Sable Wood Forest Silverwood Forest Spikey Forest Suss Forest Tangles Forest Timberway Forest Udgru Forest Vesve Forest Welkwood Forest The Trees of the Flanaess

Natural HIstory

Repost from http://www.canonfire.com/cfnew/modules.php?name=News&file=print&sid=659


The Natural History of Furyondy
Date: Saturday, July 23 @ 12:00:00 EDT
Topic: Greyhawk Gazetteer

This is the story behind the history of Furyondy. From the glaciers that sculpted the Furyondian landscape and the first hominid and demi-hominid inhabits of the land to a present day accounting of climate, crops and resources, this article looks at Furyondy the land.

The Natural History of Furyondy
By: gvdammerung
Used with Permission. Do not repost without obtaining prior permission from the author. The Natural History of Furyondy

by Glenn Vincent Dammerung (aka GVDammerung)

The Glacier Periods

Before the modern age, there was a time that only the elves remember. In that time, 35,000 years ago, much of the northern Flanaess was covered by a vast ice sheet. For untold years, this land was a howling wilderness of ice and snow. Towering glaciers extended from the northern polar regions to what is now the Nyr Dyv. Of this First Glacial Period, little is known. When the glaciers retreated, however, they shaped the land that is now Furyondy and the Northwest. 

The retreat of the glaciers was gradual and where they retreated, life returned to Oerth. In the Flanaess of 25,000 years ago, the glaciers had withdrawn to what are now the Cold Marshes. Here great walls of ice rose and extended to the pole. In the shadow of the glacial face, tundra extended for miles south before giving way to an immense taiga forest. In the west, along the line of the Yatils, the taiga forest extended in an unbroken expanse from today’s Vesve Forest to the Suss. In the east, the forests skirted Lake Whyestil for leagues to the south before tall grass praires rolled to the shores of the Nyr Dyv. In this Second, or Little, Glacial Period, unique lifeforms, now all but vanished dominated the landscape.

A complete retreat of glacial formations had occurred by 15,000 years ago. The land then much resembled the lands familiar today, at least in general outline. The only remaining glacier of great extent was that associated with the Land of Black Ice. This Modern Period marks the beginning of current geologic history.

Early Hominids and Demi-Hominids

The Little Glaciation was dominated by early halfling cultures. While the highest civilizations belonged to the elves and dwarves, halflings dominated the landscape much as humans predominate today. Short and thickly built, the Stoor and Hairfoot halflings of the Little Glaciation little resembled the svelte halflings now familiar. Halflings first harnessed fire, first worked in stone, first domesticated animals and built the first permanent hominid settlements. While now classed as demi-humans, halflings bear little resemblance to other demi-human races and are more accurately classed as proto-hominids. It is believed that from halflings men first learned the rudiments of civilization.

The elves of 25,000 years ago enjoyed four highly evolved but divergent civilizations. In the far south, Grey Elven civilization flourished as it has since, apparently, pre-history. In the southern and middle woodlands, Wood Elves enjoyed a civilization only slightly less sophisticated than that they now possess. In the lands that would become Furyondy, Snow Elves predominated. Now confined to more narrow ranges with the fuller retreat of the cold, Snow Elves were remarkably adapted to the chill conditions of taiga and tundra. In the farthest of northern reaches, the distant Ice Elves remained secluded in the chill fastness of their snowbound fortresses. None of the elven civilizations then existant had demonstrable congress with the developing halflings or early hominids. Conditions were sufficiently harsh to make survival paramount over the dangers presented by cultural contact with potential rivals for resources.

The dwarves of the Little Glaciation are a study in contrasts. Enjoying a history of continuous civilization nearly as long as that of the elves, dwarven history is marked by odd cycles of barbarism. Perhaps in response to locale conditions or a poor ability to adapt to change, dwarven surface and near-surface civilizations rise and fall with startling regularity. In contrast, deeper dwarven delves are more constant and serve as redoubts of dwarven civilization when barbarisms claims their brethren nearer the surface. During the Little Glaciation, those dwarves dwelling near the surface experienced a descent into barbarism from which they have fully emerged only since the end of the glacial period some 15,000 years ago. While still possessing a civilization second only to the elves, Ice Age dwarves, unless emerging from Deep Oerth were little better than savages with advanced metal working skills.

True hominids of the period were of two stripes. 

Neanderthal Man was a dead end genetic strain of humanity. Thick and broadly built, primitive, incapable of advanced thought and brutish, Neanderthals were yet well adapted for the harsh conditions of the Little Glaciation. Had they not faced competition and had extreme cold continued, it is not clear that the Neanderthals might not have faired better. Such was not, however, to be. Today, those Neanderthals encountered will be found only in the most remote mountains or in the farthest north and rarely elsewhere.

Competing with the Neanderthals were the direct descendants of modern man - Oerik-man. With a larger cranium, more flexible joints and a fully erect posture, Oerik-man was a gifted tool user and capable of extreme manipulations of his environment. Whether as the result of contact with proto-homind halflings or by his own invention, Oerik-man quickly developed tool using cultures. By that period beginning 15,000 years ago, Oerik-man was fully recognizable as human.

The Blackmoor Culture

The earliest human civilization to meet or surpass present achievements was the Blackmoor Culture that flourished at the beginning of the Modern Period, nearly 14,000 years ago, substantially north of present day Furyondy. From the archeological record, the civilization of Blackmoor was easily equivalent to any modern nation. Culture, weapon and armor manufacture and magic use were pronounced. Unfortunately, the Blackmoorians had to constantly struggle with aggressively barbaric neighbors, daily fighting not to be dragged back to the level of their more primitive neighbors. At the same time, Blackmoor faced the hostility of the last of the great, culturally advanced pre-human civilizations, centered on islands in the Nyr Dyv. The later human culture of the Isles of Woe would be built upon the remnants of this prior, pre-human civilization. Ancient Furyondy was caught between this clash of civilizations. 

While the vitality of the Blackmoor Culture might have allowed it hold off its barbaric neighbors while simultaneously meeting the challenge of more the advanced pre-human civilization, such was not to be. Approximately 13,000 years ago, a mass extinction appropriately called The Blackmoor Event doomed the Blackmoor Culture and retarded the development of man for several thousand years.

During the Blackmoor Event, Oerth was bombarded by a number of iron-nickle meteorites. It is believed that a single large conglomerate body fragmented on entry into Oerth’s atmosphere. The resulting fragments, averaging 100 to 200 feet across, impacted Oerth’s surface. While the exact number of impacts is unknown at least 25 suspected craters are attributed to the Blackmoor Event in the Flanaess alone. The greatest number of strikes were concentrated in or near Blackmoor proper and effectively eliminated that civilization. Each impact created a crater in the area of 500 to 1000 feet deep and between 2,500 and 6,000 feet across, with circumferences ranging from 1.5 to 4.5 miles. The cumulative blast effects and ejecta devastated the areas surrounding the impact sites and caused several years of dim summers. The long term effect of the impacts was felt for the next two thousand years as civilization had to be rebuilt. Today, all but a few of the impact craters are severely weathered, eroded, flooded with silt or water or have been remade by the hand of man and nature.

Lake Cultures, the Yahetees and the Flan

In the aftermath of the Blackmoor Event, civilization gradually returned to early Furyondy. 

By -11,000 CY, the Quag Lake Culture and Whyestil Lake Culture had reached early bronze age technology. Artifacts from this period show a remarkable rebound in workmanship from previous post-Blackmoor artifacts. The primary influence on the Quag Lake Culture is clearly dwarven, while that of theWhyestil Lake Culture shows predominantly elven influences. While there is no direct evidence of cultural exchanges in the archeological record between demi-humans and humans, it is presumed that such occurred to account for the pronounced stylings of the two dominant human cultures of the area. The present location of Highfolk seems to have been an early site of such exchanges. Certainly, artifacts from both the Quag and Whyestil Cultures have been found here suggesting a trade nexus that would overlap with known patterns of dwarven and elven habitation.

In contrast to the largely peaceful Northern Lake Cultures is that civilization which developed on the shores of the Nyr Dyv. Influenced by the human civilization of the Isles of Woe, the Yaheetes were an indigenous people who ranged from the Nyr Dyv in the central Flanaess to the Azure Sea and the southwestern Flanaess. Culturally advanced from contact with the civilization of the Isles of Woe, the Yaheetes were also corrupted by that contact. Artifacts reflect a culture obsessed with warfare, combat and a particularly bloody worship of what appear to be pre-human deities. What seems certain is that the Yaheetes controlled lowland Furyondy and were responsible for the extinction of the Whyestil Lake Culture. The Yaheetes also appear responsible for the disruption of the previously contiguous elven habitation of the Great Forest of the Western Flanaess. Elven records document warfare between the Yaheetes and the elves of the now vanished Western Forest of Furyondy and a general elven retreat.

Yaheete domination of Furyondy was to be short lived, however, as a new people moved into Furyondy from the north. The first Flan inhabitants of Furyondy appear to have been horse nomads pushing into the broken woodlands of Furyondy from the northern plans of the Flanaess. Scholars dispute whether these migrant Flan tribesmen were akin to the present Rovers of the Barrens or were associated with the developing Tostenhca civilization of the northeastern Flanaess. In either case, the encroaching Flan and the Yaheetes engaged in near constant warfare, bordering on genocide. Ultimately, the Flan prevailed, pushing the Yaheetes south and west until they were confined to a very narrow southern range, where they were eventually destroyed as a people by the arch-lich Vecna. Today, Yaheete ruins are rarely encountered. Though some ethnographers insist that Yaheete survivals exist in modern day Furyondy, nothing reliably supports this hypothesis. Rather, it is imagined that the Flan, and later the Ur-Flan, systematically blotted out any trace of the northern Yaheetes. The source of this seeming hatred is mysterious. 
With the successful end to the genocidal war against the Yaheetes, dated to -10,000 CY, the Flan became the dominant human inhabitants of Furyondy until the time of the Oeridian Migrations. 

Demi-Human Survivals

Before leaving the discussion of the habitation of post-Glacial Furyondy, a word needs to be said about the fate of the demi-human inhabitants which coexisted with the earliest human populations.

The halfling populations were devastated by the Yaheetes and subsequently by the Flan. Settlement patterns were disrupted and centuries of nearly continuous tribal warfare between the Yaheetes and the Flan reduced the halfling population to a fraction of its former levels. While halflings would continue inhabit, and have continuously inhabited, Furyondy, their numbers have never recovered.

Much the same is true of the early elven populations. The Yaheetes coexisted peacefully with no one. Early elven populations retreated in the face of the corrupt Yaheetes, to the Great Western Forest of Furyondy, to Highfolk and the Vesve and south toward Celene. With the destruction of the last remnants of the Great Western Forest of Furyondy during the Migrations, elves essentially quit Furyondy. Those elves remaining in Furyondy represent isolated groups or individuals and not a definable independent culture.

Dwarves, in another of their historic cycles, rose to form a powerful civilization centered on Mount Radruundar northwest of present Exag. Indeed, legend holds that the High Clan of Radruundar possessed the Ax of the Dwarvish Lords. Certainly, the Radruundar Hold held tributary those human settlements of the Quaglands that developed from the earlier Quag Lake Culture. For several hundred years, great portions of the Yatils and all of the Clatspurs paid tribute to Mount Radruundar, before its seemingly inevitable decline. 

The Physical Geology of Furyondy

Furyondy is essentially a well watered, fertile plain that slopes from the Yatils to the Nyr Dyv. Food grows in abundance. The materials for making cloth, flax, cotton and various hides, are also found in abundance. Mineral wealth in the form of gold is found predominantly in the southern extents of the country.


Furyondy’s wealth of non-mineral resources is due to the presence of a rich loess soil that covers the entirety of the Furyondian Plain from a depth of 50 ft to as much as 200 ft. Water from the Velverdyva, Att, Crystal and Veng rivers, as well as seasonal rains that come off of Lake Whyestil and the Nyr Dyv in squalls provide more than adequate moisture for the growing of crops and the development of herd animals. 

Within the loess plain, three distinct ecosystems may be found. Where water is abundant but drainage is poor, wetlands of limited scope may exist. With better drainage, small to medium woodlands prosper, the oldest of which may harken back to the Great Western Forest of Furyondy. Furyondian nobles are zealous in protecting this sort of acreage for hunting and wood cutting is strictly controlled. Of course, prairie predominates. Taken together, as if seen from above, Furyondy presents a distinctly dappled appearance as wetlands, woods and prairie mingle.

The Furyondian substratum is composed of limestone with a granite basement. Karst caves, formed by water action, are common in upthrust areas and may extend for miles beneath the otherwise undisturbed surface. Connections to the Deep Oerth are not uncommon. The result of these highways beneath the ground is an unfortunate incidence of monster incursions from seemingly nowhere. The common folk story, The Farmer and the Anhkeg, has a very real basis in fact.

In addition to the foregoing generalizations, Furyondy has nine distinct microgeological areas that have played an important role in the country’s development. These terroir have allowed Furyondy to develop a wine industry second to none among human civilizations. Where other human nations speak of wine in primitive terms of its color and national origin, Furyondians speak of terroir, varietals and growths, the difference being that between a weapon and a mastercraft weapon, each gets the job done but the mastercraft weapon is in all ways superior.

Weather Patterns

Each year Furyondy receives an abundance of rain and snowfall. 

In the spring, prevailing winds see rain squalls moving off of the Nyr Dyv in a northwesterly direction. Tornadoes and waterspouts are unusual but a dubious annual occurrence. If rains are particularly heavy, coupled with snow melt, flooding along rivers is a danger. The danger is most pronounced along the Velverdyva, Veng and Crystal Rivers in decreasing order.

In the summer, winds tend to be more westerly and summer thunderstorms are particularly strong in the southern parts of the country. Flooding is rarely a problem and damaging hail or tornadoes are infrequent. Temperatures in the summer can get very warm in all parts of the country but humidity tends to be less than might be expected due to lake breezes and the more constant westerlies.

Fall is the driest season, when little precipitation is likely. Furyondy is blessed with good weather for the harvest. Crops rarely rot in the field due to excessive moisture. Because of easy irrigation throughout the countryside, too dry a fall is also rarely an issue. The great fairs and tourneys of Libernen, Littleberg and Chendl take full advantage of early fall weather, which is mild. Late fall is unpredictable with early cold snaps a distinct possibility. 

Winter brings heavy lake effect snows inland from Whyestil Lake as far south as Worlende. North of a line from Keristen to Littleberg to Caronis, snow is lighter but predictable. South of this line, snow is light and any snow melts quickly. Frequent snowless winters are not uncommon. Those areas close to the Nyr Dyv may be an exception and can have significant lake effect snows if a particularly strong cold front moves down from the northeast. These “northeasters” are the stuff of local weather folklore, particularly among resettled Shieldlanders who own winter weather bragging rights it seems. Temperatures in winter are generally not subzero, although a string of subzero nights in not uncommon in Fireseek and even Readying.

Wildlife, Exceptional Denizens, Game and Livestock

Leaving aside clearly monstrous creatures, which are scarce everywhere except in wilder border areas or where they emerge from Furyondy’s extensive cave systems, wolves are the most frequently encountered predator. Large cats are not infrequently encountered but tend to range widely enough not to cause as much alarm as the sighting of wolves. Bears are frequently encountered along the rivers, in wetlands and in forests and present the greatest danger of an accidental encounter. 

Dragons are almost unheard of in Furyondy proper. A young to young adult dragon may lair for a time in a more remote rural area but any more mature creature either moves on or is hunted down. Attitudes toward dragons and dragon hunting vary. Some nobles take it as a sign of good luck to have a dragon lair nearby, provided it does not dine on local herds.

Free roaming undead are uncommon but not unheard of. Furyondy’s local history is as bloody as any other feudal realm, though the country has been mercifully spared national devastation except in the north. Furyondy’s ancient past, however, is particularly bloody and ancient undead are a constant source of rural folklore. The Yaheetes and Ur-Flan give rise to the vast majority of these tales as they have been handed down. Proof of actual examples is harder to come by, however.

Game animals are protected by law. Deer, elk, moose and other even toed ungulates of this sort are favored sport. Most prized are those rare survivals from Furyondy’s glacial past, megaceros, cranioceras, synthetoceras and merycodus. Boar and fox are also prized but may be killed if interfering with agricultural pursuits. The meat or hide, however, belongs to the local lord in such case. Ducks, wild geese, grouse, and other suitable sport for falconry, are also protected. Rabbit and hare are the only common sport animals that are not protected by law for the lord’s hunting pleasure.

Of livestock, every sort is raised. Cattle. Hogs. Chickens. Sheep. Note should also be made of horses. Although not livestock, in a land of knighthood, they are a passion. Among commoners, local horse races are also much commented upon.

Flora and Foodstuffs

The Gold Country and southern Willip are virtual flower gardens. Every type of wild and cultivated flower seems to thrive here. In spring and summer the riots of color are breathtaking. Roses are particularly prevalent but tulips, iris and all manner of lilies are common. Orchids are not native to Furyondy but have been imported by wealthier southern merchants and nobles. Something of an affectation, they are also a status symbol if one can grow them successfully in a hothouse type setting.

Throughout Furyondy berries of every sort are a common part of the diet. Few are actually cultivated but more grow wild in thickets near wetlands streams, creeks and rivers. Berry picking is a common summer and fall recreational activity, although a lookout for bears with similar ideas must be maintained.

Of grains, every sort is grown somewhere. Wheat, barley, oats and rye are most commonly grown for meal. If to be fermented, hops is also commonly grown. Corn is less common and is considered a Flan food, more suitable for animal feed. In rural areas, however, everything goes into the pot and wild corn dishes are a rural delicacy for those who would care to try them. Rice is not found in abundance, except the wild variety which is harvested mainly by rural peoples. Furyondy does not have a climate suitable for the large scale cultivation of rice. The rarest grain is the soybean, known to be grown in the Domain of Greyhawk after being imported from parts unknown.

Vegetables of every sort are also grown in Furyondy. Every rural house, and many urban dwellings, maintain a vegetable plot. Pole beans, potatoes, yams, onions, carrots, lettuce, squashes and cucumber are common. Tomatoes are another import from Greyhawk and have not caught on with most Furyondians as of yet.

Mellons of every almost every variety are also commonly grown.

Almost all types of fruit and nut trees do well in some part of Furyondy. Next to a vegetable garden it is most common for rural families to shade their cottages with a fruit or nut tree, if at all possible. Apples and cherries, walnuts and hickory nuts are most common. Citrus fruits are not grown but are a greatly prized import from Keoland.

Of course, grapes, whether for making fine wines or simple potables, are a Furyondian byword.

In the forests, both coniferous and deciduous trees abound, with more of the former to the north and more of the later in the middle, eastern and southern ranges. Roanwoods are found only in the verge of the Vesve and as one approaches Highfolk. Ipps are similarly rare. Galda, Usk and Yarpick are uncommon, found mostly in the most rural of areas. Of note, northeastern Furyondy north of Willip to the confluence of the Crystal and Veng Rivers is mostly treeless. Centuries of logging for ship building have entirely depleted what native forest stands existed in this predominately praire landscape. Erosion is a constant problem and there is a preliminary effort to replant forest stands as windbreaks to help halt erosion as much as anything else. 

Special note should be made that timber or lumber sufficient for Furyondy’s building, and especially shipbuilding, is not found in abundance. Accordingly, Furyondy has very strict timber laws. Even so, Furyondy imports substantial timber each year from Veluna, Dyvers, Highfolk and even Perranland.

Mineral Wealth

Of all of nature’s abundance, Furyondy is least blessed with mineral resources. Gold is found in more than sufficient supply for the Kingdom’s needs. Furyondy is not a poor country. Beyond gold, however, Furyondy is mineral poor. Substantial exports of foodstuffs and manufactures must pay for necessary silver, copper and platinum imports as well as gems for the adornment of the upper and noble classes, in addition to the timber already mentioned. Furyondy’s gold reserves are not, however, sufficient for the country to simply purchase that which they might need or desire.

Iron, tin and zinc are present in sufficient quantity to see to the kingdom’s basic needs but imports may be necessary in some years. Weapons manufacture is not a Furyondian speciality, as resources are not to be had in sufficient quality, as well as quantity. Furyondy imports weapons from Veluna, Highfolk, Dyvers, Greyhawk and most especially Perranland. Most weapons of quality found in Furyondy are of Perrenlander manufacture. 




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Review

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sage Advice


by Skip Williams

   If you have any questions 
on the games produced by TSR, Inc., "Sage
Advice" will answer them.  In the United States and Canada, write to: Sage
Advice, DRAGON(R) Magazine, P.O.  Box 111, Lake Geneva WI  53147, U.S.A.  In 
Europe, write to: Sage Advice, DRAGON Magazine, TSR Ltd., 120 Church End,
Cherry Hinton, Cambridge CB1 3LD, United Kingdom.

This month, "Sage Advice" covers a potpourri of questions on various topics
related to TSR(R) games.


D&D(R) game

   The D&D Expert Set says that only maidens can ride unicorns.  How can my
female PC become a maiden?

   Females don't become maidens.  Maidens are born, not made.  In fantasy
literature, a maiden is a young, unmarried woman.  In the D&D game, a true
maiden also has a Lawful alignment.  You might also look up the word
"virgin" in a dictionary.


   At what level can PC mystics start on a path to Immortality?  Does any
path favor Mystics?

   Mystics can seek immortality any time after reaching 16th level.  A
mystic's intense devotion to his discipline makes the Epic Hero the only
suitable path for a mystic; the DM must decide if this is also the favored
path (see the Master DM's Book, page 15).


   Will a weapon of wounding negate a troll's regeneration ability in the
D&D game?

   Only insofar as the troll suffers the extra damage caused by the "wound"
(1 hp per round).  The troll can regenerate this damage, however.


STAR FRONTIERS(R) game

   I enjoyed the article "Armored and Dangerous" in issue #129 (page 70),
but I have a few questions.  Does the basic suit of powered armor come with
a bodycomp and any special scanners?  I assume there is a bodycomp because
Zebulon's Guide to Frontier Space says that an enviro-comp is required, and
implies that a master-comp is also required.

   The basic suit has no scanners, but it does have a bodycomp with a type D 
processor and a kingpack power supply.  The standard progits are:
master-comp, medinject (three of them), body-scan, and enviro-comp. 
Additional progits can be added to the computer, up to the kingpack's
12-progit limit.


   I like the helmet rafflurs and grenade launchers in Zebulon's Guide, but
I can't find costs and weights for them.

   As explained on page 70 of that book, helmet attachments cost 20% more
than their regular counterparts.  The weights of the helmet and regular
versions are identical.  Helmet rafflurs, for example are merely two rafflur 
M-1s attached to a helmet.  The cost and weight of the rafflur M-1 are given 
on page 34 as 300 Cr and .50 kg.  Therefore, helmet rafflurs cost 720 Cr
((300 x 2) x 1.2) and weigh 1 kg.


AD&D(R) game

   Why does a paladin become a cavalier instead of a fighter when he loses
his paladinhood?

   With the appearance of Unearthed Arcana, paladins became a subclass of
the cavalier, not the fighter.


   Both the Monster Manual I and the Best of DRAGON Magazine Anthology, vol. 
 III, say that halflings have a + 3 "to hit" with missile weapons.  Do PC
halflings get this bonus in addition to any adjustments for dexterity?

   No; the + 3 bonus is given only to NPC halflings, who are assumed to
spend a lot of time practicing with short bows or slings (as well as to have 
high dexterities).  The + 3 bonus applies only to these two weapons.


   Are elves immune to charm effects that aren't from spells, such as a
vampire's gaze or a harpy's song?

   Elves and half-elves are resistant (not immune) to all forms of sleep and 
charm, including those above.


   If a dwarven character and a human character got married and had kids,
wouldn't their offspring be half-dwarves?  What would the racial
characteristics of half-dwarves be?

   We suppose that a human and a dwarf would produce a half-dwarf, if they
could produce a child at all.  Such a child, however, might be either a
tall, hairless dwarf or a short, hairy human, as there are no half-dwarves
in the AD&D game.  While it is possible to create more crossbreeds than are
already present in the AD&D game, we recommend that you stick with the ones
in the rules.


   Can humanoids such as gnolls or orcs use weapon specialization?

   No; weapon specialization is for the fighter class only.  We suppose that 
some very extraordinary humanoids might actually have fighter training and
so could specialize.  This would be very rare.


   Here is my 8th-level troll thief.  What do you think of him?

   See the DMG, page 21, "The Monster as a Player Character," for the
official view on this and all other cases like it involving monsters as PCs.


   Can a character worship a deity from the pantheon of another race?  Why
or why not?

   Yes, he can, but he might find himself outcast, accepted neither by his
own race nor the race associated with the deity.  This depends on how
appropriate the deity is for the character.  The Greek deity Hephaestus, for 
example, is very appropriate for dwarves or gnomes.  Likewise, deities who
are associated with a particular class are generally appropriate for any
character of that class regardless of race.  A dwarven worshiper of a
giants' deity, however, is likely to be unwelcome wherever he goes.  Clerics 
are a different matter; refer to the individual descriptions of each deity
to determine which races the deity will accept as clerics.


   When can a character build a stronghold and attract followers?

   Characters who are allowed to construct strongholds in order to attract
followers may do so when they reach "name" level.  "Name" level is the level 
at which a class no longer gains additional hit dice or constitution bonuses 
(see Unearthed Arcana, page 12).  DRAGON issue #117, pages 16-17 ("Feuds and 
Feudalism"), has some suggestions for midlevel strongholds as well.  Any PC
with the money may build a stronghold - but attracting followers other than
the usual henchmen and hirelings could be difficult if the PC is of low level.


   Which classes get a constitution bonus higher than + 2 per hit die?

   To be absolutely clear: fighters (including rangers and barbarians) and
cavaliers (including paladins).


   Do nonthief characters have any chance to open locked chests or doors?

   Only thieves can pick locks in the AD&D game.  Other characters can try
to force locked closures by making an open doors attempt or bend bars/lift
gates roll, as per the Players Handbook, page 9.  It is up to the DM to
decide when and how a locked door or chest can be opened.


   Do nonthief characters have any chance to listen at doors?

   See page 60 of the DMG for nonthief hear noise attempts.


   What is the effect of nonmagical exercise on ability scores?

   Officially, none.  All character classes are assumed to exercise to a
degree appropriate to their professions, as a normal part of training for
advancement.  The less physical classes fill in their nonadventuring time
with study and mental exercises.


   Can a character hold his breath and avoid the effects of gases?

   Yes, it is possible for a character who suspects or detects poisonous gas 
before having to make a saving throw against it to hold his breath and avoid 
the effects of most gases.  Some gases, such as green dragon breath, take
effect on contact and cannot be avoided simply by holding one's breath. 
Rules for characters holding their breaths are given in the Dungeoneer's
Survival Guide, page 12.


   Do characters still get constitution bonuses to their hit points after
reaching "name" level?

   No.  Once the character stops gaining new hit dice, he also stops gaining 
constitution bonuses.


   When a character is raised or resurrected and loses a point of
constitution, does he also lose bonus hit points?  For example, would a 13th 
level paladin with an 18 constitution lose 13 hp after being raised?

   Yes, a character who loses a point of constitution loses all the bonus
hit points that went with it.  Note that the paladin in your example would
have stopped gaining bonus hit points for constitution at level 9, so he
would lose 9 hp.  Some campaigns, rather than subtracting previously
acquired hit points for the constitution loss, allow the PC to retain his
old hit points but restrict new hit-point bonuses for constitution to the
amount appropriate for the new constitution.  For example, an 8th-level
magic-user with a 16 constitution dies, is brought back to life, and loses a 
point of constitution.  His hit points are unchanged, but when he earns his
next level, he gets only a + 1 bonus for his 15 constitution.


   Page 13 of the DMG says that adjustments due to aging will lower an
ability score a full point, so that a - 1 will reduce an 18/00 strength to
17.  Yet under "Middle Aged," it says: "Subtract 1 point (or half
exceptional rating) of strength." Please resolve this contradiction.

   The text has been changed in a later printing of the DMG.  When going
from "Mature" to "Middle Aged," a character loses one point of strength or
half the exceptional rating.  Thereafter, any loss lowers strength a full
point.  A percentage-rated 18 strength at middle age drops to 16 with the
two-point loss at "Old."


   If a character's intelligence, wisdom, or charisma score increases, can
he make a new check for psionic ability?

   Yes.  The character may check for psionic ability each time his chance
improves, but never when it gets worse.  Fractions are dropped when
calculating psionic potential, so the new number must round down to a number 
at least one point higher than the old number before the character is
entitled to a new roll.


   Can a character be awarded experience points for an adventure in which he 
dies?

   Yes, but this is up to the DM.  The DMG suggests an optional 1,000 xp
bonus for dying (see pages 85-86). (The DMG also says that earned experience 
should be divided equally among the surviving characters; see page 85.)
Survivors may be counted after all attempts to revive characters by magical
means have been resolved.


   If a character has been fighting or doing something very strenuous for a
long time, would he still he able to use his strength bonuses?

   See the fatigue rules on page 88 of the Wilderness Survival Guide.


   What do you do with a character who has accumulated enough experience to
advance more than one level?  Say that a 1st-level fighter earns 4,500 xp on 
an adventure, enough to make him a 3rd-level fighter.  Does he simply train
for 3rd level, or does he also have to spend time and money training for 2nd 
level at the same time?

   Characters are limited to gaining one level at a time (see the DMG, page
86).  If a character earns a windfall of experience, he gains only enough to 
place him within one point of the next highest level - the 1st-level fighter 
in the example would have 4,000 xp, one point short of 3rd level.  The extra 
500 xp are lost, and the character cannot gain additional experience until
he completes his training for 2nd level.


   How do you figure the training cost and time for a character who hasn't
gone adventuring, such as a city NPC who earns all his money (and hence
experience) through a business or service?

   You figure them just as you would for an adventuring character (see the
DMG, page 86).  Substitute individual transactions or standard periods of
time for adventures when rating overall performance.


   Where can I get a map of Kara-Tur for inclusion in the WORLD OF
GREYHAWK(R) setting?  Where is Kara-Tur in relation to Oerik?  I assume to
the west, since Zeif, Ekbir, and their neighbors have a Middle-Eastern flavor.

   Maps for Kara-Tur are now available for the FORGOTTEN REALMS(R) setting
in the form of a boxed set released in the fall of 1988.  WORLD OF GREYHAWK
setting DMs should have little trouble adapting this product for use with
their campaigns.  Otherwise, the section on the geography of Kara-Tur,
starting on page 136 of Oriental Adventures, gives you all the information
you need in order to make your own maps.  DMs can place Kara-Tur anywhere
they want in relation to Oerik, but the opposite side of Oerth is best.


Copyright © TSR, Inc.  All Rights reserved.

http://www.datapacrat.com/Art/Games/RPG/DND/DRAGON/SAGE/144SAGEA.TXT

https://www.google.ca/search?q=D%26D&ie=utf-8&oe=utf-8&gws_rd=cr&ei=kU79VpOTCeWRjwTn54SACQ#q=D%26D+oriental+area

Respost Suel


Suloise

Suloise is generally used in reference to the Suloise people, (sometimes called the "Suel"), a race of humans living in the Flanaess, though the term may also refer to the language and culture of said people.
The Suel began migrating to the Flanaess in large numbers circa -447 CY, from the Suel Imperium. The numbers of the Suloise Migration increased dramatically after the Invoked Devastation and the Rain of Colorless Fire in -422 CY. The Suel settled in many regions of the Flanaess, often competing with the native Flan and migrant Oeridians, as well as non-human inhabitants such as the elves and dwarves.
Though people of Suel descent can be found nearly anywhere in the Flanaess, notable lands that contain a significant number of Suel include the Thillonrian Peninsula, the Scarlet Brotherhood, the Lordship of the Isles, the Sea Barons, the Sheldomar Valley, and the Urnst States. The Lendore Isles were once home to a large contingent of Suel, but most humans have been expelled from that land since the cult of Sehanine Moonbow gained control after the Greyhawk Wars.
The traditional calendar of the Suel people is known as the Suloise Dating.

Wednesday, 30 March 2016

Pedia+Pilgrimage sites

Pilgrimage sites:

-Rift Canyon, North of the Nyr Dyv
-White Plume moutain, next to the Rift Canyon
-The Vast swamp, many locations, holy to many gods
-The Black Ice fields, with many sub locations, holy to most of the gods.
-Greyhawk city location, holy to Boccob; and sometimes other gods of magic. 
-The lands of Iuz containe many holy sites to 
-The Sea of Dust, is holy to any of the Suloise Gods, with many specific holy sites.
-The Other side of the Sea of Dust, very holy to Wee Jas
-Specific Hell Furnaces Fire Mountains (Volcano's) holy to many gods of fire, smiths gods
-Many islands on the Why, holy to many water gods.
-Eye of the Needle, a Flann Lost holy moutain
-Ket, holy to the three sibliing gods, as their mother was said to be here. 
-




Rift Canyon is a holy site to many different religions for different regions.



Orcs believe that the rift was created by their lord in his rage at being cheated by the lots.

The Grim Reaper greatest priest of Slum lived here and sent to the lower planes via "Slay Living" his first victim. Some say this priest was Kyuss, the same priest who become an undead horror. 

The Flanne in general hold this place as holy because of its natural power. The Old faith in particular hold's this place to me one of the most power in the world.

Some elves believe the orcan myth story and hold the place as the sign of the elves indifference. 
 

Flan WOG

 Issues is Kyuss really a good or a myth?
What do the Oderians look like?

re-migrations Flan are described in the World of Greyhawk Fantasy Game Setting's Guide to the World of Greyhawk as "hardy and capable hunters but not particularly warlike, and their small and scattered groups made no appreciable civilizing efforts." This is a simplification, for the Flan boast several pre-Migrations cultures, including those found at Sulm in the Bright Desert, Veralos on the edge of Rift Canyon, Tostehnca in the Griff Mountains, and several others.

Contents

Description

Pureblooded Flan boast a bronze-colored complexion, varying from a light copper shade to a deep brown hue. Eyes are typically dark brown, black, brown, or amber. Their wavy or curly hair is usually black, brown-black, dark brown, or brown.

Religion

Many Flan follow the Old Faith. The following deities make up the Flan pantheon:

Notable Flan kingdoms of pre-history

The following Flan kingdoms existed prior to the Great Migrations.
  • Caerdiralor (Dragonshead Peninsula)
  • Durha (Bright Desert)
  • Haradaragh (Lortmil Mountains)
  • The Hueleneaer (Bright Desert)
  • The Isles of Woe (Nyr Dyv)
  • Itar (Bright Desert)
  • Nuria (Unknown)
  • The Occluded Empire of Vecna (Northern Sheldomar Valley)
  • Rhugha (Bright Desert)
  • Ronhass (Bright Desert)
  • Sulm (Bright Desert)
  • Tostenhca (Griff Mountains)
  • Truun (Bright Desert)
  • Veralos (Rift Canyon)

Notes on personality

 Notes on personality

 Good can be Greedy too

               By Edmund Scholz

While some personality traits may appear to be in one camp of alignment or other, the personality trait is viewed from the characters alignment. It is possible that the personality is a flaw in what they would like their character to be; a good person being cowardly and unable to do good when treated for example. It is also possible that the trait is retooled to fit their existing alignment; a greedy good character might feel that money is the root of all evil, and it is his job to remove money from others to help them. A generous evil character might see giving away money as a way to increse greed and discord, or to attain what he truly values, military power. Or a chaotic character who always follows social rules because the gods of chaos demands it, and by following the rules rigidly he can create chaos . . . and they gain great glee when the rules are mutually contradictory -always feed a guest, but always kill orcs, so when an orc guest comes .  . .

 If there are only a few traits contra to alignment they are probably character flaws, but even then the character will try to justify them most of the time, even to themselves. 

Zenopus's Pandora's Olman goddess

Zenopus's Pandora's Olman goddess 
By Ed Scholz


       1) The "thief" to be clear is a fighter with a bandit background. He has no thief skills, but steals for a living. Usually grab and run so far. Now an adventure most of the time.

      2) He thought the armour was just nifty stuff to wear at first, until everyone mistook him for the Kings Guard. As Portown is independent and free city in the realm, the guard has no garrison in the town, and is miles away anyway. None the less he is treated as a honored guest, assumed to be on some look and see mission.
       At first he had fun with this, but as the days went buy was more and more worried his "men" or anyone really that knows the captain may come by - or he can even maintain dodging questions about the Capital  like "Is it true you caught that famous diamond thief, what was his name anyway?"

      3) After this the player tried to fence it, but the local fence thought he was was with authorities so it never got to that point. The fence assumes the "captain" is a bit shady, but is unwilling to act fence like in his presence since he is the "captain" after all.
       4) The player is now more worried about all the free drinks and attention he is getting as a "hero" of the country. He has expressed a desire for the "captain" to die during an outing into Zenopus's dungeons under the city - and for a "him" to come out, with a new identity, but so far his own party does not want to go along with that,  since some of them thing he is the "captain" as well - and are confused by his desire to fake his own death.

      Let went into the dungeons, meet some ghouls, and almost lost the whole party, but in the end no deaths. The "captain" had to call for divine intervention - and succeed, having an Olman goddess (that no one but the party cleric believes in, at least in this area) allow his party to reroll their paralyse saves and having the ghouls turned. This has put a totally unexpected direction to the game.

       The party leaves the dungeon with some in the negatives and that is where we left it. What will happen is anyones guess.

Tuesday, 29 March 2016

Last Edit March 2016 26th

Last Edit March 2016 26th

Important Links


Economic Notes

http://edmunds-playersbook.blogspot.ca/2016/03/economics-notes.html



Middle Ages Jobs

https://www.blogger.com/blogger.g?blogID=3931532125264168912#editor/target=post;postID=2556853270166517859;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=27;src=postname


Players Starting Equipment:


http://edmunds-playersbook.blogspot.ca/2016/03/player-starting-equipment.html
March 2016 :

http://edmunds-playersbook.blogspot.ca/search?updated-min=2016-01-01T00:00:00-08:00&updated-max=2017-01-01T00:00:00-08:00&max-results=21



Rules:

Experience buying (from Dragons Foot)

http://add-1stedition.blogspot.ca/2014/09/previousonal-rule-buying-xp.html

Spe Rules
http://add-1stedition.blogspot.ca/2014/10/rule-1410-111-saga-character-generation.html

Character Generation: Normals
http://edmunds-playersbook.blogspot.ca/2016/03/rule-16-03-10.html

Monsters blackmoor

Blackmoor monsters

Beaver, giant
Beetle, bombardier
Beetle, fire
Beetle, rhinoceros
Crab, giant
Crocodile, giant


Dinosaur, elasmosaurus
Dinosaur, mosasaurus
Dinosaur, plesiosaurus


Dolphin
Eel, giant
Eel, weed
Elf, aquatic
Eye, floating
Frog, giant
Ixitxachitl
Lamprey
Leech, giant
Lizard, fire
Lizard, minotaur
Locathah
Masher
Merman
Morkoth
Octopus, giant
Otter, giant
Portuguese Man-o-War
Ray, manta
Ray, pungi
Sahuagin
Sea horse, giant
Shark, giant
Spider, water
Squid, giant
Toad, giant
Wasp, giant
Whale

No stats

Frog, killer
Koalinth
Kopoacinth
Lacedon
Mottled worm
Nymph
Sea hag
Strangle weed